Files
speckle-unity/Packages/systems.speckle.speckle-unity/RecursiveConverter.cs
T

140 lines
5.7 KiB
C#

#nullable enable
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Objects.Converter.Unity;
using Speckle.Core.Kits;
using Speckle.Core.Models;
using UnityEngine;
namespace Speckle.ConnectorUnity
{
/// <summary>
/// <see cref="Component"/> for recursive conversion of Speckle Objects to Native, and Native Objects to Speckle
/// </summary>
[AddComponentMenu("Speckle/Conversion/" + nameof(RecursiveConverter))]
[ExecuteAlways, DisallowMultipleComponent]
public class RecursiveConverter : MonoBehaviour
{
public virtual ISpeckleConverter ConverterInstance { get; set; } = new ConverterUnity();
#region ToNative
/// <summary>
/// Given <paramref name="baseObject"/>,
/// will recursively convert any objects in the tree
/// </summary>
/// <param name="baseObject">The Speckle object to convert + its children</param>
/// <param name="parent">Optional parent transform for the created root <see cref="GameObject"/>s</param>
/// <returns> A list of all created <see cref="GameObject"/>s</returns>
public virtual List<GameObject> RecursivelyConvertToNative(Base baseObject, Transform? parent)
=> RecursivelyConvertToNative(baseObject, parent, o => ConverterInstance.CanConvertToNative(o));
/// <inheritdoc cref="RecursivelyConvertToNative(Base, Transform)"/>
/// <param name="predicate">A function to determine if an object should be converted</param>
public virtual List<GameObject> RecursivelyConvertToNative(Base baseObject, Transform? parent, Func<Base, bool> predicate)
{
LoadMaterialOverrides();
var createdGameObjects = new List<GameObject>();
RecurseTreeToNative(baseObject, parent, predicate, createdGameObjects);
//TODO track event
return createdGameObjects;
}
protected string[] namePropertyAliases = {"name", "Name"};
protected virtual string GenerateObjectName(Base baseObject)
{
foreach (var nameAlias in namePropertyAliases)
{
string? s = baseObject[nameAlias] as string;
if (!string.IsNullOrWhiteSpace(s)) return s!; //TODO any sanitization needed?
}
return $"{baseObject.speckle_type} - {baseObject.id}";
}
public virtual void RecurseTreeToNative(Base baseObject, Transform? parent, Func<Base, bool> predicate, IList<GameObject> outCreatedObjects)
{
object? converted = null;
if(predicate(baseObject))
converted = ConverterInstance.ConvertToNative(baseObject);
// Handle new GameObjects
Transform? nextParent = parent;
if (converted is GameObject go)
{
outCreatedObjects.Add(go);
nextParent = go.transform;
go.name = GenerateObjectName(baseObject);
go.transform.SetParent(parent);
//TODO add support for unity specific props
//if (baseObject["tag"] is string t) go.tag = t;
//if (baseObject["layer"] is int layer) go.layer = layer;
//if (baseObject["isStatic"] is bool isStatic) go.isStatic = isStatic;
}
ConvertChildren(baseObject, nextParent, predicate, outCreatedObjects);
}
protected virtual void ConvertChildren(Base baseObject, Transform? parent, Func<Base, bool> predicate, IList<GameObject> outCreatedObjects)
{
// Find child objects to convert,
IEnumerable<string> potentialChildren = baseObject.GetDynamicMembers();
if (!ConverterInstance.CanConvertToNative(baseObject))
{
potentialChildren = potentialChildren.Concat(baseObject.GetInstanceMembersNames());
}
foreach (string? c in potentialChildren)
{
object? value = baseObject[c];
//Ignore everything but objects inheriting Base
if(value == null) continue;
if(value.GetType().IsSimpleType()) continue;
if(value is Base o)
{
RecurseTreeToNative(o, parent, predicate, outCreatedObjects);
}
else if (value is IDictionary dictionary)
{
foreach (object obj in dictionary.Keys)
{
if(obj is Base b) RecurseTreeToNative(b, parent, predicate, outCreatedObjects);
}
}
else if (value is IList collection)
{
foreach (object obj in collection)
{
if(obj is Base b) RecurseTreeToNative(b, parent, predicate, outCreatedObjects);
}
}
else
{
Debug.Log(value.GetType());
}
}
}
protected virtual void LoadMaterialOverrides()
{
//using the ApplicationPlaceholderObject to pass materials
//available in Assets/Materials to the converters
var materials = Resources.LoadAll("", typeof(Material)).Cast<Material>().ToArray();
if (materials.Length == 0) Debug.Log("To automatically assign materials to received meshes, materials have to be in the \'Assets/Resources\' folder!");
var placeholderObjects = materials.Select(x => new ApplicationPlaceholderObject { NativeObject = x }).ToList();
ConverterInstance.SetContextObjects(placeholderObjects);
}
#endregion
}
}