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a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs new file mode 100644 index 000000000..eb93d3c5b --- /dev/null +++ b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs @@ -0,0 +1,802 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Threading; +using Unity.Plastic.Newtonsoft.Json; +using Unity.VisualScripting.IonicZip; +// using ICSharpCode.SharpZipLib.Zip; +using UnityEditor; +using UnityEditor.Compilation; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace AWSIM.Scripts.Editor.ExportAssetBundle +{ + public class ExportAssetBundle : EditorWindow + { + [SerializeField] private bool _doBuildEgoVehicle; + [SerializeField] private bool _doBuildEnvironment; + + [SerializeField] private string _playerFolder = string.Empty; + + private const string SceneExtension = "unity"; + private const string ScriptExtension = "cs"; + private const string PrefabExtension = "prefab"; + public static bool BuildSuccessful; + private static Dictionary BuildGroups; + + #region data + + public class BundleData + { + public BundleData(BundleConfig.BundleTypes type, string path = null) + { + bundleType = type; + bundlePath = path ?? BundleConfig.PluralOf(type); + } + + public class Entry + { + public string name; + public string mainAssetFile; + public bool selected; + public bool available; + } + + public BundleConfig.BundleTypes bundleType; + public string bundlePath; + public string sourcePath => Path.Combine(BundleConfig.ExternalBase, bundlePath); + public bool isOpen = false; + + public Dictionary entries = new Dictionary(); + + public void OnGUI() + { + if (entries.Count == 0) + { + EditorGUILayout.HelpBox($"No {bundlePath} are available", MessageType.None); + } + else + { + EditorGUILayout.HelpBox($"Following {bundlePath} were automatically detected:", MessageType.None); + } + + #region unity 2020.3.3f1 fix + + // TODO fix for issues with unity 2020.3.3f1 multiple bundles + + //if (entries.Count != 0) + //{ + // EditorGUILayout.BeginHorizontal(GUILayout.ExpandHeight(false)); + // if (GUILayout.Button("Select All", GUILayout.ExpandWidth(false))) + // { + // foreach (var entry in entries) + // { + // entry.Value.selected = true; + // } + // } + // if (GUILayout.Button("Select None", GUILayout.ExpandWidth(false))) + // { + // foreach (var entry in entries) + // { + // entry.Value.selected = false; + // } + // } + // EditorGUILayout.EndHorizontal(); + //} + + foreach (var entry in entries.OrderBy(entry => entry.Key)) + { + if (entry.Value.available) + { + if (GUILayout.Toggle(entry.Value.selected, entry.Key)) + { + // BuildPlayer = false; + foreach (var group in BuildGroups.Values) + { + foreach (var e in group.entries.Values) + { + e.selected = false; + } + } + + entry.Value.selected = true; + // CurrentSelectedEntryName = entry.Value.name; + } + else + { + entry.Value.selected = false; + } + } + else + { + EditorGUI.BeginDisabledGroup(true); + GUILayout.Toggle(false, $"{entry.Key} (missing items/{entry.Value.mainAssetFile}"); + EditorGUI.EndDisabledGroup(); + } + } + + #endregion + } + + public void Refresh() + { + var updated = new HashSet(); + foreach (var entry in Directory.EnumerateDirectories(sourcePath)) + { + var name = Path.GetFileName(entry); + + if (name.StartsWith(".")) + { + continue; + } + + if (!entries.ContainsKey(name)) + { + var extension = bundleType == BundleConfig.BundleTypes.Environment; + var fullPath = Path.Combine(sourcePath, name, $"{name}.{extension}"); + + entries.Add(name, new Entry + { + name = name, + mainAssetFile = fullPath, + available = File.Exists(fullPath), + selected = false + }); + } + + updated.Add(name); + } + + entries = entries.Where(entry => updated.Contains(entry.Key)).ToDictionary(p => p.Key, p => p.Value); + } + + public bool EnableByName(string name) + { + if (!entries.ContainsKey(name)) + { + var knownKeys = string.Join(",", entries.Keys); + Debug.LogWarning( + $"[BUILD] could not enable entry {name} as it was not found. Known entries of {bundlePath} are {knownKeys}"); + + return false; + } + + Debug.Log($"[BUILD] Enable entry '{name}' of {bundlePath}"); + + entries[name].selected = true; + return true; + } + + private void PreparePrefabManifest(Entry prefabEntry, string outputFolder, + List<(string, string)> buildArtifacts, Manifest manifest) + { + const string vehiclePreviewScenePath = "Assets/PreviewEnvironmentAssets/PreviewEnvironmentScene.unity"; + + string assetGuid = Guid.NewGuid().ToString(); + manifest.assetName = prefabEntry.name; + manifest.assetGuid = assetGuid; + manifest.assetFormat = BundleConfig.Versions[bundleType]; + manifest.description = ""; + manifest.fmuName = ""; + + // Scene scene = EditorSceneManager.OpenScene(vehiclePreviewScenePath, OpenSceneMode.Additive); + // var scenePath = scene.path; + + try + { + if (bundleType == BundleConfig.BundleTypes.Vehicle) + { + var vehiclePrefab = AssetDatabase.LoadAssetAtPath(prefabEntry.mainAssetFile); + var rigidbody = vehiclePrefab.GetComponent(); + var articulationBody = vehiclePrefab.GetComponent(); + if (rigidbody == null && articulationBody == null) + { + throw new Exception( + $"Build failed: Rigidbody or ArticulationBody on {prefabEntry.mainAssetFile} not found. Please add a Rigidbody component and rebuild."); + } + + // var controller = vehiclePrefab.GetComponent(); + // if (controller == null) + // { + // throw new Exception( + // $"Build failed: IAgentController implementation on {prefabEntry.mainAssetFile} not found. Please add a component implementing IAgentController and rebuild."); + // } + // + // var info = vehiclePrefab.GetComponent(); + // var fmu = vehiclePrefab.GetComponent(); + // var baseLink = vehiclePrefab.GetComponentInChildren(); + // + // if (info == null) + // { + // Debug.LogWarning( + // $"Build warning: Vehicle info on {prefabEntry.mainAssetFile} not found. Please add a VehicleInfo component to include meta data in the manifest."); + // } + // + // manifest.description = info != null ? info.Description : ""; + // manifest.assetType = "vehicle"; + // manifest.fmuName = fmu == null ? "" : fmu.FMUData.Name; + // + // manifest.baseLink = baseLink != null + // ? new double[] + // { + // baseLink.transform.position.x, baseLink.transform.position.y, + // baseLink.transform.position.z + // } + // : // rotation + // new double[] { 0, 0, 0 }; + + Dictionary files = new Dictionary(); + manifest.attachments = files; + + // using (var exporter = new GltfExporter(prefabEntry.mainAssetFile, manifest.assetGuid, + // manifest.assetName)) + // { + // var fileName = exporter.Export(outputFolder); + // var glbOut = Path.Combine(outputFolder, fileName); + // buildArtifacts.Add((glbOut, Path.Combine("gltf", fileName))); + // files.Add("gltf", ZipPath("gltf", fileName)); + // } + + // var textures = new BundlePreviewRenderer.PreviewTextures(); + // BundlePreviewRenderer.RenderVehiclePreview(prefabEntry.mainAssetFile, textures); + // var bytesLarge = textures.large.EncodeToPNG(); + // textures.Release(); + + string tmpdir = Path.Combine(outputFolder, $"{manifest.assetName}_pictures"); + Directory.CreateDirectory(tmpdir); + // File.WriteAllBytes(Path.Combine(tmpdir, "preview-1.png"), bytesLarge); + + // var images = new string[] + // { + // ZipPath("images", "preview-1.png"), + // }; + // manifest.attachments.Add("images", images); + // + // buildArtifacts.Add((Path.Combine(tmpdir, "preview-1.png"), images[0])); + buildArtifacts.Add((tmpdir, null)); + } + } + finally + { + // var openedScene = SceneManager.GetSceneByPath(scenePath); + // EditorSceneManager.CloseScene(openedScene, true); + } + } + + private void PrepareSceneManifest(Entry sceneEntry, string outputFolder, + List<(string, string)> buildArtifacts, Manifest manifest) + { + Scene scene = EditorSceneManager.OpenScene(sceneEntry.mainAssetFile, OpenSceneMode.Additive); + var scenePath = scene.path; + // NodeTreeLoader[] loaders = GameObject.FindObjectsOfType(); + // string dataPath = GameObject.FindObjectOfType()?.GetFullDataPath(); + // List> loaderPaths = new List>(); + + // foreach (NodeTreeLoader loader in loaders) + // { + // loaderPaths.Add(new Tuple( + // Utilities.Utility.StringToGUID(loader.GetDataPath()).ToString(), loader.GetFullDataPath())); + // } + + try + { + foreach (GameObject root in scene.GetRootGameObjects()) + { + // MapOrigin origin = root.GetComponentInChildren(); + // if (origin != null) + // { + // manifest.assetName = sceneEntry.name; + // manifest.assetType = "map"; + // manifest.assetGuid = Guid.NewGuid().ToString(); + // manifest.mapOrigin = new double[] { origin.OriginEasting, origin.OriginNorthing }; + // manifest.assetFormat = BundleConfig.Versions[BundleConfig.BundleTypes.Environment]; + // manifest.description = origin.Description; + // manifest.fmuName = ""; + // manifest.attachments = new Dictionary(); + // + // string name = manifest.assetName; + // + // var previewOrigin = origin.transform; + // var spawns = FindObjectsOfType().OrderBy(spawn => spawn.name).ToList(); + // var mapPreview = FindObjectOfType(); + // var forcePreview = false; + // if (mapPreview != null) + // { + // previewOrigin = mapPreview.transform; + // forcePreview = true; + // } + // else if (spawns.Count > 0) + // { + // previewOrigin = spawns[0].transform; + // } + // else + // { + // Debug.LogError("No spawns or map preview found, preview will be rendered from origin."); + // } + // + // var textures = new BundlePreviewRenderer.PreviewTextures(); + // BundlePreviewRenderer.RenderScenePreview(previewOrigin, textures, forcePreview); + // var bytesLarge = textures.large.EncodeToPNG(); + // textures.Release(); + // + // tmpdir = Path.Combine(outputFolder, $"{name}_pictures"); + // Directory.CreateDirectory(tmpdir); + // File.WriteAllBytes(Path.Combine(tmpdir, "preview-1.png"), bytesLarge); + // + // var images = new string[] + // { + // ZipPath("images", "preview-1.png"), + // }; + // manifest.attachments.Add("images", images); + // buildArtifacts.Add((Path.Combine(tmpdir, "preview-1.png"), images[0])); + // buildArtifacts.Add((tmpdir, null)); + // + // foreach (Tuple t in loaderPaths) + // { + // if (!manifest.attachments.ContainsKey($"pointcloud_{t.Item1}")) + // { + // manifest.attachments.Add($"pointcloud_{t.Item1}", t.Item2); + // } + // } + + // return; + // } + } + + throw new Exception( + $"Build failed: MapOrigin on {sceneEntry.name} not found. Please add a MapOrigin component."); + } + finally + { + var openedScene = SceneManager.GetSceneByPath(scenePath); + EditorSceneManager.CloseScene(openedScene, true); + } + } + + public void RunBuild(string outputFolder) + { + const string loaderScenePath = "Assets/Scenes/LoaderScene.unity"; + string Thing = BundleConfig.SingularOf(bundleType); + string Things = BundleConfig.PluralOf(bundleType); + string thing = Thing.ToLower(); + + outputFolder = Path.Combine(outputFolder, bundlePath); + Directory.CreateDirectory(outputFolder); + var openScenePaths = new List(); + + var selected = entries.Values.Where(e => e.selected && e.available).ToList(); + if (selected.Count == 0) return; + + if (bundleType == BundleConfig.BundleTypes.Environment) + { + if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) + { + Debug.LogWarning("Cancelling the build."); + return; + } + } + + var activeScenePath = SceneManager.GetActiveScene().path; + for (int i = 0; i < SceneManager.loadedSceneCount; i++) + { + var scene = SceneManager.GetSceneAt(i); + openScenePaths.Add(scene.path); + } + + EditorSceneManager.OpenScene(loaderScenePath, OpenSceneMode.Single); + + try + { + foreach (var entry in selected) + { + BuildSuccessful = false; + Manifest manifest = new Manifest(); + var buildArtifacts = new List<(string source, string archiveName)>(); + var persistentBuildArtifacts = new List<(string source, string archiveName)>(); + bool mainAssetIsScript = entry.mainAssetFile.EndsWith("." + ScriptExtension); + bool hasPrefabs = AssetDatabase + .FindAssets("t:GameObject", new[] { Path.Combine(sourcePath, entry.name) }).Any(); + if (bundleType == BundleConfig.BundleTypes.Environment) + { + PrepareSceneManifest(entry, outputFolder, buildArtifacts, manifest); + manifest.assetType = "map"; + } + else + { + PreparePrefabManifest(entry, outputFolder, buildArtifacts, manifest); + manifest.assetType = thing; + } + + var asmDefPath = Path.Combine(BundleConfig.ExternalBase, Things, $"Simulator.{Things}.asmdef"); + AsmdefBody asmDef = null; + if (File.Exists(asmDefPath)) + { + asmDef = JsonUtility.FromJson(File.ReadAllText(asmDefPath)); + } + + try + { + Debug.Log($"Building asset: {entry.mainAssetFile} -> " + + Path.Combine(outputFolder, $"{thing}_{entry.name}")); + + if (!File.Exists(Path.Combine(Application.dataPath, "..", entry.mainAssetFile))) + { + Debug.LogError($"Building of {entry.name} failed: {entry.mainAssetFile} not found"); + break; + } + + if (asmDef != null) + { + AsmdefBody asmdefContents = new AsmdefBody(); + asmdefContents.name = entry.name; + asmdefContents.references = asmDef.references; + var asmDefOut = Path.Combine(sourcePath, entry.name, $"{entry.name}.asmdef"); + File.WriteAllText(asmDefOut, JsonUtility.ToJson(asmdefContents)); + buildArtifacts.Add((asmDefOut, null)); + } + + AssetDatabase.Refresh(); + if (hasPrefabs) + { + var texturesNames = new List(); + var assetsNames = new List(); + switch (bundleType) + { + case BundleConfig.BundleTypes.Vehicle: + case BundleConfig.BundleTypes.Environment: + ////Include the main asset only + texturesNames.AddRange(AssetDatabase.GetDependencies(entry.mainAssetFile) + .Where(a => a.EndsWith(".png") || a.EndsWith(".jpg") || a.EndsWith(".tga")) + .ToArray()); + assetsNames.Add(entry.mainAssetFile); + break; + default: + throw new ArgumentOutOfRangeException(); + } + + var textureBuild = new AssetBundleBuild() + { + assetBundleName = $"{manifest.assetGuid}_{thing}_textures", + assetNames = texturesNames.Distinct().ToArray() + }; + bool buildTextureBundle = textureBuild.assetNames.Length > 0; + + var windowsBuild = new AssetBundleBuild() + { + assetBundleName = $"{manifest.assetGuid}_{thing}_main_windows", + assetNames = assetsNames.ToArray() + }; + + var linuxBuild = new AssetBundleBuild() + { + assetBundleName = $"{manifest.assetGuid}_{thing}_main_linux", + assetNames = assetsNames.ToArray() + }; + + var builds = new[] + { + (build: linuxBuild, platform: UnityEditor.BuildTarget.StandaloneLinux64), + (build: windowsBuild, platform: UnityEditor.BuildTarget.StandaloneWindows64) + }; + + foreach (var buildConf in builds) + { + var taskItems = new List() { buildConf.build }; + + if (buildTextureBundle) + { + taskItems.Add(textureBuild); + } + + BuildPipeline.BuildAssetBundles( + outputFolder, + taskItems.ToArray(), + BuildAssetBundleOptions.ChunkBasedCompression | + BuildAssetBundleOptions.StrictMode, + buildConf.platform); + + buildArtifacts.Add((Path.Combine(outputFolder, buildConf.build.assetBundleName), + buildConf.build.assetBundleName)); + buildArtifacts.Add(( + Path.Combine(outputFolder, buildConf.build.assetBundleName + ".manifest"), + null)); + if (buildTextureBundle) + { + buildArtifacts.Add((Path.Combine(outputFolder, textureBuild.assetBundleName), + textureBuild.assetBundleName)); + buildArtifacts.Add(( + Path.Combine(outputFolder, textureBuild.assetBundleName + ".manifest"), + null)); + } + } + } + + DirectoryInfo prefabDir = new DirectoryInfo(Path.Combine(sourcePath, entry.name)); + var scripts = prefabDir.GetFiles("*.cs", SearchOption.AllDirectories) + .Select(script => script.FullName).ToArray(); + + string outputAssembly = null; + if (scripts.Length > 0) + { + outputAssembly = Path.Combine(outputFolder, $"{entry.name}.dll"); + var assemblyBuilder = new AssemblyBuilder(outputAssembly, scripts); + assemblyBuilder.compilerOptions.AllowUnsafeCode = true; + assemblyBuilder.referencesOptions = ReferencesOptions.UseEngineModules; + assemblyBuilder.buildFinished += delegate (string assemblyPath, + CompilerMessage[] compilerMessages) + { + var errorCount = compilerMessages.Count(m => m.type == CompilerMessageType.Error); + var warningCount = + compilerMessages.Count(m => m.type == CompilerMessageType.Warning); + + Debug.Log($"Assembly build finished for {assemblyPath}"); + if (errorCount != 0) + { + Debug.Log($"Found {errorCount} errors"); + + foreach (CompilerMessage message in compilerMessages) + { + if (message.type == CompilerMessageType.Error) + { + Debug.LogError(message.message); + return; + } + } + } + else + { + buildArtifacts.Add((outputAssembly, $"{entry.name}.dll")); + buildArtifacts.Add((Path.Combine(outputFolder, $"{entry.name}.pdb"), null)); + } + }; + + // Start build of assembly + if (!assemblyBuilder.Build()) + { + Debug.LogErrorFormat("Failed to start build of assembly {0}!", + assemblyBuilder.assemblyPath); + return; + } + + while (assemblyBuilder.status != AssemblyBuilderStatus.Finished) + { + Thread.Sleep(0); + } + } + + if (manifest.fmuName != "") + { + var fmuPathWindows = Path.Combine(sourcePath, manifest.assetName, manifest.fmuName, + "binaries", "win64", $"{manifest.fmuName}.dll"); + var fmuPathLinux = Path.Combine(sourcePath, manifest.assetName, manifest.fmuName, + "binaries", "linux64", $"{manifest.fmuName}.so"); + if (File.Exists(fmuPathWindows)) + { + buildArtifacts.Add((fmuPathWindows, $"{manifest.fmuName}_windows.dll")); + } + + if (File.Exists(fmuPathLinux)) + { + buildArtifacts.Add((fmuPathLinux, $"{manifest.fmuName}_linux.so")); + } + } + + if (manifest.attachments != null) + { + foreach (string key in manifest.attachments.Keys) + { + if (key.Contains("pointcloud")) + { + foreach (FileInfo fi in new DirectoryInfo(manifest.attachments[key].ToString()) + .GetFiles()) + { + // if (fi.Extension == TreeUtility.IndexFileExtension || + // fi.Extension == TreeUtility.NodeFileExtension || + // fi.Extension == TreeUtility.MeshFileExtension) + // { + // persistentBuildArtifacts.Add((fi.FullName, Path.Combine(key, fi.Name))); + // } + } + } + } + } + + var manifestOutput = Path.Combine(outputFolder, "manifest.json"); + File.WriteAllText(manifestOutput, JsonConvert.SerializeObject(manifest)); + buildArtifacts.Add((manifestOutput, "manifest.json")); + + // ZipFile archive = ZipFile.Create(Path.Combine(outputFolder, $"{thing}_{entry.name}")); + // archive.BeginUpdate(); + // foreach (var file in buildArtifacts.Where(e => e.archiveName != null)) + // archive.Add(new StaticDiskDataSource(file.source), file.archiveName, + // CompressionMethod.Stored, true); + // + // foreach (var file in persistentBuildArtifacts.Where(e => e.archiveName != null)) + // archive.Add(new StaticDiskDataSource(file.source), file.archiveName, + // CompressionMethod.Stored, true); + // + // archive.CommitUpdate(); + // archive.Close(); + BuildSuccessful = true; + } + catch (Exception e) + { + Debug.LogError($"Failed to build archive, exception follows:"); + Debug.LogException(e); + BuildSuccessful = false; + } + finally + { + foreach (var file in buildArtifacts) + { + SilentDelete(file.source); + SilentDelete(file.source + ".meta"); + } + } + + Debug.Log("done"); + Resources.UnloadUnusedAssets(); + } + + // these are an artifact of the asset building pipeline and we don't use them + SilentDelete(Path.Combine(outputFolder, Path.GetFileName(outputFolder))); + SilentDelete(Path.Combine(outputFolder, Path.GetFileName(outputFolder)) + ".manifest"); + } + finally + { + // Load back previously opened scenes + var mainScenePath = string.IsNullOrEmpty(activeScenePath) ? loaderScenePath : activeScenePath; + EditorSceneManager.OpenScene(mainScenePath, OpenSceneMode.Single); + foreach (var scenePath in openScenePaths) + { + if (string.Equals(scenePath, activeScenePath) || string.IsNullOrEmpty(scenePath)) + continue; + + EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive); + } + } + } + } + + #endregion + + #region asmdef + + class AsmdefBody + { + public string name; + + public string[] references; + + // TODO: This will enable 'unsafe' code for all. + // We may find a better way to unable it only when necessary. + public bool allowUnsafeCode = true; + } + + #endregion + + [MenuItem("AWSIM/Export Asset Bundles")] + private static void ShowWindow() + { + GetWindow("Export Asset Bundles"); + } + + private void OnGUI() + { + GUILayout.Space(10); + GUILayout.Label("Export Settings", EditorStyles.boldLabel); + _doBuildEgoVehicle = EditorGUILayout.Toggle("Export the ego vehicle", _doBuildEgoVehicle); + _doBuildEnvironment = EditorGUILayout.Toggle("Export the environment", _doBuildEnvironment); + GUILayout.Space(10); + if (GUILayout.Button("Export")) + { + Export(); + } + } + + private void Export() + { + void OnComplete() + { + if (BuildSuccessful) + { + BuildCompletePopup.Init(); + } + } + + var assetBundlesLocation = Path.Combine(Application.dataPath, "..", "AssetBundles"); + EditorApplication.delayCall += () => BuildBundles(assetBundlesLocation, OnComplete); + } + + private void BuildBundles(string outputFolder, Action onComplete = null) + { + try + { + foreach (var group in BuildGroups.Values) + { + group.RunBuild(outputFolder); + } + } + finally + { + onComplete?.Invoke(); + } + } + + #region SilentDelete + + private static void SilentDelete(string path) + { + if (File.Exists(path)) + { + File.Delete(path); + } + else if (Directory.Exists(path)) + { + Directory.Delete(path); + } + } + + #endregion + } + + public class BuildCompletePopup : EditorWindow + { + public static void Init() + { + var window = CreateInstance(); + window.position = new Rect(Screen.width / 2, Screen.height / 2, 250, 150); + window.ShowPopup(); + } + + // give info about build results + void OnGUI() + { + } + } + + + #region BUNDLECONFIG + + public static class BundleConfig + { + public enum BundleTypes + { + Vehicle, + Environment, + } + + public static Dictionary Versions = new Dictionary() + { + [BundleTypes.Vehicle] = "awsimlabs.Vehicle", + [BundleTypes.Environment] = "awsimlabs.Environment", + }; + + public static string SingularOf(BundleTypes type) => Enum.GetName(typeof(BundleTypes), type); + public static string PluralOf(BundleTypes type) => Enum.GetName(typeof(BundleTypes), type) + "s"; + public static string ExternalBase = Path.Combine("Assets", "External"); + } + + #endregion + + #region MANIFEST + + public class Manifest + { + public string assetName; + public string assetType; + public string assetGuid; + public string assetFormat; + public double[] mapOrigin; + public double[] baseLink; + public string description; + public string fmuName; + + public Dictionary attachments; + } + + #endregion +} diff --git a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs.meta b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs.meta new file mode 100644 index 000000000..69279891d --- /dev/null +++ b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ba24549a96b01cabaa31aa96fdb7af4e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs new file mode 100644 index 000000000..1038edbd8 --- /dev/null +++ b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs @@ -0,0 +1,16 @@ +using UnityEditor; + +namespace AWSIM.Scripts.Loader.RuntimeLoader +{ + public class SimpleBuilder + { + [MenuItem("AWSIMLabs/Build AssetBundles")] + static void BuildAllAssetBundles() + { + BuildPipeline.BuildAssetBundles( + "AssetBundles", + BuildAssetBundleOptions.None, + BuildTarget.StandaloneLinux64); + } + } +} diff --git a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs.meta b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs.meta new file mode 100644 index 000000000..27820d0cd --- /dev/null +++ b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f3448f126520132a5a6f1f3ae09e1919 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader.meta b/Assets/AWSIM/Scripts/Loader/RuntimeLoader.meta new file mode 100644 index 000000000..3f28ee4ba --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 749645999cdbc81e6a94fdb23611a302 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs new file mode 100644 index 000000000..b30a9948f --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs @@ -0,0 +1,27 @@ +using System.Collections; +using UnityEngine; + +namespace AWSIM.Scripts.Loader.RuntimeLoader +{ + public class BundleInitialization : MonoBehaviour + { + // private IEnumerator LoadBundle(string path) + // { + // var bundle = AssetBundle.LoadFromFile(path); + // + // if (bundle != null) + // { + // // Load the prefab from the AssetBundle + // GameObject prefab = bundle.LoadAsset("Pepega"); + // Instantiate(prefab); + // bundle.Unload(false); + // } + // else + // { + // Debug.LogError("Failed to load AssetBundle!"); + // } + // + // yield return null; + // } + } +} diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs.meta b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs.meta new file mode 100644 index 000000000..e1ddcfb0a --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b951e445500fac0ccb2c75c383038ad8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs new file mode 100644 index 000000000..5869127f7 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections; +using System.IO; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +namespace AWSIM.Scripts.Loader.RuntimeLoader +{ + public class RuntimeLoader : MonoBehaviour + { + // input fields + [SerializeField] private InputField _userVehiclePathField; + [SerializeField] private InputField _userEnvironmentPathField; + + // dropdowns + [SerializeField] private Dropdown _vehiclesDropdown; + [SerializeField] private Dropdown _environmentsDropdown; + + // buttons + [SerializeField] private Button _startButton; + + // paths + private string _vehicleBundlePath; + private string _environmentBundlePath; + + // asset bundles + private AssetBundle _egoBundle; + private AssetBundle _environmentBundle; + + // game objects + private GameObject _egoVehicle; + private GameObject _environment; + + // canvas + private Canvas _canvas; + + private void Start() + { + _canvas = GetComponent(); + _userVehiclePathField.onValueChanged.AddListener(delegate { GetBundlePaths(); }); + _userEnvironmentPathField.onValueChanged.AddListener(delegate { GetBundlePaths(); }); + } + + private void GetBundlePaths() + { + _vehicleBundlePath = _userVehiclePathField.text; + _environmentBundlePath = _userEnvironmentPathField.text; + } + + private void LoadBundles() + { + _egoBundle = AssetBundle.LoadFromFile(_vehicleBundlePath); + _environmentBundle = + AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, _environmentBundlePath)); + } + + private void GetAssetFromBundle() + { + _egoVehicle = _egoBundle.LoadAsset("nameofvehicle"); + _environment = _environmentBundle.LoadAsset("nameofenv"); + } + + private void LoadBundle(string path) + { + var bundle = AssetBundle.LoadFromFile(path); + + if (bundle != null) + { + // Load the prefab from the AssetBundle + GameObject prefab = bundle.LoadAsset("Lexus RX450h 2015 Sample Sensor"); + Instantiate(prefab); + // bundle.Unload(false); + } + else + { + Debug.LogWarning("Failed to load AssetBundle!"); + } + } + + public void LaunchScenes() + { + SceneManager.LoadScene("AutowareSimulation", LoadSceneMode.Additive); + LoadBundle(_vehicleBundlePath); + _canvas.GetComponent().gameObject.SetActive(false); + } + } +} diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs.meta b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs.meta new file mode 100644 index 000000000..839adc1e3 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e3c9e0d65069f49109f45a09e519897f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index b6215419e..0e4ea7f8a 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -6,15 +6,21 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 + path: Assets/AWSIM/Scenes/Launchpad/Launchpad.unity + guid: 14bca9d7b220c5e5a8b45b703c423298 + - enabled: 0 path: Assets/AWSIM/Scenes/Composition/LoaderScene.unity guid: 761c14fff098a9f788c5e2d5c78c8518 - - enabled: 1 + - enabled: 0 path: Assets/AWSIM/Scenes/Composition/AWSIMSimulation.unity guid: e9f7d82634334d139a608a94a9a49117 - - enabled: 1 + - enabled: 0 path: Assets/AWSIM/Scenes/Environments/Shinjuku.unity guid: 078db3d92668904fdbc56e4e0fead21a - - enabled: 1 + - enabled: 0 path: Assets/AWSIM/Scenes/Environments/ShinjukuNight.unity guid: b6fb22600d18cddd884bbf5bf85b45af + - enabled: 1 + path: Assets/AWSIM/Scenes/Main/AutowareSimulation.unity + guid: 9a19a6429a390f1428320cff9d4e1f10 m_configObjects: {} From 4cb33f9f931ac64bf5916f44f9ac1726ff4167d0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Wed, 21 Aug 2024 18:19:09 +0300 Subject: [PATCH 02/29] refactor MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Loader/RuntimeLoader/RuntimeLoader.cs | 31 ++++++++++--------- 1 file changed, 17 insertions(+), 14 deletions(-) diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs index 5869127f7..747382438 100644 --- a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs @@ -1,5 +1,3 @@ -using System; -using System.Collections; using System.IO; using UnityEngine; using UnityEngine.SceneManagement; @@ -7,6 +5,14 @@ namespace AWSIM.Scripts.Loader.RuntimeLoader { + // it initializes the prefab but gui doesnt have references + // should follow the following steps: + // 1. preLoadBundles + // 2. load main scene (GUI,clock etc.) + // 3. initiate prefabs + // 3.1. release bundles from memory + // 4. update GUI + // 5. when returning to launchpad, release unused assetrs from memory public class RuntimeLoader : MonoBehaviour { // input fields @@ -28,6 +34,10 @@ public class RuntimeLoader : MonoBehaviour private AssetBundle _egoBundle; private AssetBundle _environmentBundle; + // prefabs + private GameObject _egoPrefab; + private GameObject _environmentPrefab; + // game objects private GameObject _egoVehicle; private GameObject _environment; @@ -55,22 +65,15 @@ private void LoadBundles() AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, _environmentBundlePath)); } - private void GetAssetFromBundle() - { - _egoVehicle = _egoBundle.LoadAsset("nameofvehicle"); - _environment = _environmentBundle.LoadAsset("nameofenv"); - } - private void LoadBundle(string path) { - var bundle = AssetBundle.LoadFromFile(path); - - if (bundle != null) + _egoBundle = AssetBundle.LoadFromFile(path); + if (_egoBundle is not null) { // Load the prefab from the AssetBundle - GameObject prefab = bundle.LoadAsset("Lexus RX450h 2015 Sample Sensor"); - Instantiate(prefab); - // bundle.Unload(false); + _egoPrefab = _egoBundle.LoadAsset("Lexus RX450h 2015 Sample Sensor"); + _egoVehicle = Instantiate(_egoPrefab); + // _egoBundle.Unload(false); } else { From 927fcc4dbefe903e15906d29938f0ce30dc4c34d Mon Sep 17 00:00:00 2001 From: mozhoku Date: Thu, 22 Aug 2024 19:51:15 +0300 Subject: [PATCH 03/29] add: asset build menu MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- ...exus RX450h 2015 Sample Sensor.prefab.meta | 4 +- ...setBundle.meta => AssetBundleBuilder.meta} | 0 .../AssetBundleBuilder/AssetBundleBuilder.cs | 161 ++++ .../AssetBundleBuilder.cs.meta} | 0 .../Editor/AssetBundleBuilder/BundleInfo.cs | 15 + .../BundleInfo.cs.meta} | 2 +- .../ExportAssetBundle/ExportAssetBundle.cs | 802 ------------------ .../Editor/ExportAssetBundle/SimpleBuilder.cs | 16 - 8 files changed, 179 insertions(+), 821 deletions(-) rename Assets/AWSIM/Scripts/Editor/{ExportAssetBundle.meta => AssetBundleBuilder.meta} (100%) create mode 100644 Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs rename Assets/AWSIM/Scripts/Editor/{ExportAssetBundle/SimpleBuilder.cs.meta => AssetBundleBuilder/AssetBundleBuilder.cs.meta} (100%) create mode 100644 Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs rename Assets/AWSIM/Scripts/Editor/{ExportAssetBundle/ExportAssetBundle.cs.meta => AssetBundleBuilder/BundleInfo.cs.meta} (83%) delete mode 100644 Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs delete mode 100644 Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs diff --git a/Assets/AWSIM/Prefabs/Vehicles/Lexus RX450h 2015 Sample Sensor.prefab.meta b/Assets/AWSIM/Prefabs/Vehicles/Lexus RX450h 2015 Sample Sensor.prefab.meta index 0913713da..46db6ff31 100644 --- a/Assets/AWSIM/Prefabs/Vehicles/Lexus RX450h 2015 Sample Sensor.prefab.meta +++ b/Assets/AWSIM/Prefabs/Vehicles/Lexus RX450h 2015 Sample Sensor.prefab.meta @@ -3,5 +3,5 @@ guid: 164645b2d105b6b4ab4e3d2e7c65dab2 PrefabImporter: externalObjects: {} userData: - assetBundleName: lexustest_assetbundle - assetBundleVariant: testo + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle.meta b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder.meta similarity index 100% rename from Assets/AWSIM/Scripts/Editor/ExportAssetBundle.meta rename to Assets/AWSIM/Scripts/Editor/AssetBundleBuilder.meta diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs new file mode 100644 index 000000000..b53141114 --- /dev/null +++ b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs @@ -0,0 +1,161 @@ +using UnityEditor; +using UnityEngine; + +namespace AWSIM.Scripts.Editor.AssetBundleBuilder +{ + /// + /// Custom editor window for building AssetBundles in Unity. + /// + public class AssetBundleBuilder : EditorWindow + { + private BundleInfo _vehicleBundleInfo; + private BundleInfo _environmentBundleInfo; + + private bool _doBuildVehicle; + private bool _doBuildEnvironment; + + private readonly BuildAssetBundleOptions[] _buildOptionsValues = + (BuildAssetBundleOptions[])System.Enum.GetValues(typeof(BuildAssetBundleOptions)); + + private readonly BuildTarget[] _buildTargetsValues = (BuildTarget[])System.Enum.GetValues(typeof(BuildTarget)); + + private string[] _buildOptionsNames; + private string[] _buildTargetsNames; + + private int _selectedBuildOptionIndex; + private int _selectedBuildTargetIndex; + + // Default locations to build the bundles + private const string VehicleOutputPath = "AssetBundles/Vehicles"; + private const string EnvironmentOutputPath = "AssetBundles/Environments"; + + [MenuItem("AWSIMLabs/Bundle Build Menu")] + private static void ShowWindow() + { + GetWindow("Bundle Build Menu"); + } + + private void OnEnable() + { + _buildOptionsNames = System.Enum.GetNames(typeof(BuildAssetBundleOptions)); + _buildTargetsNames = System.Enum.GetNames(typeof(BuildTarget)); + + // Initialize bundles + _vehicleBundleInfo = InitializeBundleInfo(VehicleOutputPath); + _environmentBundleInfo = InitializeBundleInfo(EnvironmentOutputPath); + } + + private void OnGUI() + { + GUILayout.Space(10); + + // Vehicle field + _doBuildVehicle = EditorGUILayout.Toggle("Build Vehicle Bundle", _doBuildVehicle); + if (_doBuildVehicle) DrawBundleSettings(_vehicleBundleInfo, "Vehicle"); + + GUILayout.Space(5); + + // Environment field + _doBuildEnvironment = EditorGUILayout.Toggle("Build Environment Bundle", _doBuildEnvironment); + if (_doBuildEnvironment) DrawBundleSettings(_environmentBundleInfo, "Environment"); + + GUILayout.Space(5); + + // Shared options for bundles + _selectedBuildOptionIndex = + EditorGUILayout.Popup("Build Options", _selectedBuildOptionIndex, _buildOptionsNames); + _selectedBuildTargetIndex = + EditorGUILayout.Popup("Build Target", _selectedBuildTargetIndex, _buildTargetsNames); + + GUILayout.Space(10); + + if (GUILayout.Button("Build")) Build(); + } + + private static void DrawBundleSettings(BundleInfo bundleInfo, string label) + { + GUILayout.Space(5); + GUILayout.Label($"{label} Bundle Settings", EditorStyles.boldLabel); + bundleInfo.Prefab = + (GameObject)EditorGUILayout.ObjectField($"{label} Prefab", bundleInfo.Prefab, typeof(GameObject), + false); + + if (bundleInfo.Prefab) + { + bundleInfo.AssetPath = AssetDatabase.GetAssetPath(bundleInfo.Prefab); + bundleInfo.AssetBundleName = bundleInfo.Prefab.name; + } + + bundleInfo.OutputPath = EditorGUILayout.TextField("Output Path", bundleInfo.OutputPath); + GUILayout.Space(10); + } + + private void Build() + { + var selectedBuildOption = _buildOptionsValues[_selectedBuildOptionIndex]; + var selectedBuildTarget = _buildTargetsValues[_selectedBuildTargetIndex]; + + if (_doBuildVehicle && _vehicleBundleInfo.Prefab != null) + BuildAssetBundle(_vehicleBundleInfo, selectedBuildOption, selectedBuildTarget); + if (_doBuildEnvironment && _environmentBundleInfo.Prefab != null) + BuildAssetBundle(_environmentBundleInfo, selectedBuildOption, selectedBuildTarget); + } + + private void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions options, BuildTarget target) + { + if (string.IsNullOrEmpty(bundleInfo.OutputPath)) + { + Debug.LogError("Output path is not set!"); + return; + } + + if (bundleInfo.Prefab == null) + { + Debug.LogError("Target prefab is not set!"); + return; + } + + EnsureDirectoryExists(bundleInfo.OutputPath); + + var importer = AssetImporter.GetAtPath(bundleInfo.AssetPath); + if (importer == null) + { + Debug.LogError($"Asset importer could not be found for {bundleInfo.AssetPath}!"); + return; + } + + importer.assetBundleName = bundleInfo.AssetBundleName; + + var manifest = BuildPipeline.BuildAssetBundles(bundleInfo.OutputPath, options, target); + if (manifest != null) + { + Debug.Log( + $"Asset Bundle '{bundleInfo.AssetBundleName}' built successfully at '{bundleInfo.OutputPath}'."); + } + else + { + Debug.LogError( + $"Failed to build Asset Bundle '{bundleInfo.AssetBundleName}' at '{bundleInfo.OutputPath}'."); + } + } + + private static BundleInfo InitializeBundleInfo(string outputPath) + { + return new BundleInfo + { + OutputPath = outputPath, + Prefab = null, + AssetBundleName = null, + AssetPath = null + }; + } + + private static void EnsureDirectoryExists(string path) + { + if (!System.IO.Directory.Exists(path)) + { + System.IO.Directory.CreateDirectory(path); + } + } + } +} diff --git a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs.meta b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs.meta rename to Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs.meta diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs new file mode 100644 index 000000000..96140558e --- /dev/null +++ b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +namespace AWSIM.Scripts.Editor.AssetBundleBuilder +{ + /// + /// The class containing bundle information for building asset bundles + /// + internal class BundleInfo + { + public string OutputPath; + public GameObject Prefab; + public string AssetBundleName; + public string AssetPath; + } +} diff --git a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs.meta b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs.meta similarity index 83% rename from Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs.meta rename to Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs.meta index 69279891d..0dab416d9 100644 --- a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs.meta +++ b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ba24549a96b01cabaa31aa96fdb7af4e +guid: b0daa99c7a30cc74dbcdcf9a19f851c5 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs deleted file mode 100644 index eb93d3c5b..000000000 --- a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/ExportAssetBundle.cs +++ /dev/null @@ -1,802 +0,0 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using System.Threading; -using Unity.Plastic.Newtonsoft.Json; -using Unity.VisualScripting.IonicZip; -// using ICSharpCode.SharpZipLib.Zip; -using UnityEditor; -using UnityEditor.Compilation; -using UnityEditor.SceneManagement; -using UnityEngine; -using UnityEngine.SceneManagement; - -namespace AWSIM.Scripts.Editor.ExportAssetBundle -{ - public class ExportAssetBundle : EditorWindow - { - [SerializeField] private bool _doBuildEgoVehicle; - [SerializeField] private bool _doBuildEnvironment; - - [SerializeField] private string _playerFolder = string.Empty; - - private const string SceneExtension = "unity"; - private const string ScriptExtension = "cs"; - private const string PrefabExtension = "prefab"; - public static bool BuildSuccessful; - private static Dictionary BuildGroups; - - #region data - - public class BundleData - { - public BundleData(BundleConfig.BundleTypes type, string path = null) - { - bundleType = type; - bundlePath = path ?? BundleConfig.PluralOf(type); - } - - public class Entry - { - public string name; - public string mainAssetFile; - public bool selected; - public bool available; - } - - public BundleConfig.BundleTypes bundleType; - public string bundlePath; - public string sourcePath => Path.Combine(BundleConfig.ExternalBase, bundlePath); - public bool isOpen = false; - - public Dictionary entries = new Dictionary(); - - public void OnGUI() - { - if (entries.Count == 0) - { - EditorGUILayout.HelpBox($"No {bundlePath} are available", MessageType.None); - } - else - { - EditorGUILayout.HelpBox($"Following {bundlePath} were automatically detected:", MessageType.None); - } - - #region unity 2020.3.3f1 fix - - // TODO fix for issues with unity 2020.3.3f1 multiple bundles - - //if (entries.Count != 0) - //{ - // EditorGUILayout.BeginHorizontal(GUILayout.ExpandHeight(false)); - // if (GUILayout.Button("Select All", GUILayout.ExpandWidth(false))) - // { - // foreach (var entry in entries) - // { - // entry.Value.selected = true; - // } - // } - // if (GUILayout.Button("Select None", GUILayout.ExpandWidth(false))) - // { - // foreach (var entry in entries) - // { - // entry.Value.selected = false; - // } - // } - // EditorGUILayout.EndHorizontal(); - //} - - foreach (var entry in entries.OrderBy(entry => entry.Key)) - { - if (entry.Value.available) - { - if (GUILayout.Toggle(entry.Value.selected, entry.Key)) - { - // BuildPlayer = false; - foreach (var group in BuildGroups.Values) - { - foreach (var e in group.entries.Values) - { - e.selected = false; - } - } - - entry.Value.selected = true; - // CurrentSelectedEntryName = entry.Value.name; - } - else - { - entry.Value.selected = false; - } - } - else - { - EditorGUI.BeginDisabledGroup(true); - GUILayout.Toggle(false, $"{entry.Key} (missing items/{entry.Value.mainAssetFile}"); - EditorGUI.EndDisabledGroup(); - } - } - - #endregion - } - - public void Refresh() - { - var updated = new HashSet(); - foreach (var entry in Directory.EnumerateDirectories(sourcePath)) - { - var name = Path.GetFileName(entry); - - if (name.StartsWith(".")) - { - continue; - } - - if (!entries.ContainsKey(name)) - { - var extension = bundleType == BundleConfig.BundleTypes.Environment; - var fullPath = Path.Combine(sourcePath, name, $"{name}.{extension}"); - - entries.Add(name, new Entry - { - name = name, - mainAssetFile = fullPath, - available = File.Exists(fullPath), - selected = false - }); - } - - updated.Add(name); - } - - entries = entries.Where(entry => updated.Contains(entry.Key)).ToDictionary(p => p.Key, p => p.Value); - } - - public bool EnableByName(string name) - { - if (!entries.ContainsKey(name)) - { - var knownKeys = string.Join(",", entries.Keys); - Debug.LogWarning( - $"[BUILD] could not enable entry {name} as it was not found. Known entries of {bundlePath} are {knownKeys}"); - - return false; - } - - Debug.Log($"[BUILD] Enable entry '{name}' of {bundlePath}"); - - entries[name].selected = true; - return true; - } - - private void PreparePrefabManifest(Entry prefabEntry, string outputFolder, - List<(string, string)> buildArtifacts, Manifest manifest) - { - const string vehiclePreviewScenePath = "Assets/PreviewEnvironmentAssets/PreviewEnvironmentScene.unity"; - - string assetGuid = Guid.NewGuid().ToString(); - manifest.assetName = prefabEntry.name; - manifest.assetGuid = assetGuid; - manifest.assetFormat = BundleConfig.Versions[bundleType]; - manifest.description = ""; - manifest.fmuName = ""; - - // Scene scene = EditorSceneManager.OpenScene(vehiclePreviewScenePath, OpenSceneMode.Additive); - // var scenePath = scene.path; - - try - { - if (bundleType == BundleConfig.BundleTypes.Vehicle) - { - var vehiclePrefab = AssetDatabase.LoadAssetAtPath(prefabEntry.mainAssetFile); - var rigidbody = vehiclePrefab.GetComponent(); - var articulationBody = vehiclePrefab.GetComponent(); - if (rigidbody == null && articulationBody == null) - { - throw new Exception( - $"Build failed: Rigidbody or ArticulationBody on {prefabEntry.mainAssetFile} not found. Please add a Rigidbody component and rebuild."); - } - - // var controller = vehiclePrefab.GetComponent(); - // if (controller == null) - // { - // throw new Exception( - // $"Build failed: IAgentController implementation on {prefabEntry.mainAssetFile} not found. Please add a component implementing IAgentController and rebuild."); - // } - // - // var info = vehiclePrefab.GetComponent(); - // var fmu = vehiclePrefab.GetComponent(); - // var baseLink = vehiclePrefab.GetComponentInChildren(); - // - // if (info == null) - // { - // Debug.LogWarning( - // $"Build warning: Vehicle info on {prefabEntry.mainAssetFile} not found. Please add a VehicleInfo component to include meta data in the manifest."); - // } - // - // manifest.description = info != null ? info.Description : ""; - // manifest.assetType = "vehicle"; - // manifest.fmuName = fmu == null ? "" : fmu.FMUData.Name; - // - // manifest.baseLink = baseLink != null - // ? new double[] - // { - // baseLink.transform.position.x, baseLink.transform.position.y, - // baseLink.transform.position.z - // } - // : // rotation - // new double[] { 0, 0, 0 }; - - Dictionary files = new Dictionary(); - manifest.attachments = files; - - // using (var exporter = new GltfExporter(prefabEntry.mainAssetFile, manifest.assetGuid, - // manifest.assetName)) - // { - // var fileName = exporter.Export(outputFolder); - // var glbOut = Path.Combine(outputFolder, fileName); - // buildArtifacts.Add((glbOut, Path.Combine("gltf", fileName))); - // files.Add("gltf", ZipPath("gltf", fileName)); - // } - - // var textures = new BundlePreviewRenderer.PreviewTextures(); - // BundlePreviewRenderer.RenderVehiclePreview(prefabEntry.mainAssetFile, textures); - // var bytesLarge = textures.large.EncodeToPNG(); - // textures.Release(); - - string tmpdir = Path.Combine(outputFolder, $"{manifest.assetName}_pictures"); - Directory.CreateDirectory(tmpdir); - // File.WriteAllBytes(Path.Combine(tmpdir, "preview-1.png"), bytesLarge); - - // var images = new string[] - // { - // ZipPath("images", "preview-1.png"), - // }; - // manifest.attachments.Add("images", images); - // - // buildArtifacts.Add((Path.Combine(tmpdir, "preview-1.png"), images[0])); - buildArtifacts.Add((tmpdir, null)); - } - } - finally - { - // var openedScene = SceneManager.GetSceneByPath(scenePath); - // EditorSceneManager.CloseScene(openedScene, true); - } - } - - private void PrepareSceneManifest(Entry sceneEntry, string outputFolder, - List<(string, string)> buildArtifacts, Manifest manifest) - { - Scene scene = EditorSceneManager.OpenScene(sceneEntry.mainAssetFile, OpenSceneMode.Additive); - var scenePath = scene.path; - // NodeTreeLoader[] loaders = GameObject.FindObjectsOfType(); - // string dataPath = GameObject.FindObjectOfType()?.GetFullDataPath(); - // List> loaderPaths = new List>(); - - // foreach (NodeTreeLoader loader in loaders) - // { - // loaderPaths.Add(new Tuple( - // Utilities.Utility.StringToGUID(loader.GetDataPath()).ToString(), loader.GetFullDataPath())); - // } - - try - { - foreach (GameObject root in scene.GetRootGameObjects()) - { - // MapOrigin origin = root.GetComponentInChildren(); - // if (origin != null) - // { - // manifest.assetName = sceneEntry.name; - // manifest.assetType = "map"; - // manifest.assetGuid = Guid.NewGuid().ToString(); - // manifest.mapOrigin = new double[] { origin.OriginEasting, origin.OriginNorthing }; - // manifest.assetFormat = BundleConfig.Versions[BundleConfig.BundleTypes.Environment]; - // manifest.description = origin.Description; - // manifest.fmuName = ""; - // manifest.attachments = new Dictionary(); - // - // string name = manifest.assetName; - // - // var previewOrigin = origin.transform; - // var spawns = FindObjectsOfType().OrderBy(spawn => spawn.name).ToList(); - // var mapPreview = FindObjectOfType(); - // var forcePreview = false; - // if (mapPreview != null) - // { - // previewOrigin = mapPreview.transform; - // forcePreview = true; - // } - // else if (spawns.Count > 0) - // { - // previewOrigin = spawns[0].transform; - // } - // else - // { - // Debug.LogError("No spawns or map preview found, preview will be rendered from origin."); - // } - // - // var textures = new BundlePreviewRenderer.PreviewTextures(); - // BundlePreviewRenderer.RenderScenePreview(previewOrigin, textures, forcePreview); - // var bytesLarge = textures.large.EncodeToPNG(); - // textures.Release(); - // - // tmpdir = Path.Combine(outputFolder, $"{name}_pictures"); - // Directory.CreateDirectory(tmpdir); - // File.WriteAllBytes(Path.Combine(tmpdir, "preview-1.png"), bytesLarge); - // - // var images = new string[] - // { - // ZipPath("images", "preview-1.png"), - // }; - // manifest.attachments.Add("images", images); - // buildArtifacts.Add((Path.Combine(tmpdir, "preview-1.png"), images[0])); - // buildArtifacts.Add((tmpdir, null)); - // - // foreach (Tuple t in loaderPaths) - // { - // if (!manifest.attachments.ContainsKey($"pointcloud_{t.Item1}")) - // { - // manifest.attachments.Add($"pointcloud_{t.Item1}", t.Item2); - // } - // } - - // return; - // } - } - - throw new Exception( - $"Build failed: MapOrigin on {sceneEntry.name} not found. Please add a MapOrigin component."); - } - finally - { - var openedScene = SceneManager.GetSceneByPath(scenePath); - EditorSceneManager.CloseScene(openedScene, true); - } - } - - public void RunBuild(string outputFolder) - { - const string loaderScenePath = "Assets/Scenes/LoaderScene.unity"; - string Thing = BundleConfig.SingularOf(bundleType); - string Things = BundleConfig.PluralOf(bundleType); - string thing = Thing.ToLower(); - - outputFolder = Path.Combine(outputFolder, bundlePath); - Directory.CreateDirectory(outputFolder); - var openScenePaths = new List(); - - var selected = entries.Values.Where(e => e.selected && e.available).ToList(); - if (selected.Count == 0) return; - - if (bundleType == BundleConfig.BundleTypes.Environment) - { - if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) - { - Debug.LogWarning("Cancelling the build."); - return; - } - } - - var activeScenePath = SceneManager.GetActiveScene().path; - for (int i = 0; i < SceneManager.loadedSceneCount; i++) - { - var scene = SceneManager.GetSceneAt(i); - openScenePaths.Add(scene.path); - } - - EditorSceneManager.OpenScene(loaderScenePath, OpenSceneMode.Single); - - try - { - foreach (var entry in selected) - { - BuildSuccessful = false; - Manifest manifest = new Manifest(); - var buildArtifacts = new List<(string source, string archiveName)>(); - var persistentBuildArtifacts = new List<(string source, string archiveName)>(); - bool mainAssetIsScript = entry.mainAssetFile.EndsWith("." + ScriptExtension); - bool hasPrefabs = AssetDatabase - .FindAssets("t:GameObject", new[] { Path.Combine(sourcePath, entry.name) }).Any(); - if (bundleType == BundleConfig.BundleTypes.Environment) - { - PrepareSceneManifest(entry, outputFolder, buildArtifacts, manifest); - manifest.assetType = "map"; - } - else - { - PreparePrefabManifest(entry, outputFolder, buildArtifacts, manifest); - manifest.assetType = thing; - } - - var asmDefPath = Path.Combine(BundleConfig.ExternalBase, Things, $"Simulator.{Things}.asmdef"); - AsmdefBody asmDef = null; - if (File.Exists(asmDefPath)) - { - asmDef = JsonUtility.FromJson(File.ReadAllText(asmDefPath)); - } - - try - { - Debug.Log($"Building asset: {entry.mainAssetFile} -> " + - Path.Combine(outputFolder, $"{thing}_{entry.name}")); - - if (!File.Exists(Path.Combine(Application.dataPath, "..", entry.mainAssetFile))) - { - Debug.LogError($"Building of {entry.name} failed: {entry.mainAssetFile} not found"); - break; - } - - if (asmDef != null) - { - AsmdefBody asmdefContents = new AsmdefBody(); - asmdefContents.name = entry.name; - asmdefContents.references = asmDef.references; - var asmDefOut = Path.Combine(sourcePath, entry.name, $"{entry.name}.asmdef"); - File.WriteAllText(asmDefOut, JsonUtility.ToJson(asmdefContents)); - buildArtifacts.Add((asmDefOut, null)); - } - - AssetDatabase.Refresh(); - if (hasPrefabs) - { - var texturesNames = new List(); - var assetsNames = new List(); - switch (bundleType) - { - case BundleConfig.BundleTypes.Vehicle: - case BundleConfig.BundleTypes.Environment: - ////Include the main asset only - texturesNames.AddRange(AssetDatabase.GetDependencies(entry.mainAssetFile) - .Where(a => a.EndsWith(".png") || a.EndsWith(".jpg") || a.EndsWith(".tga")) - .ToArray()); - assetsNames.Add(entry.mainAssetFile); - break; - default: - throw new ArgumentOutOfRangeException(); - } - - var textureBuild = new AssetBundleBuild() - { - assetBundleName = $"{manifest.assetGuid}_{thing}_textures", - assetNames = texturesNames.Distinct().ToArray() - }; - bool buildTextureBundle = textureBuild.assetNames.Length > 0; - - var windowsBuild = new AssetBundleBuild() - { - assetBundleName = $"{manifest.assetGuid}_{thing}_main_windows", - assetNames = assetsNames.ToArray() - }; - - var linuxBuild = new AssetBundleBuild() - { - assetBundleName = $"{manifest.assetGuid}_{thing}_main_linux", - assetNames = assetsNames.ToArray() - }; - - var builds = new[] - { - (build: linuxBuild, platform: UnityEditor.BuildTarget.StandaloneLinux64), - (build: windowsBuild, platform: UnityEditor.BuildTarget.StandaloneWindows64) - }; - - foreach (var buildConf in builds) - { - var taskItems = new List() { buildConf.build }; - - if (buildTextureBundle) - { - taskItems.Add(textureBuild); - } - - BuildPipeline.BuildAssetBundles( - outputFolder, - taskItems.ToArray(), - BuildAssetBundleOptions.ChunkBasedCompression | - BuildAssetBundleOptions.StrictMode, - buildConf.platform); - - buildArtifacts.Add((Path.Combine(outputFolder, buildConf.build.assetBundleName), - buildConf.build.assetBundleName)); - buildArtifacts.Add(( - Path.Combine(outputFolder, buildConf.build.assetBundleName + ".manifest"), - null)); - if (buildTextureBundle) - { - buildArtifacts.Add((Path.Combine(outputFolder, textureBuild.assetBundleName), - textureBuild.assetBundleName)); - buildArtifacts.Add(( - Path.Combine(outputFolder, textureBuild.assetBundleName + ".manifest"), - null)); - } - } - } - - DirectoryInfo prefabDir = new DirectoryInfo(Path.Combine(sourcePath, entry.name)); - var scripts = prefabDir.GetFiles("*.cs", SearchOption.AllDirectories) - .Select(script => script.FullName).ToArray(); - - string outputAssembly = null; - if (scripts.Length > 0) - { - outputAssembly = Path.Combine(outputFolder, $"{entry.name}.dll"); - var assemblyBuilder = new AssemblyBuilder(outputAssembly, scripts); - assemblyBuilder.compilerOptions.AllowUnsafeCode = true; - assemblyBuilder.referencesOptions = ReferencesOptions.UseEngineModules; - assemblyBuilder.buildFinished += delegate (string assemblyPath, - CompilerMessage[] compilerMessages) - { - var errorCount = compilerMessages.Count(m => m.type == CompilerMessageType.Error); - var warningCount = - compilerMessages.Count(m => m.type == CompilerMessageType.Warning); - - Debug.Log($"Assembly build finished for {assemblyPath}"); - if (errorCount != 0) - { - Debug.Log($"Found {errorCount} errors"); - - foreach (CompilerMessage message in compilerMessages) - { - if (message.type == CompilerMessageType.Error) - { - Debug.LogError(message.message); - return; - } - } - } - else - { - buildArtifacts.Add((outputAssembly, $"{entry.name}.dll")); - buildArtifacts.Add((Path.Combine(outputFolder, $"{entry.name}.pdb"), null)); - } - }; - - // Start build of assembly - if (!assemblyBuilder.Build()) - { - Debug.LogErrorFormat("Failed to start build of assembly {0}!", - assemblyBuilder.assemblyPath); - return; - } - - while (assemblyBuilder.status != AssemblyBuilderStatus.Finished) - { - Thread.Sleep(0); - } - } - - if (manifest.fmuName != "") - { - var fmuPathWindows = Path.Combine(sourcePath, manifest.assetName, manifest.fmuName, - "binaries", "win64", $"{manifest.fmuName}.dll"); - var fmuPathLinux = Path.Combine(sourcePath, manifest.assetName, manifest.fmuName, - "binaries", "linux64", $"{manifest.fmuName}.so"); - if (File.Exists(fmuPathWindows)) - { - buildArtifacts.Add((fmuPathWindows, $"{manifest.fmuName}_windows.dll")); - } - - if (File.Exists(fmuPathLinux)) - { - buildArtifacts.Add((fmuPathLinux, $"{manifest.fmuName}_linux.so")); - } - } - - if (manifest.attachments != null) - { - foreach (string key in manifest.attachments.Keys) - { - if (key.Contains("pointcloud")) - { - foreach (FileInfo fi in new DirectoryInfo(manifest.attachments[key].ToString()) - .GetFiles()) - { - // if (fi.Extension == TreeUtility.IndexFileExtension || - // fi.Extension == TreeUtility.NodeFileExtension || - // fi.Extension == TreeUtility.MeshFileExtension) - // { - // persistentBuildArtifacts.Add((fi.FullName, Path.Combine(key, fi.Name))); - // } - } - } - } - } - - var manifestOutput = Path.Combine(outputFolder, "manifest.json"); - File.WriteAllText(manifestOutput, JsonConvert.SerializeObject(manifest)); - buildArtifacts.Add((manifestOutput, "manifest.json")); - - // ZipFile archive = ZipFile.Create(Path.Combine(outputFolder, $"{thing}_{entry.name}")); - // archive.BeginUpdate(); - // foreach (var file in buildArtifacts.Where(e => e.archiveName != null)) - // archive.Add(new StaticDiskDataSource(file.source), file.archiveName, - // CompressionMethod.Stored, true); - // - // foreach (var file in persistentBuildArtifacts.Where(e => e.archiveName != null)) - // archive.Add(new StaticDiskDataSource(file.source), file.archiveName, - // CompressionMethod.Stored, true); - // - // archive.CommitUpdate(); - // archive.Close(); - BuildSuccessful = true; - } - catch (Exception e) - { - Debug.LogError($"Failed to build archive, exception follows:"); - Debug.LogException(e); - BuildSuccessful = false; - } - finally - { - foreach (var file in buildArtifacts) - { - SilentDelete(file.source); - SilentDelete(file.source + ".meta"); - } - } - - Debug.Log("done"); - Resources.UnloadUnusedAssets(); - } - - // these are an artifact of the asset building pipeline and we don't use them - SilentDelete(Path.Combine(outputFolder, Path.GetFileName(outputFolder))); - SilentDelete(Path.Combine(outputFolder, Path.GetFileName(outputFolder)) + ".manifest"); - } - finally - { - // Load back previously opened scenes - var mainScenePath = string.IsNullOrEmpty(activeScenePath) ? loaderScenePath : activeScenePath; - EditorSceneManager.OpenScene(mainScenePath, OpenSceneMode.Single); - foreach (var scenePath in openScenePaths) - { - if (string.Equals(scenePath, activeScenePath) || string.IsNullOrEmpty(scenePath)) - continue; - - EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive); - } - } - } - } - - #endregion - - #region asmdef - - class AsmdefBody - { - public string name; - - public string[] references; - - // TODO: This will enable 'unsafe' code for all. - // We may find a better way to unable it only when necessary. - public bool allowUnsafeCode = true; - } - - #endregion - - [MenuItem("AWSIM/Export Asset Bundles")] - private static void ShowWindow() - { - GetWindow("Export Asset Bundles"); - } - - private void OnGUI() - { - GUILayout.Space(10); - GUILayout.Label("Export Settings", EditorStyles.boldLabel); - _doBuildEgoVehicle = EditorGUILayout.Toggle("Export the ego vehicle", _doBuildEgoVehicle); - _doBuildEnvironment = EditorGUILayout.Toggle("Export the environment", _doBuildEnvironment); - GUILayout.Space(10); - if (GUILayout.Button("Export")) - { - Export(); - } - } - - private void Export() - { - void OnComplete() - { - if (BuildSuccessful) - { - BuildCompletePopup.Init(); - } - } - - var assetBundlesLocation = Path.Combine(Application.dataPath, "..", "AssetBundles"); - EditorApplication.delayCall += () => BuildBundles(assetBundlesLocation, OnComplete); - } - - private void BuildBundles(string outputFolder, Action onComplete = null) - { - try - { - foreach (var group in BuildGroups.Values) - { - group.RunBuild(outputFolder); - } - } - finally - { - onComplete?.Invoke(); - } - } - - #region SilentDelete - - private static void SilentDelete(string path) - { - if (File.Exists(path)) - { - File.Delete(path); - } - else if (Directory.Exists(path)) - { - Directory.Delete(path); - } - } - - #endregion - } - - public class BuildCompletePopup : EditorWindow - { - public static void Init() - { - var window = CreateInstance(); - window.position = new Rect(Screen.width / 2, Screen.height / 2, 250, 150); - window.ShowPopup(); - } - - // give info about build results - void OnGUI() - { - } - } - - - #region BUNDLECONFIG - - public static class BundleConfig - { - public enum BundleTypes - { - Vehicle, - Environment, - } - - public static Dictionary Versions = new Dictionary() - { - [BundleTypes.Vehicle] = "awsimlabs.Vehicle", - [BundleTypes.Environment] = "awsimlabs.Environment", - }; - - public static string SingularOf(BundleTypes type) => Enum.GetName(typeof(BundleTypes), type); - public static string PluralOf(BundleTypes type) => Enum.GetName(typeof(BundleTypes), type) + "s"; - public static string ExternalBase = Path.Combine("Assets", "External"); - } - - #endregion - - #region MANIFEST - - public class Manifest - { - public string assetName; - public string assetType; - public string assetGuid; - public string assetFormat; - public double[] mapOrigin; - public double[] baseLink; - public string description; - public string fmuName; - - public Dictionary attachments; - } - - #endregion -} diff --git a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs b/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs deleted file mode 100644 index 1038edbd8..000000000 --- a/Assets/AWSIM/Scripts/Editor/ExportAssetBundle/SimpleBuilder.cs +++ /dev/null @@ -1,16 +0,0 @@ -using UnityEditor; - -namespace AWSIM.Scripts.Loader.RuntimeLoader -{ - public class SimpleBuilder - { - [MenuItem("AWSIMLabs/Build AssetBundles")] - static void BuildAllAssetBundles() - { - BuildPipeline.BuildAssetBundles( - "AssetBundles", - BuildAssetBundleOptions.None, - BuildTarget.StandaloneLinux64); - } - } -} From 93383ff1b89c59a77d0370e4b6b5bd448c51cf53 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Fri, 23 Aug 2024 13:02:40 +0300 Subject: [PATCH 04/29] fix: bundle build & load steps MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../AssetBundleBuilder/AssetBundleBuilder.cs | 16 ++++ .../RuntimeLoader/BundleInitialization.cs | 1 - .../Loader/RuntimeLoader/PrefabInfo.cs | 13 +++ .../Loader/RuntimeLoader/PrefabInfo.cs.meta | 11 +++ .../Loader/RuntimeLoader/RuntimeLoader.cs | 95 +++++++++++-------- 5 files changed, 98 insertions(+), 38 deletions(-) create mode 100644 Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs create mode 100644 Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs.meta diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs index b53141114..4270a7170 100644 --- a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs @@ -1,3 +1,4 @@ +using AWSIM.Scripts.Loader.RuntimeLoader; using UnityEditor; using UnityEngine; @@ -117,6 +118,17 @@ private void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions opt EnsureDirectoryExists(bundleInfo.OutputPath); + // Create a PrefabInfo asset with the prefab name + var prefabInfo = ScriptableObject.CreateInstance(); + prefabInfo.prefabName = bundleInfo.Prefab.name; + + // Save the PrefabInfo asset as part of the bundle + string prefabInfoPath = $"{bundleInfo.OutputPath}/{bundleInfo.Prefab.name}_PrefabInfo.asset"; + AssetDatabase.CreateAsset(prefabInfo, prefabInfoPath); + AssetImporter prefabImporter = AssetImporter.GetAtPath(prefabInfoPath); + prefabImporter.assetBundleName = bundleInfo.AssetBundleName; + + // Set the prefab itself to the asset bundle var importer = AssetImporter.GetAtPath(bundleInfo.AssetPath); if (importer == null) { @@ -126,6 +138,7 @@ private void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions opt importer.assetBundleName = bundleInfo.AssetBundleName; + // Build the asset bundle var manifest = BuildPipeline.BuildAssetBundles(bundleInfo.OutputPath, options, target); if (manifest != null) { @@ -137,6 +150,9 @@ private void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions opt Debug.LogError( $"Failed to build Asset Bundle '{bundleInfo.AssetBundleName}' at '{bundleInfo.OutputPath}'."); } + + // Delete the temporary PrefabInfo asset after building + AssetDatabase.DeleteAsset(prefabInfoPath); } private static BundleInfo InitializeBundleInfo(string outputPath) diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs index b30a9948f..986c8c0e9 100644 --- a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs @@ -1,4 +1,3 @@ -using System.Collections; using UnityEngine; namespace AWSIM.Scripts.Loader.RuntimeLoader diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs new file mode 100644 index 000000000..599fcf8d0 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs @@ -0,0 +1,13 @@ +using UnityEngine; + +namespace AWSIM.Scripts.Loader.RuntimeLoader +{ + /// + /// Used for tracking prefab name when building assetBundles. + /// + [CreateAssetMenu(fileName = "PrefabInfo", menuName = "AWSIM/Prefab Info", order = 1)] + public class PrefabInfo : ScriptableObject + { + public string prefabName; + } +} diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs.meta b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs.meta new file mode 100644 index 000000000..4676dcb28 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ef00cf12de8cc0a74ad9fcaac003a75b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs index 747382438..aef5b2ebe 100644 --- a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs +++ b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs @@ -1,18 +1,20 @@ -using System.IO; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; namespace AWSIM.Scripts.Loader.RuntimeLoader { - // it initializes the prefab but gui doesnt have references - // should follow the following steps: + // It initializes the prefab but gui doesn't have references + // Should follow the following steps: // 1. preLoadBundles // 2. load main scene (GUI,clock etc.) // 3. initiate prefabs // 3.1. release bundles from memory - // 4. update GUI - // 5. when returning to launchpad, release unused assetrs from memory + // 4. update GUI & prefs + // 5. when returning to launchpad, release unused assets from memory + + // change the script name + // Integrate with the existing loader public class RuntimeLoader : MonoBehaviour { // input fields @@ -30,26 +32,28 @@ public class RuntimeLoader : MonoBehaviour private string _vehicleBundlePath; private string _environmentBundlePath; - // asset bundles - private AssetBundle _egoBundle; - private AssetBundle _environmentBundle; - - // prefabs - private GameObject _egoPrefab; - private GameObject _environmentPrefab; - - // game objects - private GameObject _egoVehicle; - private GameObject _environment; - - // canvas - private Canvas _canvas; + // asset prefabs + public GameObject vehiclePrefab; + public GameObject environmentPrefab; private void Start() { - _canvas = GetComponent(); + // Add listeners to input fields to update paths _userVehiclePathField.onValueChanged.AddListener(delegate { GetBundlePaths(); }); _userEnvironmentPathField.onValueChanged.AddListener(delegate { GetBundlePaths(); }); + + // Add listener to start button + _startButton.onClick.AddListener(LaunchScenes); + } + + public void LaunchScenes() + { + SceneManager.LoadScene("AutowareSimulation", LoadSceneMode.Additive); + vehiclePrefab = LoadPrefab(_vehicleBundlePath); + environmentPrefab = LoadPrefab(_environmentBundlePath); + + AssetBundle.UnloadAllAssetBundles(true); + UpdateGUI(); } private void GetBundlePaths() @@ -58,34 +62,51 @@ private void GetBundlePaths() _environmentBundlePath = _userEnvironmentPathField.text; } - private void LoadBundles() + private static GameObject LoadPrefab(string path) { - _egoBundle = AssetBundle.LoadFromFile(_vehicleBundlePath); - _environmentBundle = - AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, _environmentBundlePath)); + var bundle = AssetBundle.LoadFromFile(path); + if (bundle == null) + { + Debug.LogWarning($"Failed to load AssetBundle from path: {path}"); + return null; + } + + // Load the PrefabInfo first to get the prefab name + var prefabInfo = bundle.LoadAsset("PrefabInfo"); + if (prefabInfo == null) + { + Debug.LogWarning("PrefabInfo not found in AssetBundle!"); + bundle.Unload(true); + return null; + } + + // Now load the prefab using the name from PrefabInfo + var prefab = bundle.LoadAsset(prefabInfo.prefabName); + bundle.Unload(true); + + return prefab; } - private void LoadBundle(string path) + // Step 4: Update the GUI (example method) + private void UpdateGUI() { - _egoBundle = AssetBundle.LoadFromFile(path); - if (_egoBundle is not null) + // Update dropdowns or any other GUI elements based on loaded prefabs + if (vehiclePrefab != null) { - // Load the prefab from the AssetBundle - _egoPrefab = _egoBundle.LoadAsset("Lexus RX450h 2015 Sample Sensor"); - _egoVehicle = Instantiate(_egoPrefab); - // _egoBundle.Unload(false); + _vehiclesDropdown.options.Add(new Dropdown.OptionData(vehiclePrefab.name)); } - else + + if (environmentPrefab != null) { - Debug.LogWarning("Failed to load AssetBundle!"); + _environmentsDropdown.options.Add(new Dropdown.OptionData(environmentPrefab.name)); } } - public void LaunchScenes() + // Step 5: When returning to the launchpad, release unused assets from memory + public void ReturnToLaunchpad() { - SceneManager.LoadScene("AutowareSimulation", LoadSceneMode.Additive); - LoadBundle(_vehicleBundlePath); - _canvas.GetComponent().gameObject.SetActive(false); + SceneManager.UnloadSceneAsync("AutowareSimulation"); + Resources.UnloadUnusedAssets(); } } } From ec9c8dc769c8ed86819011c0ee0ad94cddbae9c7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Fri, 23 Aug 2024 13:21:06 +0300 Subject: [PATCH 05/29] fix: script namespace MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../AssetBundleBuilder/AssetBundleBuilder.cs | 2 +- ...eLoader.meta => BundleInitialization.meta} | 0 .../BundleInitialization.cs} | 4 +-- .../BundleInitialization.cs.meta | 0 .../PrefabInfo.cs | 2 +- .../PrefabInfo.cs.meta | 0 .../RuntimeLoader/BundleInitialization.cs | 26 ------------------- .../RuntimeLoader/RuntimeLoader.cs.meta | 11 -------- 8 files changed, 4 insertions(+), 41 deletions(-) rename Assets/AWSIM/Scripts/Loader/{RuntimeLoader.meta => BundleInitialization.meta} (100%) rename Assets/AWSIM/Scripts/Loader/{RuntimeLoader/RuntimeLoader.cs => BundleInitialization/BundleInitialization.cs} (97%) rename Assets/AWSIM/Scripts/Loader/{RuntimeLoader => BundleInitialization}/BundleInitialization.cs.meta (100%) rename Assets/AWSIM/Scripts/Loader/{RuntimeLoader => BundleInitialization}/PrefabInfo.cs (85%) rename Assets/AWSIM/Scripts/Loader/{RuntimeLoader => BundleInitialization}/PrefabInfo.cs.meta (100%) delete mode 100644 Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs delete mode 100644 Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs.meta diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs index 4270a7170..51ce1f633 100644 --- a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs @@ -1,4 +1,4 @@ -using AWSIM.Scripts.Loader.RuntimeLoader; +using AWSIM.Scripts.Loader.BundleInitialization; using UnityEditor; using UnityEngine; diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader.meta b/Assets/AWSIM/Scripts/Loader/BundleInitialization.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/RuntimeLoader.meta rename to Assets/AWSIM/Scripts/Loader/BundleInitialization.meta diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs b/Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs similarity index 97% rename from Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs rename to Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs index aef5b2ebe..3f2091029 100644 --- a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs +++ b/Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs @@ -2,7 +2,7 @@ using UnityEngine.SceneManagement; using UnityEngine.UI; -namespace AWSIM.Scripts.Loader.RuntimeLoader +namespace AWSIM.Scripts.Loader.BundleInitialization { // It initializes the prefab but gui doesn't have references // Should follow the following steps: @@ -15,7 +15,7 @@ namespace AWSIM.Scripts.Loader.RuntimeLoader // change the script name // Integrate with the existing loader - public class RuntimeLoader : MonoBehaviour + public class BundleInitialization : MonoBehaviour { // input fields [SerializeField] private InputField _userVehiclePathField; diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs.meta b/Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs.meta rename to Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs b/Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs similarity index 85% rename from Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs rename to Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs index 599fcf8d0..965906b81 100644 --- a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs +++ b/Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs @@ -1,6 +1,6 @@ using UnityEngine; -namespace AWSIM.Scripts.Loader.RuntimeLoader +namespace AWSIM.Scripts.Loader.BundleInitialization { /// /// Used for tracking prefab name when building assetBundles. diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs.meta b/Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/RuntimeLoader/PrefabInfo.cs.meta rename to Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs deleted file mode 100644 index 986c8c0e9..000000000 --- a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/BundleInitialization.cs +++ /dev/null @@ -1,26 +0,0 @@ -using UnityEngine; - -namespace AWSIM.Scripts.Loader.RuntimeLoader -{ - public class BundleInitialization : MonoBehaviour - { - // private IEnumerator LoadBundle(string path) - // { - // var bundle = AssetBundle.LoadFromFile(path); - // - // if (bundle != null) - // { - // // Load the prefab from the AssetBundle - // GameObject prefab = bundle.LoadAsset("Pepega"); - // Instantiate(prefab); - // bundle.Unload(false); - // } - // else - // { - // Debug.LogError("Failed to load AssetBundle!"); - // } - // - // yield return null; - // } - } -} diff --git a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs.meta b/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs.meta deleted file mode 100644 index 839adc1e3..000000000 --- a/Assets/AWSIM/Scripts/Loader/RuntimeLoader/RuntimeLoader.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e3c9e0d65069f49109f45a09e519897f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: From f3c744d7f0cc08cde858f1b23a93d7ccdd1e38df Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Fri, 23 Aug 2024 16:47:55 +0300 Subject: [PATCH 06/29] refactor MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- Assets/AWSIM/Scenes/Launchpad/Launchpad.unity | 9690 ++++++++++++----- .../AssetBundleBuilder/AssetBundleBuilder.cs | 6 +- .../Scripts/Loader/BundleInitialization.meta | 8 - .../Scripts/Loader/SimulationLauncher.meta | 3 + .../BundleLoader.cs} | 31 +- .../BundleLoader.cs.meta} | 0 .../PrefabInfo.cs | 2 +- .../PrefabInfo.cs.meta | 0 .../SimulationLauncher/SimulationActions.cs | 86 + .../SimulationActions.cs.meta | 11 + 10 files changed, 7321 insertions(+), 2516 deletions(-) delete mode 100644 Assets/AWSIM/Scripts/Loader/BundleInitialization.meta create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationLauncher.meta rename Assets/AWSIM/Scripts/Loader/{BundleInitialization/BundleInitialization.cs => SimulationLauncher/BundleLoader.cs} (77%) rename Assets/AWSIM/Scripts/Loader/{BundleInitialization/BundleInitialization.cs.meta => SimulationLauncher/BundleLoader.cs.meta} (100%) rename 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@@ -using AWSIM.Scripts.Loader.BundleInitialization; +using AWSIM.Scripts.Loader.SimulationLauncher; using UnityEditor; using UnityEngine; @@ -102,7 +102,7 @@ private void Build() BuildAssetBundle(_environmentBundleInfo, selectedBuildOption, selectedBuildTarget); } - private void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions options, BuildTarget target) + private static void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions options, BuildTarget target) { if (string.IsNullOrEmpty(bundleInfo.OutputPath)) { @@ -119,7 +119,7 @@ private void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions opt EnsureDirectoryExists(bundleInfo.OutputPath); // Create a PrefabInfo asset with the prefab name - var prefabInfo = ScriptableObject.CreateInstance(); + var prefabInfo = CreateInstance(); prefabInfo.prefabName = bundleInfo.Prefab.name; // Save the PrefabInfo asset as part of the bundle diff --git a/Assets/AWSIM/Scripts/Loader/BundleInitialization.meta b/Assets/AWSIM/Scripts/Loader/BundleInitialization.meta deleted file mode 100644 index 3f28ee4ba..000000000 --- a/Assets/AWSIM/Scripts/Loader/BundleInitialization.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 749645999cdbc81e6a94fdb23611a302 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher.meta b/Assets/AWSIM/Scripts/Loader/SimulationLauncher.meta new file mode 100644 index 000000000..0c695d4b9 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 76c4213b339f4517b7cf34c56d31799e +timeCreated: 1724411660 \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs similarity index 77% rename from Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs rename to Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs index 3f2091029..69a20333d 100644 --- a/Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs @@ -1,8 +1,8 @@ +using System; using UnityEngine; -using UnityEngine.SceneManagement; using UnityEngine.UI; -namespace AWSIM.Scripts.Loader.BundleInitialization +namespace AWSIM.Scripts.Loader.SimulationLauncher { // It initializes the prefab but gui doesn't have references // Should follow the following steps: @@ -15,7 +15,7 @@ namespace AWSIM.Scripts.Loader.BundleInitialization // change the script name // Integrate with the existing loader - public class BundleInitialization : MonoBehaviour + internal class BundleLoader : MonoBehaviour { // input fields [SerializeField] private InputField _userVehiclePathField; @@ -33,8 +33,8 @@ public class BundleInitialization : MonoBehaviour private string _environmentBundlePath; // asset prefabs - public GameObject vehiclePrefab; - public GameObject environmentPrefab; + [NonSerialized] public GameObject VehiclePrefab; + [NonSerialized] public GameObject EnvironmentPrefab; private void Start() { @@ -48,10 +48,8 @@ private void Start() public void LaunchScenes() { - SceneManager.LoadScene("AutowareSimulation", LoadSceneMode.Additive); - vehiclePrefab = LoadPrefab(_vehicleBundlePath); - environmentPrefab = LoadPrefab(_environmentBundlePath); - + VehiclePrefab = LoadPrefab(_vehicleBundlePath); + EnvironmentPrefab = LoadPrefab(_environmentBundlePath); AssetBundle.UnloadAllAssetBundles(true); UpdateGUI(); } @@ -91,22 +89,15 @@ private static GameObject LoadPrefab(string path) private void UpdateGUI() { // Update dropdowns or any other GUI elements based on loaded prefabs - if (vehiclePrefab != null) + if (VehiclePrefab != null) { - _vehiclesDropdown.options.Add(new Dropdown.OptionData(vehiclePrefab.name)); + _vehiclesDropdown.options.Add(new Dropdown.OptionData(VehiclePrefab.name)); } - if (environmentPrefab != null) + if (EnvironmentPrefab != null) { - _environmentsDropdown.options.Add(new Dropdown.OptionData(environmentPrefab.name)); + _environmentsDropdown.options.Add(new Dropdown.OptionData(EnvironmentPrefab.name)); } } - - // Step 5: When returning to the launchpad, release unused assets from memory - public void ReturnToLaunchpad() - { - SceneManager.UnloadSceneAsync("AutowareSimulation"); - Resources.UnloadUnusedAssets(); - } } } diff --git a/Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/BundleInitialization/BundleInitialization.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs similarity index 85% rename from Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs rename to Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs index 965906b81..865856105 100644 --- a/Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs @@ -1,6 +1,6 @@ using UnityEngine; -namespace AWSIM.Scripts.Loader.BundleInitialization +namespace AWSIM.Scripts.Loader.SimulationLauncher { /// /// Used for tracking prefab name when building assetBundles. diff --git a/Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/BundleInitialization/PrefabInfo.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs new file mode 100644 index 000000000..dba5d9f92 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -0,0 +1,86 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace AWSIM.Scripts.Loader.SimulationLauncher +{ + public class SimulationActions : MonoBehaviour + { + [SerializeField] private Canvas _launchpadCanvas; + [SerializeField] private Canvas _transitionCanvas; + + private BundleLoader _bundleLoader; + private GameObject _vehiclePrefab; + private GameObject _environmentPrefab; + + [SerializeField] private string LaunchpadSceneName = "Launchpad"; + [SerializeField] private string SimulationCoreSceneName = "AutowareSimulation"; + [SerializeField] private string VehicleSceneName = "VehicleScene"; + [SerializeField] private string EnvironmentSceneName = "EnvironmentScene"; + + // Optionally, a dictionary for storing spawn points + private Dictionary _spawnPoints; + + // Have scenes have their own spawnPoints defined for vehicles: preferably as dictionaries for transform and name for the GUI + // Give option to use the default spawn points + // If user wants to give his own point: + // Get user input from GUI (latlon, mgrs, Unity xyz) + // ATM WE DON'T HAVE SPAWN POINTS DEFINED IN THE SCENES + + public void Launch() + { + // turn off loader gui and transition into a waiting gui + _launchpadCanvas = GetComponent(); + _launchpadCanvas.enabled = false; + _transitionCanvas.enabled = true; + + // Save loaded bundles for other sessions as options for the dropdowns. + + // Collect references for the simulation scene + _bundleLoader = GetComponent(); + _vehiclePrefab = _bundleLoader.VehiclePrefab; + _environmentPrefab = _bundleLoader.EnvironmentPrefab; + + // Load the core simulation scene + SceneManager.LoadScene(SimulationCoreSceneName, LoadSceneMode.Additive); + + // Load the vehicle scene + SceneManager.LoadScene(VehicleSceneName, LoadSceneMode.Additive); + SceneManager.SetActiveScene(SceneManager.GetSceneByName(VehicleSceneName)); + var vehicle = Instantiate(_vehiclePrefab); + + // Load the environment scene + SceneManager.LoadScene(EnvironmentSceneName, LoadSceneMode.Additive); + SceneManager.SetActiveScene(SceneManager.GetSceneByName(EnvironmentSceneName)); + var environment = Instantiate(_environmentPrefab); + + // Unload all asset bundles (since we have the prefabs now) + AssetBundle.UnloadAllAssetBundles(true); + + // set prefabs to their positions in the simulation scene + SetPrefabPosition(vehicle, EnvironmentSceneName); // give the vehicle a spawn point + environment.transform.position = + new Vector3(0, 0, 0); // will be 0 usually, might change for multi scene confs + + // Update the core scene GUI with the references so toggles can have their references + } + + public void ReturnToLaunchpad() + { + SceneManager.LoadScene(LaunchpadSceneName, LoadSceneMode.Single); + } + + private void SetPrefabPosition(GameObject prefab, string sceneName) + { + // Check if the scene has defined spawn points + if (_spawnPoints.TryGetValue(sceneName, out var spawnPoint)) + { + prefab.transform.position = spawnPoint.position; + } + else + { + prefab.transform.position = Vector3.zero; // Default spawn position + } + } + } +} diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs.meta new file mode 100644 index 000000000..108436f31 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 785a1c14a165de3aebb2748368da5986 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: From 770137cf78681f9eb523a267705dd0985da2ec5f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Fri, 23 Aug 2024 17:51:59 +0300 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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0.5, y: 0.5} - m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: 26, y: -36.2} - m_SizeDelta: {x: 40, y: 30} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 50, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &2114348300 MonoBehaviour: From 96a482507efceac419831da4fcb2d5d8d60355c9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Fri, 23 Aug 2024 18:26:05 +0300 Subject: [PATCH 08/29] add: gui manager MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Loader/SimulationLauncher/LaunchPadGUIManager.cs | 12 ++++++++++++ .../SimulationLauncher/LaunchPadGUIManager.cs.meta | 11 +++++++++++ 2 files changed, 23 insertions(+) create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs new file mode 100644 index 000000000..c2a68c26d --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +namespace AWSIM.Scripts.Loader.SimulationLauncher +{ + public class LaunchPadGUIManager : MonoBehaviour + { + // load initial gui + // update gui when a assetbundle is selected + // remember old loaded prefabs + // + } +} diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs.meta new file mode 100644 index 000000000..0f94c3508 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9931a4e010e6a075db3172e624683479 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: From cc5926ea1e7ab0919ab78cf0baa0626a66b94618 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Mon, 26 Aug 2024 14:40:56 +0300 Subject: [PATCH 09/29] update scripts MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Loader/SimulationLauncher/BundleLoader.cs | 78 +------- .../SimulationLauncher/LaunchPadGUIManager.cs | 182 +++++++++++++++++- .../SimulationLauncher/SimulationActions.cs | 14 +- 3 files changed, 191 insertions(+), 83 deletions(-) diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs index 69a20333d..f1e2c7558 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs @@ -1,66 +1,13 @@ -using System; using UnityEngine; -using UnityEngine.UI; namespace AWSIM.Scripts.Loader.SimulationLauncher { - // It initializes the prefab but gui doesn't have references - // Should follow the following steps: - // 1. preLoadBundles - // 2. load main scene (GUI,clock etc.) - // 3. initiate prefabs - // 3.1. release bundles from memory - // 4. update GUI & prefs - // 5. when returning to launchpad, release unused assets from memory - - // change the script name - // Integrate with the existing loader - internal class BundleLoader : MonoBehaviour + internal class BundleLoader { - // input fields - [SerializeField] private InputField _userVehiclePathField; - [SerializeField] private InputField _userEnvironmentPathField; - - // dropdowns - [SerializeField] private Dropdown _vehiclesDropdown; - [SerializeField] private Dropdown _environmentsDropdown; - - // buttons - [SerializeField] private Button _startButton; - - // paths - private string _vehicleBundlePath; - private string _environmentBundlePath; - - // asset prefabs - [NonSerialized] public GameObject VehiclePrefab; - [NonSerialized] public GameObject EnvironmentPrefab; - - private void Start() - { - // Add listeners to input fields to update paths - _userVehiclePathField.onValueChanged.AddListener(delegate { GetBundlePaths(); }); - _userEnvironmentPathField.onValueChanged.AddListener(delegate { GetBundlePaths(); }); - - // Add listener to start button - _startButton.onClick.AddListener(LaunchScenes); - } - - public void LaunchScenes() - { - VehiclePrefab = LoadPrefab(_vehicleBundlePath); - EnvironmentPrefab = LoadPrefab(_environmentBundlePath); - AssetBundle.UnloadAllAssetBundles(true); - UpdateGUI(); - } - - private void GetBundlePaths() - { - _vehicleBundlePath = _userVehiclePathField.text; - _environmentBundlePath = _userEnvironmentPathField.text; - } - - private static GameObject LoadPrefab(string path) + /// + /// Loads the prefabs from the given asset bundle path. + /// + public static GameObject LoadPrefab(string path) { var bundle = AssetBundle.LoadFromFile(path); if (bundle == null) @@ -84,20 +31,5 @@ private static GameObject LoadPrefab(string path) return prefab; } - - // Step 4: Update the GUI (example method) - private void UpdateGUI() - { - // Update dropdowns or any other GUI elements based on loaded prefabs - if (VehiclePrefab != null) - { - _vehiclesDropdown.options.Add(new Dropdown.OptionData(VehiclePrefab.name)); - } - - if (EnvironmentPrefab != null) - { - _environmentsDropdown.options.Add(new Dropdown.OptionData(EnvironmentPrefab.name)); - } - } } } diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs index c2a68c26d..7a6a3f801 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs @@ -1,12 +1,190 @@ +using System; using UnityEngine; +using UnityEngine.UI; +using static AWSIM.Scripts.Loader.SimulationLauncher.BundleLoader; +using Image = UnityEngine.UI.Image; namespace AWSIM.Scripts.Loader.SimulationLauncher { + /// + /// Coordinate systems for handling the spawn point input: + /// Unity = 0 | LatLong = 1 | Mgrs = 2 + /// + internal enum CoordSyss + { + Unity = 0, + LatLong = 1, + Mgrs = 2 + } + public class LaunchPadGUIManager : MonoBehaviour { // load initial gui - // update gui when a assetbundle is selected + // update gui when an assetbundle is selected // remember old loaded prefabs - // + + // Vehicle Block + [SerializeField] private InputField _vehiclePathField; + [SerializeField] private Dropdown _vehiclesDropdown; + [SerializeField] private Image _vehicleVisualArea; + + // Sensor Block + [SerializeField] private InputField _sensorPathField; + [SerializeField] private Dropdown _sensorsDropdown; + + // Environment Block + [SerializeField] private InputField _environmentPathField; + [SerializeField] private Dropdown _environmentsDropdown; + [SerializeField] private Toggle _useCoordsToggle; + [SerializeField] private Dropdown _spawnPointDropdown; + [SerializeField] private Dropdown _CoordSysDropdown; + [SerializeField] private InputField _positionFieldX; + [SerializeField] private InputField _positionFieldY; + [SerializeField] private InputField _positionFieldZ; + [SerializeField] private InputField _rotationFieldX; + [SerializeField] private InputField _rotationFieldY; + [SerializeField] private InputField _rotationFieldZ; + + // Sim Params Block + + // Graphics Block + + // Config Block + [SerializeField] private Button _loadSimConfButton; + [SerializeField] private Button _saveSimConfButton; + [SerializeField] private Button _startSimButton; + + private SimulationActions _simulationActions; + private string _vehicleBundlePath; + private string _environmentBundlePath; + + private void Start() + { + // get launch script + _simulationActions = GetComponent(); + + // load initial gui + // update gui when an assetbundle is selected + // remember old loaded prefabs + + // Add listeners to input fields to get paths + _vehiclePathField.onValueChanged.AddListener(delegate + { + _vehicleBundlePath = GetBundlePathFromField(_vehiclePathField); + }); + _environmentPathField.onValueChanged.AddListener(delegate + { + _environmentBundlePath = GetBundlePathFromField(_environmentPathField); + }); + + // Add listener to start button + _startSimButton.onClick.AddListener(StartSim); + } + + private void StartSim() + { + _simulationActions.VehiclePrefab = LoadPrefab(_vehicleBundlePath); + _simulationActions.EnvironmentPrefab = LoadPrefab(_environmentBundlePath); + AssetBundle.UnloadAllAssetBundles(true); + UpdateGUI(); + // launch simulation + _simulationActions.Launch(); + } + + + // Step 4: Update the GUI (example method) + private void UpdateGUI() + { + // Update dropdowns or any other GUI elements based on loaded prefabs + if (_simulationActions.VehiclePrefab != null) + { + _vehiclesDropdown.options.Add(new Dropdown.OptionData(_simulationActions.VehiclePrefab.name)); + } + + if (_simulationActions.EnvironmentPrefab != null) + { + _environmentsDropdown.options.Add(new Dropdown.OptionData(_simulationActions.EnvironmentPrefab.name)); + } + } + + #region config + + public void LoadSimConf() + { + // load simulation configuration + // pop up file selection dialog for selecting the config file + } + + public void SaveSimConf() + { + // save simulation configuration + // pop up file selection dialog for saving the config file + } + + #endregion + + #region vehicle + + private void VehicleRender() + { + // render vehicle for gui + } + + #endregion + + #region environment + + private void SetSpawnPointFromDropdown() + { + // set spawn point from dropdown + } + + // Handle unity coords for now + private void SetSpawnPointFromInput(GameObject vehicle, float posX, float posY, float posZ, float rotX, + float rotY, float rotZ, float rotW, CoordSyss coordSys) + { + Vector3 posVector = new(); + Quaternion rotQuaternion = new(); + + switch (coordSys) + { + case CoordSyss.Unity: + posVector.x = posX; + posVector.y = posY; + posVector.z = posZ; + rotQuaternion.x = rotX; + rotQuaternion.y = rotY; + rotQuaternion.z = rotZ; + rotQuaternion.w = rotW; + break; + case CoordSyss.LatLong: + // convert latlong to unity + break; + case CoordSyss.Mgrs: + // convert mgrs to unity + break; + default: + throw new ArgumentOutOfRangeException(nameof(coordSys), coordSys, null); + } + + vehicle.transform.SetPositionAndRotation(posVector, rotQuaternion); + } + + private void EnvironmentRender() + { + // render environment for gui + } + + #endregion + + #region helpers + + private static string GetBundlePathFromField(InputField inputField) + { + var bundlePath = inputField.text; + return bundlePath; + } + + #endregion } } diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs index dba5d9f92..30a0c0ebd 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -9,9 +9,8 @@ public class SimulationActions : MonoBehaviour [SerializeField] private Canvas _launchpadCanvas; [SerializeField] private Canvas _transitionCanvas; - private BundleLoader _bundleLoader; - private GameObject _vehiclePrefab; - private GameObject _environmentPrefab; + public GameObject VehiclePrefab { get; internal set; } + public GameObject EnvironmentPrefab { get; internal set; } [SerializeField] private string LaunchpadSceneName = "Launchpad"; [SerializeField] private string SimulationCoreSceneName = "AutowareSimulation"; @@ -37,9 +36,8 @@ public void Launch() // Save loaded bundles for other sessions as options for the dropdowns. // Collect references for the simulation scene - _bundleLoader = GetComponent(); - _vehiclePrefab = _bundleLoader.VehiclePrefab; - _environmentPrefab = _bundleLoader.EnvironmentPrefab; + VehiclePrefab = VehiclePrefab; + EnvironmentPrefab = EnvironmentPrefab; // Load the core simulation scene SceneManager.LoadScene(SimulationCoreSceneName, LoadSceneMode.Additive); @@ -47,12 +45,12 @@ public void Launch() // Load the vehicle scene SceneManager.LoadScene(VehicleSceneName, LoadSceneMode.Additive); SceneManager.SetActiveScene(SceneManager.GetSceneByName(VehicleSceneName)); - var vehicle = Instantiate(_vehiclePrefab); + var vehicle = Instantiate(VehiclePrefab); // Load the environment scene SceneManager.LoadScene(EnvironmentSceneName, LoadSceneMode.Additive); SceneManager.SetActiveScene(SceneManager.GetSceneByName(EnvironmentSceneName)); - var environment = Instantiate(_environmentPrefab); + var environment = Instantiate(EnvironmentPrefab); // Unload all asset bundles (since we have the prefabs now) AssetBundle.UnloadAllAssetBundles(true); From 485f9baf9ec77017ef5da3f76c3a3e4e7e6a686b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Mon, 26 Aug 2024 14:57:43 +0300 Subject: [PATCH 10/29] refactor MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Loader/SimulationLauncher/BundleLoader.cs | 2 +- .../SimulationLauncher/LaunchPadGUIManager.cs | 21 ++++++++++++++----- 2 files changed, 17 insertions(+), 6 deletions(-) diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs index f1e2c7558..1285014c8 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs @@ -2,7 +2,7 @@ namespace AWSIM.Scripts.Loader.SimulationLauncher { - internal class BundleLoader + public static class BundleLoader { /// /// Loads the prefabs from the given asset bundle path. diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs index 7a6a3f801..fade15675 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs @@ -83,16 +83,19 @@ private void Start() private void StartSim() { + // load prefabs for simulation _simulationActions.VehiclePrefab = LoadPrefab(_vehicleBundlePath); _simulationActions.EnvironmentPrefab = LoadPrefab(_environmentBundlePath); + // unload bundles AssetBundle.UnloadAllAssetBundles(true); + // save GUI state UpdateGUI(); // launch simulation _simulationActions.Launch(); } + #region config - // Step 4: Update the GUI (example method) private void UpdateGUI() { // Update dropdowns or any other GUI elements based on loaded prefabs @@ -107,8 +110,6 @@ private void UpdateGUI() } } - #region config - public void LoadSimConf() { // load simulation configuration @@ -177,12 +178,22 @@ private void EnvironmentRender() #endregion + #region helpers private static string GetBundlePathFromField(InputField inputField) { - var bundlePath = inputField.text; - return bundlePath; + try + { + var bundlePath = inputField.text; + return bundlePath; + } + catch (Exception e) + { + e = new Exception($"Failed to get bundle path from input field: {inputField.text}", e); + Console.WriteLine(e); + throw; + } } #endregion From 5f3815b9221b474eb3d1477433a0c0fef38e3b57 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Mon, 26 Aug 2024 16:43:22 +0300 Subject: [PATCH 11/29] update MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- Assets/AWSIM/Scenes/Launchpad/Launchpad.unity | 28 ++------- .../SimulationLauncher/LaunchPadGUIManager.cs | 59 ++++++++++++------- .../SimulationLauncher/SimulationActions.cs | 42 ++++--------- 3 files changed, 55 insertions(+), 74 deletions(-) diff --git a/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity b/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity index ae2d410ae..90d55b36d 100644 --- a/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity +++ b/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity @@ -667,7 +667,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 446.5, y: -100} + m_AnchoredPosition: {x: 559.5, y: -100} m_SizeDelta: {x: 250, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &71024866 @@ -1569,7 +1569,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 626.5, y: -100} + m_AnchoredPosition: {x: 739.5, y: -100} m_SizeDelta: {x: 100, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &182731659 @@ -1966,7 +1966,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 136.5, y: -100} + m_AnchoredPosition: {x: 249.5, y: -100} m_SizeDelta: {x: 150, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &289753960 @@ -8103,7 +8103,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 266.5, y: -100} + m_AnchoredPosition: {x: 379.5, y: -100} m_SizeDelta: {x: 100, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &1487420627 @@ -8505,7 +8505,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 731.5, y: -100} + m_AnchoredPosition: {x: 844.5, y: -100} m_SizeDelta: {x: 100, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &1565459949 @@ -8801,7 +8801,6 @@ GameObject: - component: {fileID: 1633101204} - component: {fileID: 1633101203} - component: {fileID: 1633101202} - - component: {fileID: 1633101207} - component: {fileID: 1633101206} m_Layer: 5 m_Name: GUI @@ -8912,23 +8911,6 @@ MonoBehaviour: SimulationCoreSceneName: AutowareSimulation VehicleSceneName: VehicleScene EnvironmentSceneName: EnvironmentScene ---- !u!114 &1633101207 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1633101201} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: b951e445500fac0ccb2c75c383038ad8, type: 3} - m_Name: - m_EditorClassIdentifier: - _userVehiclePathField: {fileID: 0} - _userEnvironmentPathField: {fileID: 0} - _vehiclesDropdown: {fileID: 1534290254} - _environmentsDropdown: {fileID: 1908605729} - _startButton: {fileID: 569534314} --- !u!1 &1639985962 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs index fade15675..50fe6ed05 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs @@ -44,6 +44,7 @@ public class LaunchPadGUIManager : MonoBehaviour [SerializeField] private InputField _rotationFieldX; [SerializeField] private InputField _rotationFieldY; [SerializeField] private InputField _rotationFieldZ; + [SerializeField] private InputField _rotationFieldW; // Sim Params Block @@ -57,6 +58,8 @@ public class LaunchPadGUIManager : MonoBehaviour private SimulationActions _simulationActions; private string _vehicleBundlePath; private string _environmentBundlePath; + private GameObject _vehiclePrefab; + private GameObject _environmentPrefab; private void Start() { @@ -84,32 +87,27 @@ private void Start() private void StartSim() { // load prefabs for simulation - _simulationActions.VehiclePrefab = LoadPrefab(_vehicleBundlePath); - _simulationActions.EnvironmentPrefab = LoadPrefab(_environmentBundlePath); + _vehiclePrefab = LoadPrefab(_vehicleBundlePath); + _environmentPrefab = LoadPrefab(_environmentBundlePath); + // unload bundles AssetBundle.UnloadAllAssetBundles(true); - // save GUI state - UpdateGUI(); - // launch simulation - _simulationActions.Launch(); - } - #region config + // save GUI + UpdateGUIFields(); + StoreGUIFields(); - private void UpdateGUI() - { - // Update dropdowns or any other GUI elements based on loaded prefabs - if (_simulationActions.VehiclePrefab != null) - { - _vehiclesDropdown.options.Add(new Dropdown.OptionData(_simulationActions.VehiclePrefab.name)); - } + // set spawn point + var spawnPoint = VehicleSpawnPoint(float.Parse(_positionFieldX.text), float.Parse(_positionFieldY.text), + float.Parse(_positionFieldZ.text), float.Parse(_rotationFieldX.text), float.Parse(_rotationFieldY.text), + float.Parse(_rotationFieldZ.text), float.Parse(_rotationFieldW.text), CoordSyss.Unity); - if (_simulationActions.EnvironmentPrefab != null) - { - _environmentsDropdown.options.Add(new Dropdown.OptionData(_simulationActions.EnvironmentPrefab.name)); - } + // launch simulation + _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint); } + #region config + public void LoadSimConf() { // load simulation configuration @@ -122,6 +120,25 @@ public void SaveSimConf() // pop up file selection dialog for saving the config file } + private void UpdateGUIFields() + { + // Update dropdowns or any other GUI elements based on loaded prefabs + if (_vehiclePrefab != null) + { + _vehiclesDropdown.options.Add(new Dropdown.OptionData(_vehiclePrefab.name)); + } + + if (_environmentPrefab != null) + { + _environmentsDropdown.options.Add(new Dropdown.OptionData(_environmentPrefab.name)); + } + } + + private void StoreGUIFields() + { + // save simulation configuration to file + } + #endregion #region vehicle @@ -141,7 +158,7 @@ private void SetSpawnPointFromDropdown() } // Handle unity coords for now - private void SetSpawnPointFromInput(GameObject vehicle, float posX, float posY, float posZ, float rotX, + private static Tuple VehicleSpawnPoint(float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float rotW, CoordSyss coordSys) { Vector3 posVector = new(); @@ -168,7 +185,7 @@ private void SetSpawnPointFromInput(GameObject vehicle, float posX, float posY, throw new ArgumentOutOfRangeException(nameof(coordSys), coordSys, null); } - vehicle.transform.SetPositionAndRotation(posVector, rotQuaternion); + return new Tuple(posVector, rotQuaternion); } private void EnvironmentRender() diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs index 30a0c0ebd..1d66cdc0b 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -1,4 +1,6 @@ +using System; using System.Collections.Generic; +using AWSIM.Loader; using UnityEngine; using UnityEngine.SceneManagement; @@ -9,9 +11,6 @@ public class SimulationActions : MonoBehaviour [SerializeField] private Canvas _launchpadCanvas; [SerializeField] private Canvas _transitionCanvas; - public GameObject VehiclePrefab { get; internal set; } - public GameObject EnvironmentPrefab { get; internal set; } - [SerializeField] private string LaunchpadSceneName = "Launchpad"; [SerializeField] private string SimulationCoreSceneName = "AutowareSimulation"; [SerializeField] private string VehicleSceneName = "VehicleScene"; @@ -26,7 +25,8 @@ public class SimulationActions : MonoBehaviour // Get user input from GUI (latlon, mgrs, Unity xyz) // ATM WE DON'T HAVE SPAWN POINTS DEFINED IN THE SCENES - public void Launch() + public void Launch(GameObject vehiclePrefab, GameObject environmentPrefab, + Tuple spawnPoint) { // turn off loader gui and transition into a waiting gui _launchpadCanvas = GetComponent(); @@ -35,50 +35,32 @@ public void Launch() // Save loaded bundles for other sessions as options for the dropdowns. - // Collect references for the simulation scene - VehiclePrefab = VehiclePrefab; - EnvironmentPrefab = EnvironmentPrefab; - // Load the core simulation scene SceneManager.LoadScene(SimulationCoreSceneName, LoadSceneMode.Additive); // Load the vehicle scene SceneManager.LoadScene(VehicleSceneName, LoadSceneMode.Additive); SceneManager.SetActiveScene(SceneManager.GetSceneByName(VehicleSceneName)); - var vehicle = Instantiate(VehiclePrefab); + var vehicle = Instantiate(vehiclePrefab); // Load the environment scene SceneManager.LoadScene(EnvironmentSceneName, LoadSceneMode.Additive); SceneManager.SetActiveScene(SceneManager.GetSceneByName(EnvironmentSceneName)); - var environment = Instantiate(EnvironmentPrefab); - - // Unload all asset bundles (since we have the prefabs now) - AssetBundle.UnloadAllAssetBundles(true); + var environment = Instantiate(environmentPrefab); // set prefabs to their positions in the simulation scene - SetPrefabPosition(vehicle, EnvironmentSceneName); // give the vehicle a spawn point - environment.transform.position = - new Vector3(0, 0, 0); // will be 0 usually, might change for multi scene confs + vehicle.transform.SetPositionAndRotation(spawnPoint.Item1, spawnPoint.Item2); + environment.transform.position = new Vector3(0, 0, 0); + // environment will be 0 usually, might change for multi scene confs - // Update the core scene GUI with the references so toggles can have their references + var awsimConfiguration = new AWSIMConfiguration() + { + }; } public void ReturnToLaunchpad() { SceneManager.LoadScene(LaunchpadSceneName, LoadSceneMode.Single); } - - private void SetPrefabPosition(GameObject prefab, string sceneName) - { - // Check if the scene has defined spawn points - if (_spawnPoints.TryGetValue(sceneName, out var spawnPoint)) - { - prefab.transform.position = spawnPoint.position; - } - else - { - prefab.transform.position = Vector3.zero; // Default spawn position - } - } } } From 19000d8a625fe484bbc4d8bbc5388acfa40e74ef Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Mon, 26 Aug 2024 18:13:40 +0300 Subject: [PATCH 12/29] temp MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../SimulationLauncher/LaunchPadGUIManager.cs | 2 +- .../SimulationLauncher/SimulationActions.cs | 30 +++++++++++++++++-- 2 files changed, 29 insertions(+), 3 deletions(-) diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs index 50fe6ed05..96ebc61ce 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs @@ -103,7 +103,7 @@ private void StartSim() float.Parse(_rotationFieldZ.text), float.Parse(_rotationFieldW.text), CoordSyss.Unity); // launch simulation - _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint); + _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint, 0, 0); } #region config diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs index 1d66cdc0b..cc920759c 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -6,6 +6,15 @@ namespace AWSIM.Scripts.Loader.SimulationLauncher { + public class + public class GraphicSettings + { + public bool useShadows; + public bool usePostProcessing; + public bool useAntiAliasing; + public bool useVSync; + public int targetFrameRate; + } public class SimulationActions : MonoBehaviour { [SerializeField] private Canvas _launchpadCanvas; @@ -25,8 +34,9 @@ public class SimulationActions : MonoBehaviour // Get user input from GUI (latlon, mgrs, Unity xyz) // ATM WE DON'T HAVE SPAWN POINTS DEFINED IN THE SCENES + //add sensor config in the future public void Launch(GameObject vehiclePrefab, GameObject environmentPrefab, - Tuple spawnPoint) + Tuple spawnPoint, float simParams, float graphicSettings) { // turn off loader gui and transition into a waiting gui _launchpadCanvas = GetComponent(); @@ -53,8 +63,24 @@ public void Launch(GameObject vehiclePrefab, GameObject environmentPrefab, environment.transform.position = new Vector3(0, 0, 0); // environment will be 0 usually, might change for multi scene confs - var awsimConfiguration = new AWSIMConfiguration() + var awsimConfiguration = new AWSIMConfiguration { + mapConfiguration = + { + mapName = "default", + useShadows = true // this shouldn't be a param in mapconf. Graphics? + }, + simulationConfiguration = + { + useTraffic = true, + timeScale = 1.0f + }, + egoConfiguration = + { + egoVehicleName = vehiclePrefab.name, + egoPosition = spawnPoint.Item1, + egoEulerAngles = spawnPoint.Item2.eulerAngles + } }; } From 1fb3407710abba241b57d9c126ce82a3ccaa3930 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Wed, 4 Sep 2024 17:58:48 +0300 Subject: [PATCH 13/29] bump for pr MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Loader/SimulationLauncher/SimulationActions.cs | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs index cc920759c..0c775200d 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -6,14 +6,14 @@ namespace AWSIM.Scripts.Loader.SimulationLauncher { - public class public class GraphicSettings { - public bool useShadows; - public bool usePostProcessing; - public bool useAntiAliasing; - public bool useVSync; - public int targetFrameRate; + public bool UseShadows; + public bool UsePostProcessing; + public bool UseAntiAliasing; + public bool UseVSync; + public int FrameRateLimit; + // TODO: Add more settings (mozzz) } public class SimulationActions : MonoBehaviour { @@ -33,6 +33,7 @@ public class SimulationActions : MonoBehaviour // If user wants to give his own point: // Get user input from GUI (latlon, mgrs, Unity xyz) // ATM WE DON'T HAVE SPAWN POINTS DEFINED IN THE SCENES + // generate screenshots for the UI //add sensor config in the future public void Launch(GameObject vehiclePrefab, GameObject environmentPrefab, From 36aaa416c4dfbc2400a424a3ebe28caf4d853d85 Mon Sep 17 00:00:00 2001 From: mozhoku Date: Fri, 6 Sep 2024 10:43:50 +0300 Subject: [PATCH 14/29] scene loading with bundles wip MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Scenes/Launchpad/EnvironmentScene.unity | 128 ++ .../Launchpad/EnvironmentScene.unity.meta | 7 + Assets/AWSIM/Scenes/Launchpad/Launchpad.unity | 1489 +++++++++-------- .../AWSIM/Scenes/Launchpad/VehicleScene.unity | 128 ++ .../Scenes/Launchpad/VehicleScene.unity.meta | 7 + .../AssetBundleBuilder/AssetBundleBuilder.cs | 34 +- .../Loader/SimulationLauncher/BundleLoader.cs | 2 - .../SimulationLauncher/LaunchPadGUIManager.cs | 95 +- .../SimulationLauncher/SimulationActions.cs | 94 +- 9 files changed, 1204 insertions(+), 780 deletions(-) create mode 100644 Assets/AWSIM/Scenes/Launchpad/EnvironmentScene.unity create mode 100644 Assets/AWSIM/Scenes/Launchpad/EnvironmentScene.unity.meta create mode 100644 Assets/AWSIM/Scenes/Launchpad/VehicleScene.unity create mode 100644 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new file mode 100644 index 000000000..d244e385a --- /dev/null +++ b/Assets/AWSIM/Scenes/Launchpad/VehicleScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 01f3375c9967ab5428c659a97470fbc0 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs index a5431f863..387b5208c 100644 --- a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs @@ -1,6 +1,7 @@ using AWSIM.Scripts.Loader.SimulationLauncher; using UnityEditor; using UnityEngine; +using System.IO; namespace AWSIM.Scripts.Editor.AssetBundleBuilder { @@ -27,8 +28,18 @@ public class AssetBundleBuilder : EditorWindow private int _selectedBuildTargetIndex; // Default locations to build the bundles - private const string VehicleOutputPath = "AssetBundles/Vehicles"; - private const string EnvironmentOutputPath = "AssetBundles/Environments"; + private static string VehicleOutputPath => GetPlatformSpecificPath("AssetBundles/Vehicles"); + private static string EnvironmentOutputPath => GetPlatformSpecificPath("AssetBundles/Environments"); + + private static string GetPlatformSpecificPath(string relativePath) + { + var projectFolderPath = Path.GetDirectoryName(Application.dataPath); +#if UNITY_EDITOR_WIN + return Path.Combine(projectFolderPath, relativePath.Replace("/", "\\")); +#else + return Path.Combine(projectFolderPath, relativePath); +#endif + } [MenuItem("AWSIMLabs/Bundle Build Menu")] private static void ShowWindow() @@ -119,13 +130,22 @@ private static void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOpti EnsureDirectoryExists(bundleInfo.OutputPath); // Create a PrefabInfo asset with the prefab name + // var combinedPrefabName = bundleInfo.Prefab.name.Replace(" ", "_"); var prefabInfo = CreateInstance(); + + + Debug.Log("bundleinfo prefab name: "+ bundleInfo.Prefab.name); + Debug.Log("combined prefab name: "+ bundleInfo.Prefab.name); + prefabInfo.prefabName = bundleInfo.Prefab.name; + // bundleInfo.AssetBundleName = combinedPrefabName; - // Save the PrefabInfo asset as part of the bundle - string prefabInfoPath = $"{bundleInfo.OutputPath}/{bundleInfo.Prefab.name}_PrefabInfo.asset"; + // Save the PrefabInfo asset temporarily in the 'Assets' folder + var prefabInfoPath = "Assets/PrefabInfo.asset"; AssetDatabase.CreateAsset(prefabInfo, prefabInfoPath); - AssetImporter prefabImporter = AssetImporter.GetAtPath(prefabInfoPath); + + // Set the asset bundle name for the PrefabInfo + var prefabImporter = AssetImporter.GetAtPath(prefabInfoPath); prefabImporter.assetBundleName = bundleInfo.AssetBundleName; // Set the prefab itself to the asset bundle @@ -168,9 +188,9 @@ private static BundleInfo InitializeBundleInfo(string outputPath) private static void EnsureDirectoryExists(string path) { - if (!System.IO.Directory.Exists(path)) + if (!Directory.Exists(path)) { - System.IO.Directory.CreateDirectory(path); + Directory.CreateDirectory(path); } } } diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs index 1285014c8..97f8926d6 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs @@ -27,8 +27,6 @@ public static GameObject LoadPrefab(string path) // Now load the prefab using the name from PrefabInfo var prefab = bundle.LoadAsset(prefabInfo.prefabName); - bundle.Unload(true); - return prefab; } } diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs index 96ebc61ce..f9fd31f97 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs @@ -1,5 +1,7 @@ using System; +using SFB; using UnityEngine; +using UnityEngine.Serialization; using UnityEngine.UI; using static AWSIM.Scripts.Loader.SimulationLauncher.BundleLoader; using Image = UnityEngine.UI.Image; @@ -24,7 +26,7 @@ public class LaunchPadGUIManager : MonoBehaviour // remember old loaded prefabs // Vehicle Block - [SerializeField] private InputField _vehiclePathField; + [FormerlySerializedAs("_vehiclePathButton")] [SerializeField] private Button _loadVehicleBundleButton; [SerializeField] private Dropdown _vehiclesDropdown; [SerializeField] private Image _vehicleVisualArea; @@ -33,7 +35,7 @@ public class LaunchPadGUIManager : MonoBehaviour [SerializeField] private Dropdown _sensorsDropdown; // Environment Block - [SerializeField] private InputField _environmentPathField; + [FormerlySerializedAs("_environmentPathButton")] [SerializeField] private Button _loadEnvironmentBundleButton; [SerializeField] private Dropdown _environmentsDropdown; [SerializeField] private Toggle _useCoordsToggle; [SerializeField] private Dropdown _spawnPointDropdown; @@ -70,15 +72,9 @@ private void Start() // update gui when an assetbundle is selected // remember old loaded prefabs - // Add listeners to input fields to get paths - _vehiclePathField.onValueChanged.AddListener(delegate - { - _vehicleBundlePath = GetBundlePathFromField(_vehiclePathField); - }); - _environmentPathField.onValueChanged.AddListener(delegate - { - _environmentBundlePath = GetBundlePathFromField(_environmentPathField); - }); + // Add listeners to buttons + _loadVehicleBundleButton.onClick.AddListener(LoadVehicleBundleButtonOnClick); + _loadEnvironmentBundleButton.onClick.AddListener(LoadEnvironmentBundleButtonOnClick); // Add listener to start button _startSimButton.onClick.AddListener(StartSim); @@ -91,16 +87,32 @@ private void StartSim() _environmentPrefab = LoadPrefab(_environmentBundlePath); // unload bundles - AssetBundle.UnloadAllAssetBundles(true); + // AssetBundle.UnloadAllAssetBundles(true); // save GUI UpdateGUIFields(); StoreGUIFields(); // set spawn point - var spawnPoint = VehicleSpawnPoint(float.Parse(_positionFieldX.text), float.Parse(_positionFieldY.text), - float.Parse(_positionFieldZ.text), float.Parse(_rotationFieldX.text), float.Parse(_rotationFieldY.text), - float.Parse(_rotationFieldZ.text), float.Parse(_rotationFieldW.text), CoordSyss.Unity); + // var spawnPoint = VehicleSpawnPoint( + // float.Parse(_positionFieldX.text), + // float.Parse(_positionFieldY.text), + // float.Parse(_positionFieldZ.text), + // float.Parse(_rotationFieldX.text), + // float.Parse(_rotationFieldY.text), + // float.Parse(_rotationFieldZ.text), + // float.Parse(_rotationFieldW.text), + // CoordSyss.Unity); + var spawnPoint = VehicleSpawnPoint( + 0, + 0, + 0, + 0, + 0, + 0, + 0, + CoordSyss.Unity); + // launch simulation _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint, 0, 0); @@ -112,17 +124,39 @@ public void LoadSimConf() { // load simulation configuration // pop up file selection dialog for selecting the config file + + var paths = StandaloneFileBrowser.OpenFilePanel("Open Simulation Configuration", "", "json", false); + if (paths.Length > 0 && !string.IsNullOrEmpty(paths[0])) + { + // Load the simulation configuration from the selected file + } + else + { + Debug.Log("File selection was canceled or no file selected."); + } } public void SaveSimConf() { // save simulation configuration // pop up file selection dialog for saving the config file + + var paths = StandaloneFileBrowser.SaveFilePanel("Save Simulation Configuration", "", "config", "json"); + if (!string.IsNullOrEmpty(paths)) + { + // Save the simulation configuration to the selected file + } + else + { + Debug.Log("File saving was canceled."); + } } private void UpdateGUIFields() { // Update dropdowns or any other GUI elements based on loaded prefabs + // Update visual area or other GUI elements related to the vehicle + if (_vehiclePrefab != null) { _vehiclesDropdown.options.Add(new Dropdown.OptionData(_vehiclePrefab.name)); @@ -195,6 +229,37 @@ private void EnvironmentRender() #endregion + #region button functions + + private void LoadVehicleBundleButtonOnClick() + { + var paths = StandaloneFileBrowser.OpenFilePanel("Open Vehicle Asset Bundle", "", "", false); + if (paths.Length > 0 && !string.IsNullOrEmpty(paths[0])) + { + _vehicleBundlePath = paths[0]; + Debug.Log("vehicle bundle path:" + _vehicleBundlePath); + } + else + { + Debug.Log("File selection was canceled or no file selected."); + } + } + + private void LoadEnvironmentBundleButtonOnClick() + { + var paths = StandaloneFileBrowser.OpenFilePanel("Open Vehicle Asset Bundle", "", "", false); + if (paths.Length > 0 && !string.IsNullOrEmpty(paths[0])) + { + _environmentBundlePath = paths[0]; + } + else + { + Debug.Log("File selection was canceled or no file selected."); + } + } + + + #endregion #region helpers diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs index 0c775200d..526974174 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -1,4 +1,5 @@ using System; +using System.Collections; using System.Collections.Generic; using AWSIM.Loader; using UnityEngine; @@ -44,50 +45,73 @@ public void Launch(GameObject vehiclePrefab, GameObject environmentPrefab, _launchpadCanvas.enabled = false; _transitionCanvas.enabled = true; - // Save loaded bundles for other sessions as options for the dropdowns. + // TODO: Save loaded bundles for other sessions as options for the dropdowns. - // Load the core simulation scene - SceneManager.LoadScene(SimulationCoreSceneName, LoadSceneMode.Additive); + StartCoroutine(LoadSimulation(vehiclePrefab, environmentPrefab, spawnPoint)); + + // var awsimConfiguration = new AWSIMConfiguration + // { + // mapConfiguration = + // { + // mapName = "default", + // useShadows = true // this shouldn't be a param in mapconf. Graphics? + // }, + // simulationConfiguration = + // { + // useTraffic = true, + // timeScale = 1.0f + // }, + // egoConfiguration = + // { + // egoVehicleName = vehiclePrefab.name, + // egoPosition = spawnPoint.Item1, + // egoEulerAngles = spawnPoint.Item2.eulerAngles + // } + // }; + } - // Load the vehicle scene - SceneManager.LoadScene(VehicleSceneName, LoadSceneMode.Additive); - SceneManager.SetActiveScene(SceneManager.GetSceneByName(VehicleSceneName)); - var vehicle = Instantiate(vehiclePrefab); + public void ReturnToLaunchpad() + { + SceneManager.LoadScene(LaunchpadSceneName, LoadSceneMode.Single); + } + + private IEnumerator LoadSimulation(GameObject vehiclePrefab, GameObject environmentPrefab, + Tuple spawnPoint) + { + // Load the core simulation scene + yield return SceneManager.LoadSceneAsync(SimulationCoreSceneName, LoadSceneMode.Additive); - // Load the environment scene - SceneManager.LoadScene(EnvironmentSceneName, LoadSceneMode.Additive); - SceneManager.SetActiveScene(SceneManager.GetSceneByName(EnvironmentSceneName)); - var environment = Instantiate(environmentPrefab); + // Load vehicle and environment scenes asynchronously + yield return StartCoroutine(LoadScene(VehicleSceneName)); + yield return StartCoroutine(LoadScene(EnvironmentSceneName)); - // set prefabs to their positions in the simulation scene - vehicle.transform.SetPositionAndRotation(spawnPoint.Item1, spawnPoint.Item2); - environment.transform.position = new Vector3(0, 0, 0); - // environment will be 0 usually, might change for multi scene confs + // Setup VehicleScene + var vehicleScene = SceneManager.GetSceneByName(VehicleSceneName); + if (vehicleScene.isLoaded) + { + SceneManager.SetActiveScene(vehicleScene); + var vehicle = Instantiate(vehiclePrefab); + vehicle.transform.SetPositionAndRotation(spawnPoint.Item1, spawnPoint.Item2); + } - var awsimConfiguration = new AWSIMConfiguration + // Setup EnvironmentScene + var environmentScene = SceneManager.GetSceneByName(EnvironmentSceneName); + if (environmentScene.isLoaded) { - mapConfiguration = - { - mapName = "default", - useShadows = true // this shouldn't be a param in mapconf. Graphics? - }, - simulationConfiguration = - { - useTraffic = true, - timeScale = 1.0f - }, - egoConfiguration = - { - egoVehicleName = vehiclePrefab.name, - egoPosition = spawnPoint.Item1, - egoEulerAngles = spawnPoint.Item2.eulerAngles - } - }; + SceneManager.SetActiveScene(environmentScene); + var environment = Instantiate(environmentPrefab); + environment.transform.position = new Vector3(0, 0, 0); // Default position + } } - public void ReturnToLaunchpad() + private static IEnumerator LoadScene(string sceneName) { - SceneManager.LoadScene(LaunchpadSceneName, LoadSceneMode.Single); + var asyncLoadScene = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); + while (!asyncLoadScene.isDone) + { + Debug.Log("Loading Scene: " + sceneName); + yield return null; + } } } } From 23ebd4ea3d55c9b5aac5d142db46b204906bee40 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Mon, 9 Sep 2024 13:05:43 +0300 Subject: [PATCH 15/29] fix: lighting for environment bundles MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Nishishinjuku RandomTraffic.prefab | 235 +++++++++++++++++ .../Scenes/Main/AutowareSimulation.unity | 242 +----------------- .../SimulationLauncher/LaunchPadGUIManager.cs | 5 +- .../SimulationLauncher/SimulationActions.cs | 1 - 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m_BounceIntensity: 5 - m_ColorTemperature: 5800 - m_UseColorTemperature: 0 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} - m_UseBoundingSphereOverride: 0 - m_UseViewFrustumForShadowCasterCull: 1 - m_ShadowRadius: 0 - m_ShadowAngle: 80 --- !u!1 &1923302891 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs index f9fd31f97..2977618e9 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs @@ -1,7 +1,6 @@ using System; using SFB; using UnityEngine; -using UnityEngine.Serialization; using UnityEngine.UI; using static AWSIM.Scripts.Loader.SimulationLauncher.BundleLoader; using Image = UnityEngine.UI.Image; @@ -26,7 +25,7 @@ public class LaunchPadGUIManager : MonoBehaviour // remember old loaded prefabs // Vehicle Block - [FormerlySerializedAs("_vehiclePathButton")] [SerializeField] private Button _loadVehicleBundleButton; + [SerializeField] private Button _loadVehicleBundleButton; [SerializeField] private Dropdown _vehiclesDropdown; [SerializeField] private Image _vehicleVisualArea; @@ -35,7 +34,7 @@ public class LaunchPadGUIManager : MonoBehaviour [SerializeField] private Dropdown _sensorsDropdown; // Environment Block - [FormerlySerializedAs("_environmentPathButton")] [SerializeField] private Button _loadEnvironmentBundleButton; + [SerializeField] private Button _loadEnvironmentBundleButton; [SerializeField] private Dropdown _environmentsDropdown; [SerializeField] private Toggle _useCoordsToggle; [SerializeField] private Dropdown _spawnPointDropdown; diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs index 526974174..f805eb9f4 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -1,7 +1,6 @@ using System; using System.Collections; using System.Collections.Generic; -using AWSIM.Loader; using UnityEngine; using UnityEngine.SceneManagement; diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 0e4ea7f8a..699f2a708 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -23,4 +23,10 @@ EditorBuildSettings: - enabled: 1 path: Assets/AWSIM/Scenes/Main/AutowareSimulation.unity guid: 9a19a6429a390f1428320cff9d4e1f10 + - enabled: 1 + path: Assets/AWSIM/Scenes/Launchpad/EnvironmentScene.unity + guid: 976664536a161db41bcdacb4cf49b856 + - enabled: 1 + path: Assets/AWSIM/Scenes/Launchpad/VehicleScene.unity + guid: 01f3375c9967ab5428c659a97470fbc0 m_configObjects: {} From 61570e967ebb81a36f20a9d88ab5382e488ca7e4 Mon Sep 17 00:00:00 2001 From: mozhoku Date: Wed, 11 Sep 2024 18:44:40 +0300 Subject: [PATCH 16/29] add: prefab lightmap baker MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../{Editor => }/AssetBundleBuilder.meta | 0 .../AssetBundleBuilder/BundleInfo.cs | 4 +- .../AssetBundleBuilder/BundleInfo.cs.meta | 0 .../Scripts/AssetBundleBuilder/Editor.meta | 8 + .../Editor}/AssetBundleBuilder.cs | 30 +- .../Editor}/AssetBundleBuilder.cs.meta | 0 .../PrefabLightmapping.meta | 8 + .../PrefabLightmapping/LightProbeRuntime.cs | 54 ++++ .../LightProbeRuntime.cs.meta | 11 + .../PrefabLightmapping/PrefabLightmapData.cs | 286 ++++++++++++++++++ .../PrefabLightmapData.cs.meta | 11 + .../PrefabLightmapping/README.md | 20 ++ .../PrefabLightmapping/README.md.meta | 7 + 13 files changed, 433 insertions(+), 6 deletions(-) rename Assets/AWSIM/Scripts/{Editor => }/AssetBundleBuilder.meta (100%) rename Assets/AWSIM/Scripts/{Editor => }/AssetBundleBuilder/BundleInfo.cs (78%) rename Assets/AWSIM/Scripts/{Editor => }/AssetBundleBuilder/BundleInfo.cs.meta (100%) create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/Editor.meta rename Assets/AWSIM/Scripts/{Editor/AssetBundleBuilder => AssetBundleBuilder/Editor}/AssetBundleBuilder.cs (86%) rename Assets/AWSIM/Scripts/{Editor/AssetBundleBuilder => AssetBundleBuilder/Editor}/AssetBundleBuilder.cs.meta (100%) create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping.meta create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/LightProbeRuntime.cs create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/LightProbeRuntime.cs.meta create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/PrefabLightmapData.cs create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/PrefabLightmapData.cs.meta create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/README.md create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/README.md.meta diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder.meta similarity index 100% rename from Assets/AWSIM/Scripts/Editor/AssetBundleBuilder.meta rename to Assets/AWSIM/Scripts/AssetBundleBuilder.meta diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs similarity index 78% rename from Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs rename to Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs index 96140558e..e61f9ccdf 100644 --- a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs @@ -1,11 +1,11 @@ using UnityEngine; -namespace AWSIM.Scripts.Editor.AssetBundleBuilder +namespace AWSIM.Scripts.AssetBundleBuilder { /// /// The class containing bundle information for building asset bundles /// - internal class BundleInfo + public class BundleInfo { public string OutputPath; public GameObject Prefab; diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/BundleInfo.cs.meta rename to Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs.meta diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor.meta new file mode 100644 index 000000000..7326f43b7 --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a168c2f137473fc469d876913fe2a9af +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs similarity index 86% rename from Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs rename to Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs index 387b5208c..2e1971ead 100644 --- a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs @@ -1,9 +1,9 @@ +using System.IO; using AWSIM.Scripts.Loader.SimulationLauncher; using UnityEditor; using UnityEngine; -using System.IO; -namespace AWSIM.Scripts.Editor.AssetBundleBuilder +namespace AWSIM.Scripts.AssetBundleBuilder.Editor { /// /// Custom editor window for building AssetBundles in Unity. @@ -128,12 +128,33 @@ private static void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOpti } EnsureDirectoryExists(bundleInfo.OutputPath); + + // Get the lightmaps for the scene/prefab + LightmapData[] lightmaps = LightmapSettings.lightmaps; + if (lightmaps != null && lightmaps.Length > 0) + { + foreach (var lightmapData in lightmaps) + { + if (lightmapData.lightmapColor != null) + { + var lightmapPath = AssetDatabase.GetAssetPath(lightmapData.lightmapColor); + var lightmapImporter = AssetImporter.GetAtPath(lightmapPath); + lightmapImporter.assetBundleName = bundleInfo.AssetBundleName; + } + + if (lightmapData.lightmapDir!=null) + { + var lightmapPath = AssetDatabase.GetAssetPath(lightmapData.lightmapDir); + var lightmapImporter = AssetImporter.GetAtPath(lightmapPath); + lightmapImporter.assetBundleName = bundleInfo.AssetBundleName; + } + } + } // Create a PrefabInfo asset with the prefab name // var combinedPrefabName = bundleInfo.Prefab.name.Replace(" ", "_"); var prefabInfo = CreateInstance(); - Debug.Log("bundleinfo prefab name: "+ bundleInfo.Prefab.name); Debug.Log("combined prefab name: "+ bundleInfo.Prefab.name); @@ -171,8 +192,9 @@ private static void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOpti $"Failed to build Asset Bundle '{bundleInfo.AssetBundleName}' at '{bundleInfo.OutputPath}'."); } - // Delete the temporary PrefabInfo asset after building + // Cleanup temporary assets and assignments AssetDatabase.DeleteAsset(prefabInfoPath); + importer.assetBundleName = null; } private static BundleInfo InitializeBundleInfo(string outputPath) diff --git a/Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Editor/AssetBundleBuilder/AssetBundleBuilder.cs.meta rename to Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs.meta diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping.meta new file mode 100644 index 000000000..12be6abfe --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 638e7c78da274e446846b70d60725913 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/LightProbeRuntime.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/LightProbeRuntime.cs new file mode 100644 index 000000000..f3b9c0391 --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/LightProbeRuntime.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; + +public class LightProbeRuntime : MonoBehaviour +{ + public Color m_Ambient; + Light[] m_Lights; + + // Start is called before the first frame update + IEnumerator Start() + { + yield return null; + + m_Lights = FindObjectsOfType(); + SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes; + Vector3[] probePositions = LightmapSettings.lightProbes.positions; + int probeCount = LightmapSettings.lightProbes.count; + + // Clear all probes + for (int i = 0; i < probeCount; i++) + bakedProbes[i].Clear(); + + // Add ambient light to all probes + for (int i = 0; i < probeCount; i++) + bakedProbes[i].AddAmbientLight(m_Ambient); + + // Add directional and point lights' contribution to all probes + foreach (Light l in m_Lights) + { + if (l.type == LightType.Directional) + { + for (int i = 0; i < probeCount; i++) + bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity); + } + else if (l.type == LightType.Point) + { + for (int i = 0; i < probeCount; i++) + SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]); + } + } + LightmapSettings.lightProbes.bakedProbes = bakedProbes; + } + + void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh) + { + // From the point of view of an SH probe, point light looks no different than a directional light, + // just attenuated and coming from the right direction. + Vector3 probeToLight = position - probePosition; + float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range)); + sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation); + } +} diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/LightProbeRuntime.cs.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/LightProbeRuntime.cs.meta new file mode 100644 index 000000000..d58e362bb --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/LightProbeRuntime.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 08a324df059eecd45a2fa01a089f5d07 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/PrefabLightmapData.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/PrefabLightmapData.cs new file mode 100644 index 000000000..047d055e8 --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/PrefabLightmapData.cs @@ -0,0 +1,286 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using UnityEngine.SceneManagement; + +// Script from: https://github.com/Ayfel/PrefabLightmapping + +[ExecuteAlways] +public class PrefabLightmapData : MonoBehaviour +{ + [Tooltip( + "Reassigns shaders when applying the baked lightmaps. Might conflict with some shaders like transparent HDRP.")] + public bool releaseShaders = true; + + [System.Serializable] + private struct RendererInfo + { + public Renderer renderer; + public int lightmapIndex; + public Vector4 lightmapOffsetScale; + } + + [System.Serializable] + private struct LightInfo + { + public Light light; + public int lightmapBaketype; + public int mixedLightingMode; + } + + [SerializeField] RendererInfo[] m_RendererInfo; + [SerializeField] Texture2D[] m_Lightmaps; + [SerializeField] Texture2D[] m_LightmapsDir; + [SerializeField] Texture2D[] m_ShadowMasks; + [SerializeField] LightInfo[] m_LightInfo; + + + private void Awake() + { + Init(); + } + + private void Init() + { + if (m_RendererInfo == null || m_RendererInfo.Length == 0) + return; + + var lightmaps = LightmapSettings.lightmaps; + int[] offsetsIndexes = new int[m_Lightmaps.Length]; + int countTotal = lightmaps.Length; + List combinedLightmaps = new List(); + + for (int i = 0; i < m_Lightmaps.Length; i++) + { + bool exists = false; + for (int j = 0; j < lightmaps.Length; j++) + { + if (m_Lightmaps[i] == lightmaps[j].lightmapColor) + { + exists = true; + offsetsIndexes[i] = j; + } + } + + if (!exists) + { + offsetsIndexes[i] = countTotal; + var newLightmapData = new LightmapData + { + lightmapColor = m_Lightmaps[i], + lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D), + shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D), + }; + + combinedLightmaps.Add(newLightmapData); + + countTotal += 1; + } + } + + var combinedLightmaps2 = new LightmapData[countTotal]; + + lightmaps.CopyTo(combinedLightmaps2, 0); + combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length); + + bool directional = true; + + foreach (Texture2D t in m_LightmapsDir) + { + if (t == null) + { + directional = false; + break; + } + } + + LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) + ? LightmapsMode.CombinedDirectional + : LightmapsMode.NonDirectional; + ApplyRendererInfo(m_RendererInfo, offsetsIndexes, m_LightInfo); + LightmapSettings.lightmaps = combinedLightmaps2; + } + + private void OnEnable() + { + SceneManager.sceneLoaded += OnSceneLoaded; + } + + // called second + private void OnSceneLoaded(Scene scene, LoadSceneMode mode) + { + Init(); + } + + // called when the game is terminated + private void OnDisable() + { + SceneManager.sceneLoaded -= OnSceneLoaded; + } + + private void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo) + { + foreach (var info in infos) + { + info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex]; + info.renderer.lightmapScaleOffset = info.lightmapOffsetScale; + + if (releaseShaders) + { + // You have to release shaders. + Material[] mat = info.renderer.sharedMaterials; + foreach (var t in mat) + { + if (t != null && Shader.Find(t.shader.name) != null) + { + t.shader = Shader.Find(t.shader.name); + } + } + } + } + + for (int i = 0; i < lightsInfo.Length; i++) + { + LightBakingOutput bakingOutput = new LightBakingOutput + { + isBaked = true, + lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype, + mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode + }; + + lightsInfo[i].light.bakingOutput = bakingOutput; + } + } + +#if UNITY_EDITOR + [MenuItem("AWSIMLabs/Bake Prefab Lightmaps")] + private static void GenerateLightmapInfo() + { + if (Lightmapping.giWorkflowMode != Lightmapping.GIWorkflowMode.OnDemand) + { + Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled."); + return; + } + + Lightmapping.Bake(); + + PrefabLightmapData[] prefabs = FindObjectsOfType(); + + foreach (var instance in prefabs) + { + var gameObject = instance.gameObject; + var rendererInfos = new List(); + var lightmaps = new List(); + var lightmapsDir = new List(); + var shadowMasks = new List(); + var lightsInfos = new List(); + + GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos); + + instance.m_RendererInfo = rendererInfos.ToArray(); + instance.m_Lightmaps = lightmaps.ToArray(); + instance.m_LightmapsDir = lightmapsDir.ToArray(); + instance.m_LightInfo = lightsInfos.ToArray(); + instance.m_ShadowMasks = shadowMasks.ToArray(); +#if UNITY_2018_3_OR_NEWER + var targetPrefab = + PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject; + if (targetPrefab != null) + { + GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject); // 根结点 + //如果当前预制体是是某个嵌套预制体的一部分(IsPartOfPrefabInstance) + if (root != null) + { + GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject); + string rootPath = AssetDatabase.GetAssetPath(rootPrefab); + //打开根部预制体 + PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot); + try + { + //Apply各个子预制体的改变 + PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction); + } + catch + { + } + finally + { + //重新更新根预制体 + PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction); + } + } + else + { + PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction); + } + } +#else + var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject; + if (targetPrefab != null) + { + //UnityEditor.Prefab + UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab); + } +#endif + } + } + + private static void GenerateLightmapInfo(GameObject root, List rendererInfos, + List lightmaps, + List lightmapsDir, List shadowMasks, List lightsInfo) + { + var renderers = root.GetComponentsInChildren(); + foreach (MeshRenderer renderer in renderers) + { + if (renderer.lightmapIndex != -1) + { + RendererInfo info = new RendererInfo + { + renderer = renderer + }; + + if (renderer.lightmapScaleOffset != Vector4.zero) + { + //1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html + if (renderer.lightmapIndex is < 0 or 0xFFFE) continue; + info.lightmapOffsetScale = renderer.lightmapScaleOffset; + + Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor; + Texture2D lightmapDir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir; + Texture2D shadowMask = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask; + + info.lightmapIndex = lightmaps.IndexOf(lightmap); + if (info.lightmapIndex == -1) + { + info.lightmapIndex = lightmaps.Count; + lightmaps.Add(lightmap); + lightmapsDir.Add(lightmapDir); + shadowMasks.Add(shadowMask); + } + + rendererInfos.Add(info); + } + } + } + + var lights = root.GetComponentsInChildren(true); + + foreach (Light l in lights) + { + LightInfo lightInfo = new LightInfo + { + light = l, + lightmapBaketype = (int)l.lightmapBakeType + }; +#if UNITY_2020_1_OR_NEWER + lightInfo.mixedLightingMode = (int)UnityEditor.Lightmapping.lightingSettings.mixedBakeMode; +#elif UNITY_2018_1_OR_NEWER + lightInfo.mixedLightingMode = (int)UnityEditor.LightmapEditorSettings.mixedBakeMode; +#else + lightInfo.mixedLightingMode = (int)l.bakingOutput.lightmapBakeType; +#endif + lightsInfo.Add(lightInfo); + } + } +#endif +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/PrefabLightmapData.cs.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/PrefabLightmapData.cs.meta new file mode 100644 index 000000000..1c944b593 --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/PrefabLightmapData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0fca44bc486103247ae34dc132239d5a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/README.md b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/README.md new file mode 100644 index 000000000..fd9420560 --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/README.md @@ -0,0 +1,20 @@ +# PrefabLightmapping +Script for saving lightmapping data to prefabs. Used through the Assets tab in Unity. Place your prefabs in the scene with this script at the root. Set up your lighting and in the editor go to Assets->Bake Prefab Lightmaps. After the bake is processed you can now spawn your prefabs in different scenes and they will use the lightmapping from the original scene. + +Remember that if you are not instantiating your prefabs at runtime you should remove the static flag from the GameObjects, otherwise static batching will mess with uvs and the lightmap won't work properly. + +If you find problems when building make sure to check your graphics settings under Project Settings, as shader stripping might be the cause of the issue. Try playing with the option "Lightmap Modes" and setting it to Custom if it's not working. + +![Graphics Settings](https://user-images.githubusercontent.com/13970424/60190570-7dd05680-97f8-11e9-991f-f54b816a577f.png) + +*There is also an issue with Probuilder Objects so make sure to bake those meshes down so you don't use Probuilder objects in the prefabs. + +** I added an optional checkbox called "Release Shaders" that is true by default, this makes the system reassign the shaders when applying the lightmaps. In some cases this is not necessary and it might conflict with certain shader keywords, if you notice some of your materials losing shader features you can uncheck this and that might fix your specific issue. It is true by default. + +Original idea came from Joachim_Ante in the Unity forums + +Feel free to use this project in all commercial and personal projects ;) + +# Runtime Light Probes + +I added a new script that can be used to use lightprobes with your lightmapped prefabs. It needs a special setup though. You need to create a uniform lightprobe group in the scene you are going to instantiate prefabs at, and then do an "empty" bake in that scene. Then this script (LightProbeRuntime.cs) will be in that scene where you instantiate prefabs, and it will wait a frame to calculate the light volume contribution from the lights (only point lights for now) in the scene (so for this to work properly you need to have those lights be a part of the prefabs rooms/assets you bake, so this script finds the lights and adds their "would be" contribution to the probes). You can easily tweak this to call it at will if you prefer to recalculate probes at different times. diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/README.md.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/README.md.meta new file mode 100644 index 000000000..d3e5cde9a --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/PrefabLightmapping/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: af153594477b1424da8f2a8da8ab8966 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: From 84ff1c4cf6f14ff299c09e2b85740ab202b2327d Mon Sep 17 00:00:00 2001 From: mozhoku Date: Thu, 12 Sep 2024 17:20:05 +0300 Subject: [PATCH 17/29] simplify bundle build process for users MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Editor/AWSIMBuildTargets.cs | 22 ++++++ .../Editor/AWSIMBuildTargets.cs.meta | 11 +++ .../Editor/AssetBundleBuilder.cs | 69 +++++++------------ 3 files changed, 56 insertions(+), 46 deletions(-) create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs.meta diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs new file mode 100644 index 000000000..05f7772dc --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs @@ -0,0 +1,22 @@ +using UnityEditor; + +namespace AWSIM.Scripts.AssetBundleBuilder.Editor +{ + public static class AWSIMBuildTargets + { + /// + /// Build targets used for building the bundles for AWSIM Labs. + /// + public enum SupportedBuildTargets + { + StandaloneLinux64 = 19, + StandaloneWindows64 = 24 + } + + public static readonly BuildTarget[] TargetValues = + { + BuildTarget.StandaloneLinux64, + BuildTarget.StandaloneWindows64 + }; + } +} diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs.meta new file mode 100644 index 000000000..9e4517e5c --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a89512c3c5c1a35458df338aad4a8760 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs index 2e1971ead..660517c5b 100644 --- a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs @@ -16,15 +16,13 @@ public class AssetBundleBuilder : EditorWindow private bool _doBuildVehicle; private bool _doBuildEnvironment; - private readonly BuildAssetBundleOptions[] _buildOptionsValues = - (BuildAssetBundleOptions[])System.Enum.GetValues(typeof(BuildAssetBundleOptions)); + private const BuildAssetBundleOptions BuildOption = + BuildAssetBundleOptions.None | BuildAssetBundleOptions.ForceRebuildAssetBundle; - private readonly BuildTarget[] _buildTargetsValues = (BuildTarget[])System.Enum.GetValues(typeof(BuildTarget)); - - private string[] _buildOptionsNames; - private string[] _buildTargetsNames; - - private int _selectedBuildOptionIndex; + private readonly BuildTarget[] _buildTargetValues = AWSIMBuildTargets.TargetValues; + + private string[] _buildTargetNames; + private int _selectedBuildTargetIndex; // Default locations to build the bundles @@ -49,8 +47,7 @@ private static void ShowWindow() private void OnEnable() { - _buildOptionsNames = System.Enum.GetNames(typeof(BuildAssetBundleOptions)); - _buildTargetsNames = System.Enum.GetNames(typeof(BuildTarget)); + _buildTargetNames = System.Enum.GetNames(typeof(AWSIMBuildTargets.SupportedBuildTargets)); // Initialize bundles _vehicleBundleInfo = InitializeBundleInfo(VehicleOutputPath); @@ -73,11 +70,9 @@ private void OnGUI() GUILayout.Space(5); - // Shared options for bundles - _selectedBuildOptionIndex = - EditorGUILayout.Popup("Build Options", _selectedBuildOptionIndex, _buildOptionsNames); + // Build Target _selectedBuildTargetIndex = - EditorGUILayout.Popup("Build Target", _selectedBuildTargetIndex, _buildTargetsNames); + EditorGUILayout.Popup("Build Target", _selectedBuildTargetIndex, _buildTargetNames); GUILayout.Space(10); @@ -104,13 +99,12 @@ private static void DrawBundleSettings(BundleInfo bundleInfo, string label) private void Build() { - var selectedBuildOption = _buildOptionsValues[_selectedBuildOptionIndex]; - var selectedBuildTarget = _buildTargetsValues[_selectedBuildTargetIndex]; - + var selectedBuildTarget = _buildTargetValues[_selectedBuildTargetIndex]; + if (_doBuildVehicle && _vehicleBundleInfo.Prefab != null) - BuildAssetBundle(_vehicleBundleInfo, selectedBuildOption, selectedBuildTarget); + BuildAssetBundle(_vehicleBundleInfo, BuildOption, selectedBuildTarget); if (_doBuildEnvironment && _environmentBundleInfo.Prefab != null) - BuildAssetBundle(_environmentBundleInfo, selectedBuildOption, selectedBuildTarget); + BuildAssetBundle(_environmentBundleInfo, BuildOption, selectedBuildTarget); } private static void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions options, BuildTarget target) @@ -128,36 +122,14 @@ private static void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOpti } EnsureDirectoryExists(bundleInfo.OutputPath); - - // Get the lightmaps for the scene/prefab - LightmapData[] lightmaps = LightmapSettings.lightmaps; - if (lightmaps != null && lightmaps.Length > 0) - { - foreach (var lightmapData in lightmaps) - { - if (lightmapData.lightmapColor != null) - { - var lightmapPath = AssetDatabase.GetAssetPath(lightmapData.lightmapColor); - var lightmapImporter = AssetImporter.GetAtPath(lightmapPath); - lightmapImporter.assetBundleName = bundleInfo.AssetBundleName; - } - - if (lightmapData.lightmapDir!=null) - { - var lightmapPath = AssetDatabase.GetAssetPath(lightmapData.lightmapDir); - var lightmapImporter = AssetImporter.GetAtPath(lightmapPath); - lightmapImporter.assetBundleName = bundleInfo.AssetBundleName; - } - } - } // Create a PrefabInfo asset with the prefab name // var combinedPrefabName = bundleInfo.Prefab.name.Replace(" ", "_"); var prefabInfo = CreateInstance(); - - Debug.Log("bundleinfo prefab name: "+ bundleInfo.Prefab.name); - Debug.Log("combined prefab name: "+ bundleInfo.Prefab.name); - + + Debug.Log("bundleinfo prefab name: " + bundleInfo.Prefab.name); + Debug.Log("combined prefab name: " + bundleInfo.Prefab.name); + prefabInfo.prefabName = bundleInfo.Prefab.name; // bundleInfo.AssetBundleName = combinedPrefabName; @@ -215,5 +187,10 @@ private static void EnsureDirectoryExists(string path) Directory.CreateDirectory(path); } } + + private BuildTarget GetBuildTarget(AWSIMBuildTargets.SupportedBuildTargets supportedBuildTargets) + { + return (BuildTarget)supportedBuildTargets; + } } -} +} \ No newline at end of file From 35cecfbb63fe45564cdfa5fbf225aeeb1721d063 Mon Sep 17 00:00:00 2001 From: mozhoku Date: Thu, 12 Sep 2024 17:40:29 +0300 Subject: [PATCH 18/29] open bundle location after build MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Editor/AWSIMBuildTargets.cs | 2 +- .../Editor/AssetBundleBuilder.cs | 41 +++++++++++++++++-- 2 files changed, 39 insertions(+), 4 deletions(-) diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs index 05f7772dc..05d2c5022 100644 --- a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AWSIMBuildTargets.cs @@ -5,7 +5,7 @@ namespace AWSIM.Scripts.AssetBundleBuilder.Editor public static class AWSIMBuildTargets { /// - /// Build targets used for building the bundles for AWSIM Labs. + /// Build targets used for building the bundles for AWSIM Labs. Make sure these are in same order as TargetValues below. /// public enum SupportedBuildTargets { diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs index 660517c5b..96348eacd 100644 --- a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs @@ -20,9 +20,9 @@ public class AssetBundleBuilder : EditorWindow BuildAssetBundleOptions.None | BuildAssetBundleOptions.ForceRebuildAssetBundle; private readonly BuildTarget[] _buildTargetValues = AWSIMBuildTargets.TargetValues; - + private string[] _buildTargetNames; - + private int _selectedBuildTargetIndex; // Default locations to build the bundles @@ -99,12 +99,31 @@ private static void DrawBundleSettings(BundleInfo bundleInfo, string label) private void Build() { - var selectedBuildTarget = _buildTargetValues[_selectedBuildTargetIndex]; + var selectedBuildTarget = _buildTargetValues[_selectedBuildTargetIndex]; + var isBuildVehicleBundleSuccessful = false; + var isBuildEnvironmentBundleSuccessful = false; if (_doBuildVehicle && _vehicleBundleInfo.Prefab != null) + { BuildAssetBundle(_vehicleBundleInfo, BuildOption, selectedBuildTarget); + isBuildVehicleBundleSuccessful = true; + } + if (_doBuildEnvironment && _environmentBundleInfo.Prefab != null) + { BuildAssetBundle(_environmentBundleInfo, BuildOption, selectedBuildTarget); + isBuildEnvironmentBundleSuccessful = true; + } + + if (isBuildVehicleBundleSuccessful) + { + OpenOutputDirectory(VehicleOutputPath); + } + + if (isBuildEnvironmentBundleSuccessful) + { + OpenOutputDirectory(EnvironmentOutputPath); + } } private static void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions options, BuildTarget target) @@ -192,5 +211,21 @@ private BuildTarget GetBuildTarget(AWSIMBuildTargets.SupportedBuildTargets suppo { return (BuildTarget)supportedBuildTargets; } + + private static void OpenOutputDirectory(string path) + { + if (Directory.Exists(path)) + { +#if UNITY_EDITOR_WIN + System.Diagnostics.Process.Start("explorer.exe", path); +#elif UNITY_EDITOR_LINUX + System.Diagnostics.Process.Start("xdg-open", path); +#endif + } + else + { + Debug.LogWarning($"Directory does not exist: {path}"); + } + } } } \ No newline at end of file From 08d699748225190fcf75ad1e879e869da4f6f87e Mon Sep 17 00:00:00 2001 From: mozhoku Date: Thu, 12 Sep 2024 17:41:46 +0300 Subject: [PATCH 19/29] remove unused method MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs | 5 ----- 1 file changed, 5 deletions(-) diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs index 96348eacd..98efcda38 100644 --- a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs @@ -207,11 +207,6 @@ private static void EnsureDirectoryExists(string path) } } - private BuildTarget GetBuildTarget(AWSIMBuildTargets.SupportedBuildTargets supportedBuildTargets) - { - return (BuildTarget)supportedBuildTargets; - } - private static void OpenOutputDirectory(string path) { if (Directory.Exists(path)) From 1abefc03b1d71294a6a76c26df1279ae26f927a0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Tue, 17 Sep 2024 14:33:45 +0300 Subject: [PATCH 20/29] fix: reinitialize gui after loading MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- Assets/AWSIM/Scripts/Loader/EgosManager.cs | 2 - .../Scripts/Loader/IConfigurableManager.cs | 2 +- Assets/AWSIM/Scripts/Loader/MapManager.cs | 3 - .../AWSIM/Scripts/Loader/SimConfiguration.cs | 7 +- .../SimulationLauncher/SimulationActions.cs | 100 ++++++++++++++---- 5 files changed, 84 insertions(+), 30 deletions(-) diff --git a/Assets/AWSIM/Scripts/Loader/EgosManager.cs b/Assets/AWSIM/Scripts/Loader/EgosManager.cs index 744f40fef..4c7a3c80c 100644 --- a/Assets/AWSIM/Scripts/Loader/EgosManager.cs +++ b/Assets/AWSIM/Scripts/Loader/EgosManager.cs @@ -1,5 +1,3 @@ -using System.Collections; -using System.Collections.Generic; using System; using UnityEngine; using UnityEngine.UI; diff --git a/Assets/AWSIM/Scripts/Loader/IConfigurableManager.cs b/Assets/AWSIM/Scripts/Loader/IConfigurableManager.cs index 1e19a6e57..a038531a9 100644 --- a/Assets/AWSIM/Scripts/Loader/IConfigurableManager.cs +++ b/Assets/AWSIM/Scripts/Loader/IConfigurableManager.cs @@ -1,5 +1,5 @@ using System; -using UnityEngine; + namespace AWSIM.Loader { /// diff --git a/Assets/AWSIM/Scripts/Loader/MapManager.cs b/Assets/AWSIM/Scripts/Loader/MapManager.cs index 418289a73..2c812a6cb 100644 --- a/Assets/AWSIM/Scripts/Loader/MapManager.cs +++ b/Assets/AWSIM/Scripts/Loader/MapManager.cs @@ -1,4 +1,3 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; using System; @@ -6,7 +5,6 @@ using UnityEngine.SceneManagement; using System.Linq; - namespace AWSIM.Loader { /// @@ -113,5 +111,4 @@ public bool LoadConfig(AWSIMConfiguration config) return true; } } - } diff --git a/Assets/AWSIM/Scripts/Loader/SimConfiguration.cs b/Assets/AWSIM/Scripts/Loader/SimConfiguration.cs index 996a8834f..58d5c44ae 100644 --- a/Assets/AWSIM/Scripts/Loader/SimConfiguration.cs +++ b/Assets/AWSIM/Scripts/Loader/SimConfiguration.cs @@ -1,10 +1,5 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -using System; -using UnityEngine.UI; using UnityEngine.SceneManagement; -using System.Linq; using AWSIM.Scripts.UI.Toggle; using AWSIM.Scripts.UI; using AWSIM.TrafficSimulation; @@ -13,7 +8,7 @@ namespace AWSIM.Loader { static class SimConfiguration { - static public void Configure(EgosManager egoManager, MapManager mapManager, SimulationManager simulationManager) + public static void Configure(EgosManager egoManager, MapManager mapManager, SimulationManager simulationManager) { ////////////////////// // Levels load order: diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs index f805eb9f4..63fd65c88 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -1,6 +1,9 @@ using System; using System.Collections; using System.Collections.Generic; +using AWSIM.Scripts.UI; +using AWSIM.Scripts.UI.Toggle; +using AWSIM.TrafficSimulation; using UnityEngine; using UnityEngine.SceneManagement; @@ -12,16 +15,18 @@ public class GraphicSettings public bool UsePostProcessing; public bool UseAntiAliasing; public bool UseVSync; + public int FrameRateLimit; // TODO: Add more settings (mozzz) } + public class SimulationActions : MonoBehaviour { [SerializeField] private Canvas _launchpadCanvas; [SerializeField] private Canvas _transitionCanvas; [SerializeField] private string LaunchpadSceneName = "Launchpad"; - [SerializeField] private string SimulationCoreSceneName = "AutowareSimulation"; + [SerializeField] private string SimulationSceneName = "AWSIMSimulation"; [SerializeField] private string VehicleSceneName = "VehicleScene"; [SerializeField] private string EnvironmentSceneName = "EnvironmentScene"; @@ -47,7 +52,7 @@ public void Launch(GameObject vehiclePrefab, GameObject environmentPrefab, // TODO: Save loaded bundles for other sessions as options for the dropdowns. StartCoroutine(LoadSimulation(vehiclePrefab, environmentPrefab, spawnPoint)); - + // var awsimConfiguration = new AWSIMConfiguration // { // mapConfiguration = @@ -73,25 +78,14 @@ public void ReturnToLaunchpad() { SceneManager.LoadScene(LaunchpadSceneName, LoadSceneMode.Single); } - - private IEnumerator LoadSimulation(GameObject vehiclePrefab, GameObject environmentPrefab, + + private IEnumerator LoadSimulation(GameObject vehiclePrefab, GameObject environmentPrefab, Tuple spawnPoint) { - // Load the core simulation scene - yield return SceneManager.LoadSceneAsync(SimulationCoreSceneName, LoadSceneMode.Additive); - - // Load vehicle and environment scenes asynchronously - yield return StartCoroutine(LoadScene(VehicleSceneName)); + // Load the scenes + yield return StartCoroutine(LoadScene(SimulationSceneName)); yield return StartCoroutine(LoadScene(EnvironmentSceneName)); - - // Setup VehicleScene - var vehicleScene = SceneManager.GetSceneByName(VehicleSceneName); - if (vehicleScene.isLoaded) - { - SceneManager.SetActiveScene(vehicleScene); - var vehicle = Instantiate(vehiclePrefab); - vehicle.transform.SetPositionAndRotation(spawnPoint.Item1, spawnPoint.Item2); - } + yield return StartCoroutine(LoadScene(VehicleSceneName)); // Setup EnvironmentScene var environmentScene = SceneManager.GetSceneByName(EnvironmentSceneName); @@ -101,6 +95,18 @@ private IEnumerator LoadSimulation(GameObject vehiclePrefab, GameObject environm var environment = Instantiate(environmentPrefab); environment.transform.position = new Vector3(0, 0, 0); // Default position } + + // Setup CoreSimulationScene + var vehicleScene = SceneManager.GetSceneByName(VehicleSceneName); + if (vehicleScene.isLoaded) + { + SceneManager.SetActiveScene(vehicleScene); + var vehicle = Instantiate(vehiclePrefab); + vehicle.transform.SetPositionAndRotation(spawnPoint.Item1, spawnPoint.Item2); + } + + // Fix UI references + ReInitializeGUI(); } private static IEnumerator LoadScene(string sceneName) @@ -112,5 +118,63 @@ private static IEnumerator LoadScene(string sceneName) yield return null; } } + + private static void ReInitializeGUI() + { + // Set camera GUI + FollowCamera followCamera = FindObjectOfType(); + FindObjectOfType().SetFollowCamera(followCamera); + + // // Set scene time scale + // DemoUI demoUi = GameObject.FindObjectOfType(); + // demoUi.SetTimeScale(simulationConfiguration.timeScale); + // demoUi.TimeScaleSlider.value = simulationConfiguration.timeScale; + + TrafficControlManager trafficControlManager = FindObjectOfType(); + trafficControlManager.TrafficManager = FindObjectOfType(); + trafficControlManager.Activate(); + + UIKeyboardControlToggle uiKeyboardControlToggle = FindObjectOfType(); + uiKeyboardControlToggle.Activate(); + + UITrafficControlVisibilityToggle uiTrafficControlVisibilityToggle = + FindObjectOfType(); + uiTrafficControlVisibilityToggle.Activate(); + + UITrafficControlPlayToggle uiTrafficControlPlayToggle = FindObjectOfType(); + uiTrafficControlPlayToggle.Activate(); + + UITrafficVehicleDensity uiTrafficVehicleDensity = FindObjectOfType(); + uiTrafficVehicleDensity.Activate(); + + BirdEyeView birdEyeView = FindObjectOfType(); + birdEyeView.Activate(); + + GraphicsSettings graphicsSettings = FindObjectOfType(); + graphicsSettings.Activate(); + + UISensorInteractionPanel uiSensorInteractionPanel = FindObjectOfType(); + uiSensorInteractionPanel.Activate(); + + UIMainCameraToggle uiMainCameraToggle = FindObjectOfType(); + uiMainCameraToggle.Activate(); + + // Set traffic on/off + var trafficSims = FindObjectsOfType(); + foreach (var trafficSim in trafficSims) + { + // trafficSim.gameObject.SetActive(simulationConfiguration.useTraffic); + } + + // Turn shadows for directional light + var lights = FindObjectsOfType(); + foreach (Light light in lights) + { + if (light.type == LightType.Directional) + { + light.shadows = LightShadows.Soft; + } + } + } } } From 8a8d500bd75dbc6e305c287cc0db46ef72393905 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Tue, 17 Sep 2024 17:45:11 +0300 Subject: [PATCH 21/29] add: graphics class for Launchpad MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../SimulationLauncher/GraphicsSettings.cs | 218 ++++++++++++++++++ .../GraphicsSettings.cs.meta | 11 + .../SimulationLauncher/LaunchPadGUIManager.cs | 20 +- .../SimulationLauncher/SimulationActions.cs | 57 ++--- 4 files changed, 259 insertions(+), 47 deletions(-) create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs new file mode 100644 index 000000000..7de6ddf50 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs @@ -0,0 +1,218 @@ +using UnityEngine; +using UnityEngine.Rendering.Universal; + +namespace AWSIM.Loader.SimulationLauncher +{ + public enum ShadowQuality + { + Off = 0, + Low = 512, + Medium = 1024, + High = 2048, + VeryHigh = 4096 + } + + public enum TextureQuality + { + Quarter = 0, + Half = 1, + Full = 2 + } + + public enum AntiAliasingMode + { + None = 0, + FXAA = 1, + SMAA = 2, + TAA = 3 + } + + public enum AntiAliasingQuality + { + Low = 0, + Medium = 1, + High = 2 + } + + public enum AnisotropicFiltering + { + Off = 0, + x2 = 2, + x4 = 4, + x8 = 8 + } + + public enum PostProcessingLevel + { + Off = 0, + Low = 1, + Medium = 2, + High = 3 + } + + public enum ViewDistance + { + Low = 256, + Medium = 512, + High = 1024, + VeryHigh = 2048, + Ultra = 4096 + } + + public class GraphicSettings + { + public ShadowQuality ShadowQuality; + public TextureQuality TextureQuality; + public AntiAliasingMode AntiAliasingMode; + public AntiAliasingQuality AntiAliasingQuality; + public AnisotropicFiltering AnisotropicFiltering; + public PostProcessingLevel PostProcessingLevel; + public ViewDistance ViewDistance; + + public bool UseShadows; + public bool AmbientOcclusion; + public bool UseAntiAliasing; + public bool UsePostProcessing; + public bool WindowedMode; + public bool Vsync; + public bool MotionBlur; + public bool DepthOfField; + + public int FrameRateLimit; + + [Range(0.1f, 2.0f)] public float RenderScale; + // TODO: Add more settings (mozzz) + // effects quality // not used atm + // particles quality // not used atm + // volumetric fog // doesnt exist in urp, will have to add it + // weather effects // not used atm + // etc. + + public GraphicSettings() + { + // Load settings from PlayerPrefs or use defaults + LoadSettings(); + } + + public void ApplySettings() + { + // Apply Shadow Settings + if (UseShadows) + { + QualitySettings.shadows = UnityEngine.ShadowQuality.All; // Enable shadows + QualitySettings.shadowResolution = + (UnityEngine.ShadowResolution) + ShadowQuality; // Map your custom ShadowQuality enum to Unity's ShadowResolution + } + else + { + QualitySettings.shadows = UnityEngine.ShadowQuality.Disable; // Disable shadows + } + + // Apply VSync and FrameRate + QualitySettings.vSyncCount = Vsync ? 1 : 0; + Application.targetFrameRate = FrameRateLimit > 0 ? FrameRateLimit : -1; + + // Apply Anti-Aliasing + QualitySettings.antiAliasing = UseAntiAliasing ? (int)AntiAliasingQuality * 2 : 0; + + // Apply Texture Quality + QualitySettings.globalTextureMipmapLimit = + (int)(2 - TextureQuality); // In Unity, lower number = higher quality + + // Apply Anisotropic Filtering + QualitySettings.anisotropicFiltering = (UnityEngine.AnisotropicFiltering)AnisotropicFiltering; + + // Apply Render Scale + UniversalRenderPipeline.asset.renderScale = RenderScale; + + // Apply Windowed Mode + Screen.fullScreen = !WindowedMode; + + // Apply other effects (Post-Processing, Ambient Occlusion, Motion Blur, etc.) + // Assuming you have control over PostProcessing through a PostProcessingVolume + // Add custom code to manage the effects in URP if you use them (e.g., URP features like DepthOfField) + + // Save settings after applying + SaveSettings(); + } + + public void SaveSettings() + { + PlayerPrefs.SetInt("ShadowQuality", (int)ShadowQuality); + PlayerPrefs.SetInt("TextureQuality", (int)TextureQuality); + PlayerPrefs.SetInt("AntiAliasingType", (int)AntiAliasingMode); + PlayerPrefs.SetInt("AntiAliasingQuality", (int)AntiAliasingQuality); + PlayerPrefs.SetInt("AnisotropicFiltering", (int)AnisotropicFiltering); + PlayerPrefs.SetInt("PostProcessingLevel", (int)PostProcessingLevel); + PlayerPrefs.SetInt("ViewDistance", (int)ViewDistance); + + PlayerPrefs.SetInt("UseShadows", UseShadows ? 1 : 0); + PlayerPrefs.SetInt("AmbientOcclusion", AmbientOcclusion ? 1 : 0); + PlayerPrefs.SetInt("UseAntiAliasing", UseAntiAliasing ? 1 : 0); + PlayerPrefs.SetInt("UsePostProcessing", UsePostProcessing ? 1 : 0); + PlayerPrefs.SetInt("WindowedMode", WindowedMode ? 1 : 0); + PlayerPrefs.SetInt("Vsync", Vsync ? 1 : 0); + PlayerPrefs.SetInt("MotionBlur", MotionBlur ? 1 : 0); + PlayerPrefs.SetInt("DepthOfField", DepthOfField ? 1 : 0); + + PlayerPrefs.SetInt("FrameRateLimit", FrameRateLimit); + PlayerPrefs.SetFloat("RenderScale", RenderScale); + + PlayerPrefs.Save(); + } + + public void LoadSettings() + { + ShadowQuality = (ShadowQuality)PlayerPrefs.GetInt("ShadowQuality", (int)ShadowQuality.High); + TextureQuality = (TextureQuality)PlayerPrefs.GetInt("TextureQuality", (int)TextureQuality.Full); + AntiAliasingMode = (AntiAliasingMode)PlayerPrefs.GetInt("AntiAliasingType", (int)AntiAliasingMode.TAA); + AntiAliasingQuality = + (AntiAliasingQuality)PlayerPrefs.GetInt("AntiAliasingQuality", (int)AntiAliasingQuality.Medium); + AnisotropicFiltering = + (AnisotropicFiltering)PlayerPrefs.GetInt("AnisotropicFiltering", (int)AnisotropicFiltering.x4); + PostProcessingLevel = + (PostProcessingLevel)PlayerPrefs.GetInt("PostProcessingLevel", (int)PostProcessingLevel.Medium); + ViewDistance = (ViewDistance)PlayerPrefs.GetInt("ViewDistance", (int)ViewDistance.High); + + UseShadows = PlayerPrefs.GetInt("UseShadows", 1) == 1; + AmbientOcclusion = PlayerPrefs.GetInt("AmbientOcclusion", 0) == 1; + UseAntiAliasing = PlayerPrefs.GetInt("UseAntiAliasing", 1) == 1; + UsePostProcessing = PlayerPrefs.GetInt("UsePostProcessing", 1) == 1; + WindowedMode = PlayerPrefs.GetInt("WindowedMode", 0) == 1; + Vsync = PlayerPrefs.GetInt("Vsync", 1) == 1; + MotionBlur = PlayerPrefs.GetInt("MotionBlur", 0) == 1; + DepthOfField = PlayerPrefs.GetInt("DepthOfField", 0) == 1; + + FrameRateLimit = PlayerPrefs.GetInt("FrameRateLimit", 60); + RenderScale = PlayerPrefs.GetFloat("RenderScale", 1.0f); + } + + public void ResetToDefaults() + { + // Reset all settings to default values + ShadowQuality = ShadowQuality.Medium; + TextureQuality = TextureQuality.Full; + AntiAliasingMode = AntiAliasingMode.TAA; + AntiAliasingQuality = AntiAliasingQuality.Medium; + AnisotropicFiltering = AnisotropicFiltering.x4; + PostProcessingLevel = PostProcessingLevel.Medium; + ViewDistance = ViewDistance.High; + + UseShadows = true; + AmbientOcclusion = false; + UseAntiAliasing = true; + UsePostProcessing = true; + WindowedMode = false; + Vsync = true; + MotionBlur = false; + DepthOfField = false; + + FrameRateLimit = 60; + RenderScale = 1.0f; + + // Save defaults + SaveSettings(); + } + } +} diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs.meta new file mode 100644 index 000000000..336b51417 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9433f55980e3e0bdd83efb34eaa59785 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs index 2977618e9..2d68cab24 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs @@ -1,4 +1,5 @@ using System; +using AWSIM.Loader.SimulationLauncher; using SFB; using UnityEngine; using UnityEngine.UI; @@ -61,12 +62,20 @@ public class LaunchPadGUIManager : MonoBehaviour private string _environmentBundlePath; private GameObject _vehiclePrefab; private GameObject _environmentPrefab; + private GraphicSettings _graphicSettings; private void Start() { // get launch script _simulationActions = GetComponent(); + // Initialize graphics settings + _graphicSettings = new GraphicSettings(); + // Apply the loaded or default settings + // _graphicSettings.ApplySettings(); + // Reset to defaults (if needed) + // settings.ResetToDefaults(); + // load initial gui // update gui when an assetbundle is selected // remember old loaded prefabs @@ -82,6 +91,7 @@ private void Start() private void StartSim() { // load prefabs for simulation + // MOVE THESE TO "SIMULATIONACTIONS" >>> _vehiclePrefab = LoadPrefab(_vehicleBundlePath); _environmentPrefab = LoadPrefab(_environmentBundlePath); @@ -112,9 +122,8 @@ private void StartSim() 0, CoordSyss.Unity); - // launch simulation - _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint, 0, 0); + _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint, 0, _graphicSettings); } #region config @@ -123,7 +132,7 @@ public void LoadSimConf() { // load simulation configuration // pop up file selection dialog for selecting the config file - + var paths = StandaloneFileBrowser.OpenFilePanel("Open Simulation Configuration", "", "json", false); if (paths.Length > 0 && !string.IsNullOrEmpty(paths[0])) { @@ -139,7 +148,7 @@ public void SaveSimConf() { // save simulation configuration // pop up file selection dialog for saving the config file - + var paths = StandaloneFileBrowser.SaveFilePanel("Save Simulation Configuration", "", "config", "json"); if (!string.IsNullOrEmpty(paths)) { @@ -243,7 +252,7 @@ private void LoadVehicleBundleButtonOnClick() Debug.Log("File selection was canceled or no file selected."); } } - + private void LoadEnvironmentBundleButtonOnClick() { var paths = StandaloneFileBrowser.OpenFilePanel("Open Vehicle Asset Bundle", "", "", false); @@ -256,7 +265,6 @@ private void LoadEnvironmentBundleButtonOnClick() Debug.Log("File selection was canceled or no file selected."); } } - #endregion diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs index 63fd65c88..2f2e7a265 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs @@ -1,25 +1,16 @@ using System; using System.Collections; using System.Collections.Generic; +using AWSIM.Loader.SimulationLauncher; using AWSIM.Scripts.UI; using AWSIM.Scripts.UI.Toggle; using AWSIM.TrafficSimulation; using UnityEngine; using UnityEngine.SceneManagement; +using Application = UnityEngine.Application; namespace AWSIM.Scripts.Loader.SimulationLauncher { - public class GraphicSettings - { - public bool UseShadows; - public bool UsePostProcessing; - public bool UseAntiAliasing; - public bool UseVSync; - - public int FrameRateLimit; - // TODO: Add more settings (mozzz) - } - public class SimulationActions : MonoBehaviour { [SerializeField] private Canvas _launchpadCanvas; @@ -39,39 +30,14 @@ public class SimulationActions : MonoBehaviour // Get user input from GUI (latlon, mgrs, Unity xyz) // ATM WE DON'T HAVE SPAWN POINTS DEFINED IN THE SCENES // generate screenshots for the UI + // add sensor config in the future - //add sensor config in the future public void Launch(GameObject vehiclePrefab, GameObject environmentPrefab, - Tuple spawnPoint, float simParams, float graphicSettings) + Tuple spawnPoint, float simParams, GraphicSettings graphicSettings) { - // turn off loader gui and transition into a waiting gui - _launchpadCanvas = GetComponent(); - _launchpadCanvas.enabled = false; - _transitionCanvas.enabled = true; - - // TODO: Save loaded bundles for other sessions as options for the dropdowns. + // Application.targetFrameRate = graphicSettings.FrameRateLimit; StartCoroutine(LoadSimulation(vehiclePrefab, environmentPrefab, spawnPoint)); - - // var awsimConfiguration = new AWSIMConfiguration - // { - // mapConfiguration = - // { - // mapName = "default", - // useShadows = true // this shouldn't be a param in mapconf. Graphics? - // }, - // simulationConfiguration = - // { - // useTraffic = true, - // timeScale = 1.0f - // }, - // egoConfiguration = - // { - // egoVehicleName = vehiclePrefab.name, - // egoPosition = spawnPoint.Item1, - // egoEulerAngles = spawnPoint.Item2.eulerAngles - // } - // }; } public void ReturnToLaunchpad() @@ -82,6 +48,11 @@ public void ReturnToLaunchpad() private IEnumerator LoadSimulation(GameObject vehiclePrefab, GameObject environmentPrefab, Tuple spawnPoint) { + // turn off loader gui and transition into loading gui + _launchpadCanvas.enabled = false; + _transitionCanvas.enabled = true; + yield return new WaitForEndOfFrame(); + // Load the scenes yield return StartCoroutine(LoadScene(SimulationSceneName)); yield return StartCoroutine(LoadScene(EnvironmentSceneName)); @@ -106,7 +77,10 @@ private IEnumerator LoadSimulation(GameObject vehiclePrefab, GameObject environm } // Fix UI references - ReInitializeGUI(); + ReInitializeScripts(); + + // Turn off transition canvas + _transitionCanvas.enabled = false; } private static IEnumerator LoadScene(string sceneName) @@ -119,7 +93,8 @@ private static IEnumerator LoadScene(string sceneName) } } - private static void ReInitializeGUI() + // very ugly, need to fix this (mozzz) + private static void ReInitializeScripts() { // Set camera GUI FollowCamera followCamera = FindObjectOfType(); From b0faf612669ba510c77ccef044a5048d8c5302b5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Tue, 17 Sep 2024 17:50:01 +0300 Subject: [PATCH 22/29] update: Launchpad scene MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- Assets/AWSIM/Scenes/Launchpad/Launchpad.unity | 1877 +++++++++-------- 1 file changed, 1007 insertions(+), 870 deletions(-) diff --git a/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity b/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity index d32393869..e7ef193fb 100644 --- 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GameObject: - component: {fileID: 2104111756} - component: {fileID: 2104111755} m_Layer: 5 - m_Name: environmentpathfield (6) + m_Name: RotZ m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 @@ -11755,7 +11971,7 @@ GameObject: - component: {fileID: 2114348301} - component: {fileID: 2114348300} m_Layer: 5 - m_Name: environmentpathfield (4) + m_Name: RotX m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 @@ -11888,85 +12104,6 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2114348298} m_CullTransparentMesh: 1 ---- !u!1 &2127041110 -GameObject: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - serializedVersion: 6 - m_Component: - - component: {fileID: 2127041111} - - component: {fileID: 2127041113} - - component: {fileID: 2127041112} - m_Layer: 5 - m_Name: Placeholder - m_TagString: Untagged - m_Icon: {fileID: 0} - m_NavMeshLayer: 0 - m_StaticEditorFlags: 0 - m_IsActive: 1 ---- !u!224 &2127041111 -RectTransform: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 2127041110} - m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 - m_Children: [] - m_Father: {fileID: 1468963412} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 0} - m_AnchorMax: {x: 1, y: 1} - m_AnchoredPosition: {x: 0, y: -0.5} - m_SizeDelta: {x: -20, y: -13} - m_Pivot: {x: 0.5, y: 0.5} ---- !u!114 &2127041112 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 2127041110} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Material: {fileID: 0} - m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 0.5} - m_RaycastTarget: 1 - m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} - m_Maskable: 1 - m_OnCullStateChanged: - m_PersistentCalls: - m_Calls: [] - m_FontData: - m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} - m_FontSize: 14 - m_FontStyle: 2 - m_BestFit: 0 - m_MinSize: 10 - m_MaxSize: 40 - m_Alignment: 0 - m_AlignByGeometry: 0 - m_RichText: 1 - m_HorizontalOverflow: 0 - m_VerticalOverflow: 0 - m_LineSpacing: 1 - m_Text: Enter text... ---- !u!222 &2127041113 -CanvasRenderer: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 2127041110} - m_CullTransparentMesh: 1 --- !u!1660057539 &9223372036854775807 SceneRoots: m_ObjectHideFlags: 0 From a0f10dfa68825aaccdd888535063bc20cf874558 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Tue, 17 Sep 2024 17:50:58 +0300 Subject: [PATCH 23/29] update: build scenes MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- ProjectSettings/EditorBuildSettings.asset | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 699f2a708..606fef76c 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -11,7 +11,7 @@ EditorBuildSettings: - enabled: 0 path: Assets/AWSIM/Scenes/Composition/LoaderScene.unity guid: 761c14fff098a9f788c5e2d5c78c8518 - - enabled: 0 + - enabled: 1 path: Assets/AWSIM/Scenes/Composition/AWSIMSimulation.unity guid: e9f7d82634334d139a608a94a9a49117 - enabled: 0 @@ -20,7 +20,7 @@ EditorBuildSettings: - enabled: 0 path: Assets/AWSIM/Scenes/Environments/ShinjukuNight.unity guid: b6fb22600d18cddd884bbf5bf85b45af - - enabled: 1 + - enabled: 0 path: Assets/AWSIM/Scenes/Main/AutowareSimulation.unity guid: 9a19a6429a390f1428320cff9d4e1f10 - enabled: 1 From b86a5740c59feb64e41853a7300ef6bb4a1fb6e6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Mon, 30 Sep 2024 17:54:44 +0300 Subject: [PATCH 24/29] add adressables package MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../{Launchpad.meta => SimulationCore.meta} | 0 .../EnvironmentScene.unity | 0 .../EnvironmentScene.unity.meta | 0 .../Simulation Core.unity} | 30 +++++++++---------- .../Simulation Core.unity.meta} | 0 .../VehicleScene.unity | 0 .../VehicleScene.unity.meta | 0 .../Editor/AssetBundleBuilder.cs | 2 +- ...ationLauncher.meta => SimulationCore.meta} | 0 .../BundleLoader.cs | 2 +- .../BundleLoader.cs.meta | 0 .../GraphicsSettings.cs | 2 +- .../GraphicsSettings.cs.meta | 0 .../LaunchPadGUIManager.cs | 8 ++--- .../LaunchPadGUIManager.cs.meta | 0 .../PrefabInfo.cs | 2 +- .../PrefabInfo.cs.meta | 0 .../SimulationActions.cs | 7 ++--- .../SimulationActions.cs.meta | 0 .../SimulationCore/SimulationConfiguration.cs | 17 +++++++++++ .../SimulationConfiguration.cs.meta | 11 +++++++ Packages/manifest.json | 1 + Packages/packages-lock.json | 23 +++++++++++++- ProjectSettings/EditorBuildSettings.asset | 6 ++-- 24 files changed, 80 insertions(+), 31 deletions(-) rename Assets/AWSIM/Scenes/{Launchpad.meta => SimulationCore.meta} (100%) rename Assets/AWSIM/Scenes/{Launchpad => SimulationCore}/EnvironmentScene.unity (100%) rename Assets/AWSIM/Scenes/{Launchpad => SimulationCore}/EnvironmentScene.unity.meta (100%) rename Assets/AWSIM/Scenes/{Launchpad/Launchpad.unity => SimulationCore/Simulation Core.unity} (99%) rename Assets/AWSIM/Scenes/{Launchpad/Launchpad.unity.meta => SimulationCore/Simulation Core.unity.meta} (100%) rename Assets/AWSIM/Scenes/{Launchpad => SimulationCore}/VehicleScene.unity (100%) rename Assets/AWSIM/Scenes/{Launchpad => SimulationCore}/VehicleScene.unity.meta (100%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher.meta => SimulationCore.meta} (100%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/BundleLoader.cs (95%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/BundleLoader.cs.meta (100%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/GraphicsSettings.cs (99%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/GraphicsSettings.cs.meta (100%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/LaunchPadGUIManager.cs (97%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/LaunchPadGUIManager.cs.meta (100%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/PrefabInfo.cs (86%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/PrefabInfo.cs.meta (100%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/SimulationActions.cs (97%) rename Assets/AWSIM/Scripts/Loader/{SimulationLauncher => SimulationCore}/SimulationActions.cs.meta (100%) create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs.meta diff --git a/Assets/AWSIM/Scenes/Launchpad.meta b/Assets/AWSIM/Scenes/SimulationCore.meta similarity index 100% rename from Assets/AWSIM/Scenes/Launchpad.meta rename to Assets/AWSIM/Scenes/SimulationCore.meta diff --git a/Assets/AWSIM/Scenes/Launchpad/EnvironmentScene.unity b/Assets/AWSIM/Scenes/SimulationCore/EnvironmentScene.unity similarity index 100% rename from Assets/AWSIM/Scenes/Launchpad/EnvironmentScene.unity rename to Assets/AWSIM/Scenes/SimulationCore/EnvironmentScene.unity diff --git a/Assets/AWSIM/Scenes/Launchpad/EnvironmentScene.unity.meta b/Assets/AWSIM/Scenes/SimulationCore/EnvironmentScene.unity.meta similarity index 100% rename from Assets/AWSIM/Scenes/Launchpad/EnvironmentScene.unity.meta rename to Assets/AWSIM/Scenes/SimulationCore/EnvironmentScene.unity.meta diff --git a/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity b/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity similarity index 99% rename from Assets/AWSIM/Scenes/Launchpad/Launchpad.unity rename to Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity index e7ef193fb..ebff0a3fe 100644 --- a/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity +++ b/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity @@ -667,8 +667,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 502.5, y: -100} - m_SizeDelta: {x: 250, y: 0} + m_AnchoredPosition: {x: 589, y: -100} + m_SizeDelta: {x: 260, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &71024866 MonoBehaviour: @@ -1690,8 +1690,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 692.5, y: -100} - m_SizeDelta: {x: 120, y: 0} + m_AnchoredPosition: {x: 804, y: -100} + m_SizeDelta: {x: 160, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &182731659 MonoBehaviour: @@ -1844,7 +1844,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 0, y: 190} + m_SizeDelta: {x: 0, y: 250} m_Pivot: {x: 0.5, y: 1} --- !u!114 &187504098 MonoBehaviour: @@ -2089,8 +2089,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 162.5, y: -100} - m_SizeDelta: {x: 170, y: 0} + m_AnchoredPosition: {x: 219, y: -100} + m_SizeDelta: {x: 180, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &289753960 MonoBehaviour: @@ -2715,7 +2715,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 0, y: 340} + m_SizeDelta: {x: 0, y: 400} m_Pivot: {x: 0.5, y: 1} --- !u!114 &374126321 MonoBehaviour: @@ -2874,7 +2874,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 0, y: 310} + m_SizeDelta: {x: 0, y: 370} m_Pivot: {x: 0.5, y: 1} --- !u!114 &409843900 MonoBehaviour: @@ -3023,8 +3023,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} - m_AnchoredPosition: {x: -7.5, y: -0.5} - m_SizeDelta: {x: -35, y: -13} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &449861351 MonoBehaviour: @@ -4492,7 +4492,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 0, y: 115} + m_SizeDelta: {x: 0, y: 175} m_Pivot: {x: 0.5, y: 1} --- !u!114 &674320474 MonoBehaviour: @@ -8247,8 +8247,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 312.5, y: -100} - m_SizeDelta: {x: 120, y: 0} + m_AnchoredPosition: {x: 384, y: -100} + m_SizeDelta: {x: 140, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &1487420627 MonoBehaviour: @@ -10025,7 +10025,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 85, y: 0} + m_SizeDelta: {x: 90, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &1855399578 MonoBehaviour: diff --git a/Assets/AWSIM/Scenes/Launchpad/Launchpad.unity.meta b/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity.meta similarity index 100% rename from Assets/AWSIM/Scenes/Launchpad/Launchpad.unity.meta rename to Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity.meta diff --git a/Assets/AWSIM/Scenes/Launchpad/VehicleScene.unity b/Assets/AWSIM/Scenes/SimulationCore/VehicleScene.unity similarity index 100% rename from Assets/AWSIM/Scenes/Launchpad/VehicleScene.unity rename to Assets/AWSIM/Scenes/SimulationCore/VehicleScene.unity diff --git a/Assets/AWSIM/Scenes/Launchpad/VehicleScene.unity.meta b/Assets/AWSIM/Scenes/SimulationCore/VehicleScene.unity.meta similarity index 100% rename from Assets/AWSIM/Scenes/Launchpad/VehicleScene.unity.meta rename to Assets/AWSIM/Scenes/SimulationCore/VehicleScene.unity.meta diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs index 98efcda38..6a8c08f1a 100644 --- a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs @@ -1,5 +1,5 @@ using System.IO; -using AWSIM.Scripts.Loader.SimulationLauncher; +using AWSIM.Scripts.Loader.SimulationCore; using UnityEditor; using UnityEngine; diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher.meta rename to Assets/AWSIM/Scripts/Loader/SimulationCore.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs similarity index 95% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs rename to Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs index 97f8926d6..585f89ab8 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs @@ -1,6 +1,6 @@ using UnityEngine; -namespace AWSIM.Scripts.Loader.SimulationLauncher +namespace AWSIM.Scripts.Loader.SimulationCore { public static class BundleLoader { diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/BundleLoader.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/GraphicsSettings.cs similarity index 99% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs rename to Assets/AWSIM/Scripts/Loader/SimulationCore/GraphicsSettings.cs index 7de6ddf50..ed90b3b56 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/GraphicsSettings.cs @@ -1,7 +1,7 @@ using UnityEngine; using UnityEngine.Rendering.Universal; -namespace AWSIM.Loader.SimulationLauncher +namespace AWSIM.Loader.SimulationCore { public enum ShadowQuality { diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/GraphicsSettings.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/GraphicsSettings.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationCore/GraphicsSettings.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs similarity index 97% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs rename to Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs index 2d68cab24..d6bf8bd7e 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs @@ -1,12 +1,12 @@ using System; -using AWSIM.Loader.SimulationLauncher; +using AWSIM.Loader.SimulationCore; using SFB; using UnityEngine; using UnityEngine.UI; -using static AWSIM.Scripts.Loader.SimulationLauncher.BundleLoader; +using static AWSIM.Scripts.Loader.SimulationCore.BundleLoader; using Image = UnityEngine.UI.Image; -namespace AWSIM.Scripts.Loader.SimulationLauncher +namespace AWSIM.Scripts.Loader.SimulationCore { /// /// Coordinate systems for handling the spawn point input: @@ -123,7 +123,7 @@ private void StartSim() CoordSyss.Unity); // launch simulation - _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint, 0, _graphicSettings); + // _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint, 0, _graphicSettings); } #region config diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/LaunchPadGUIManager.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs similarity index 86% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs rename to Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs index 865856105..c0e83c597 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs @@ -1,6 +1,6 @@ using UnityEngine; -namespace AWSIM.Scripts.Loader.SimulationLauncher +namespace AWSIM.Scripts.Loader.SimulationCore { /// /// Used for tracking prefab name when building assetBundles. diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/PrefabInfo.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationActions.cs similarity index 97% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs rename to Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationActions.cs index 2f2e7a265..dadf8c2ef 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationActions.cs @@ -1,15 +1,14 @@ using System; using System.Collections; using System.Collections.Generic; -using AWSIM.Loader.SimulationLauncher; +using AWSIM.Loader.SimulationCore; using AWSIM.Scripts.UI; using AWSIM.Scripts.UI.Toggle; using AWSIM.TrafficSimulation; using UnityEngine; using UnityEngine.SceneManagement; -using Application = UnityEngine.Application; -namespace AWSIM.Scripts.Loader.SimulationLauncher +namespace AWSIM.Scripts.Loader.SimulationCore { public class SimulationActions : MonoBehaviour { @@ -152,4 +151,4 @@ private static void ReInitializeScripts() } } } -} +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationActions.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/SimulationLauncher/SimulationActions.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationActions.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs new file mode 100644 index 000000000..614d297e8 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs @@ -0,0 +1,17 @@ +using UnityEngine; + +namespace AWSIM.Scripts.Loader.SimulationCore +{ + public class SimulationConfiguration : MonoBehaviour + { + public string vehicleBundleName; + public string vehicleBundleID; + public string urdfFileName; + public string environmentBundleName; + + public string description; + public string creator; + public string dateCreated; + public string configName; + } +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs.meta new file mode 100644 index 000000000..3dfa06879 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3967da7d7b43c68eeaf8ca1a1999b2c0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json index 30ead8651..b57db8777 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,5 +1,6 @@ { "dependencies": { + "com.unity.addressables": "1.21.21", "com.unity.ai.navigation": "1.1.5", "com.unity.cinemachine": "2.10.0", "com.unity.collab-proxy": "2.4.3", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index ef93ac506..f9503fe1a 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -1,5 +1,19 @@ { "dependencies": { + "com.unity.addressables": { + "version": "1.21.21", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.modules.assetbundle": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0", + "com.unity.modules.imageconversion": "1.0.0", + "com.unity.modules.unitywebrequest": "1.0.0", + "com.unity.scriptablebuildpipeline": "1.21.23", + "com.unity.modules.unitywebrequestassetbundle": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.ai.navigation": { "version": "1.1.5", "depth": 0, @@ -130,6 +144,13 @@ "com.unity.render-pipelines.core": "14.0.10" } }, + "com.unity.scriptablebuildpipeline": { + "version": "1.21.23", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.searcher": { "version": "4.9.2", "depth": 2, @@ -187,9 +208,9 @@ "depth": 0, "source": "registry", "dependencies": { + "com.unity.modules.audio": "1.0.0", "com.unity.modules.director": "1.0.0", "com.unity.modules.animation": "1.0.0", - "com.unity.modules.audio": "1.0.0", "com.unity.modules.particlesystem": "1.0.0" }, "url": "https://packages.unity.com" diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 606fef76c..8da849660 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -6,7 +6,7 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 - path: Assets/AWSIM/Scenes/Launchpad/Launchpad.unity + path: Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity guid: 14bca9d7b220c5e5a8b45b703c423298 - enabled: 0 path: Assets/AWSIM/Scenes/Composition/LoaderScene.unity @@ -24,9 +24,9 @@ EditorBuildSettings: path: Assets/AWSIM/Scenes/Main/AutowareSimulation.unity guid: 9a19a6429a390f1428320cff9d4e1f10 - enabled: 1 - path: Assets/AWSIM/Scenes/Launchpad/EnvironmentScene.unity + path: Assets/AWSIM/Scenes/SimulationCore/EnvironmentScene.unity guid: 976664536a161db41bcdacb4cf49b856 - enabled: 1 - path: Assets/AWSIM/Scenes/Launchpad/VehicleScene.unity + path: Assets/AWSIM/Scenes/SimulationCore/VehicleScene.unity guid: 01f3375c9967ab5428c659a97470fbc0 m_configObjects: {} From 34721593623fa9e90e4d80cf41cfe03495c21e2f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Tue, 1 Oct 2024 15:19:26 +0300 Subject: [PATCH 25/29] update scripts MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../SimulationCore/CoordinateSystemEnums.cs | 13 ++++ .../CoordinateSystemEnums.cs.meta | 11 ++++ .../SimulationCore/SimulationConfiguration.cs | 16 +++-- ...Manager.cs => SimulationCoreGUIManager.cs} | 66 ++++++++++--------- ....meta => SimulationCoreGUIManager.cs.meta} | 0 5 files changed, 70 insertions(+), 36 deletions(-) create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/CoordinateSystemEnums.cs create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/CoordinateSystemEnums.cs.meta rename Assets/AWSIM/Scripts/Loader/SimulationCore/{LaunchPadGUIManager.cs => SimulationCoreGUIManager.cs} (82%) rename Assets/AWSIM/Scripts/Loader/SimulationCore/{LaunchPadGUIManager.cs.meta => SimulationCoreGUIManager.cs.meta} (100%) diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/CoordinateSystemEnums.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/CoordinateSystemEnums.cs new file mode 100644 index 000000000..89dd0961f --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/CoordinateSystemEnums.cs @@ -0,0 +1,13 @@ +namespace AWSIM.Scripts.Loader.SimulationCore +{ + /// + /// Coordinate systems for handling the spawn point input: + /// Unity = 0 | LatLong = 1 | Mgrs = 2 + /// + public enum CoordinateSystem + { + UnityXYZ = 0, + LatLong = 1, + Mgrs = 2 + } +} diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/CoordinateSystemEnums.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/CoordinateSystemEnums.cs.meta new file mode 100644 index 000000000..522884199 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/CoordinateSystemEnums.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 02295551e5dd6e3858a4fdba855dff30 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs index 614d297e8..c18b1d33f 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationConfiguration.cs @@ -4,14 +4,18 @@ namespace AWSIM.Scripts.Loader.SimulationCore { public class SimulationConfiguration : MonoBehaviour { + public string configName; + public string description; + public string creator; + public string dateCreated; + public string vehicleBundleName; public string vehicleBundleID; + public string urdfFileName; - public string environmentBundleName; + public string urdfFileID; - public string description; - public string creator; - public string dateCreated; - public string configName; + public string environmentBundleName; + public string environmentBundleID; } -} \ No newline at end of file +} diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationCoreGUIManager.cs similarity index 82% rename from Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs rename to Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationCoreGUIManager.cs index d6bf8bd7e..5dcd6b805 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationCoreGUIManager.cs @@ -8,33 +8,23 @@ namespace AWSIM.Scripts.Loader.SimulationCore { - /// - /// Coordinate systems for handling the spawn point input: - /// Unity = 0 | LatLong = 1 | Mgrs = 2 - /// - internal enum CoordSyss - { - Unity = 0, - LatLong = 1, - Mgrs = 2 - } - - public class LaunchPadGUIManager : MonoBehaviour + public class SimulationCoreGUIManager : MonoBehaviour { // load initial gui // update gui when an assetbundle is selected // remember old loaded prefabs - // Vehicle Block + #region gui elements + [Header("Vehicle")] [SerializeField] private Button _loadVehicleBundleButton; [SerializeField] private Dropdown _vehiclesDropdown; [SerializeField] private Image _vehicleVisualArea; - // Sensor Block + [Header("URDF")] [SerializeField] private InputField _sensorPathField; [SerializeField] private Dropdown _sensorsDropdown; - // Environment Block + [Header("Environment")] [SerializeField] private Button _loadEnvironmentBundleButton; [SerializeField] private Dropdown _environmentsDropdown; [SerializeField] private Toggle _useCoordsToggle; @@ -48,14 +38,32 @@ public class LaunchPadGUIManager : MonoBehaviour [SerializeField] private InputField _rotationFieldZ; [SerializeField] private InputField _rotationFieldW; - // Sim Params Block - - // Graphics Block - - // Config Block + [Header("Simulation Parameters")] + [SerializeField] private InputField _timeScale; + + [Header("Graphics")] + [SerializeField] private Dropdown _shadowQualityDropdown; + [SerializeField] private Dropdown _textureQualityDropdown; + [SerializeField] private Dropdown _antiAliasingModeDropdown; + [SerializeField] private Dropdown _antiAliasingQualityDropdown; + [SerializeField] private Dropdown _anisotropicFilteringDropdown; + [SerializeField] private Dropdown _postProcessingLevelDropdown; + [SerializeField] private Dropdown _viewDistanceDropdown; + [SerializeField] private Toggle _useShadowsToggle; + [SerializeField] private Toggle _ambientOcclusionToggle; + [SerializeField] private Toggle _useAntiAliasingToggle; + [SerializeField] private Toggle _usePostProcessingToggle; + [SerializeField] private Toggle _windowedModeToggle; + [SerializeField] private Toggle _vSyncToggle; + [SerializeField] private Toggle _motionBlurToggle; + [SerializeField] private Toggle _depthOfFieldToggle; + [SerializeField] private InputField _frameRateLimitField; + + [Header("Configuration")] [SerializeField] private Button _loadSimConfButton; [SerializeField] private Button _saveSimConfButton; [SerializeField] private Button _startSimButton; + #endregion private SimulationActions _simulationActions; private string _vehicleBundlePath; @@ -120,14 +128,13 @@ private void StartSim() 0, 0, 0, - CoordSyss.Unity); + CoordinateSystem.UnityXYZ); // launch simulation - // _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint, 0, _graphicSettings); + // _simulationActions.Launch(_vehiclePrefab, _environmentPrefab, spawnPoint, 0, _graphicSettings); } #region config - public void LoadSimConf() { // load simulation configuration @@ -180,7 +187,6 @@ private void StoreGUIFields() { // save simulation configuration to file } - #endregion #region vehicle @@ -201,14 +207,14 @@ private void SetSpawnPointFromDropdown() // Handle unity coords for now private static Tuple VehicleSpawnPoint(float posX, float posY, float posZ, float rotX, - float rotY, float rotZ, float rotW, CoordSyss coordSys) + float rotY, float rotZ, float rotW, CoordinateSystem coordinateSys) { Vector3 posVector = new(); Quaternion rotQuaternion = new(); - switch (coordSys) + switch (coordinateSys) { - case CoordSyss.Unity: + case CoordinateSystem.UnityXYZ: posVector.x = posX; posVector.y = posY; posVector.z = posZ; @@ -217,14 +223,14 @@ private static Tuple VehicleSpawnPoint(float posX, float po rotQuaternion.z = rotZ; rotQuaternion.w = rotW; break; - case CoordSyss.LatLong: + case CoordinateSystem.LatLong: // convert latlong to unity break; - case CoordSyss.Mgrs: + case CoordinateSystem.Mgrs: // convert mgrs to unity break; default: - throw new ArgumentOutOfRangeException(nameof(coordSys), coordSys, null); + throw new ArgumentOutOfRangeException(nameof(coordinateSys), coordinateSys, null); } return new Tuple(posVector, rotQuaternion); diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationCoreGUIManager.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/SimulationCore/LaunchPadGUIManager.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationCoreGUIManager.cs.meta From d54f82fdc757db11c054c89f4f4ad35be8f41dfe Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Tue, 1 Oct 2024 15:19:42 +0300 Subject: [PATCH 26/29] update scene MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- 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diff --git a/Assets/AWSIM/Textures/CameraRenderTextures/SimulationCore_VehicleRenderTexture.renderTexture.meta b/Assets/AWSIM/Textures/CameraRenderTextures/SimulationCore_VehicleRenderTexture.renderTexture.meta new file mode 100644 index 000000000..9e3383b76 --- /dev/null +++ b/Assets/AWSIM/Textures/CameraRenderTextures/SimulationCore_VehicleRenderTexture.renderTexture.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3e212cef8f550bc9a8eadf988a70787d +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 8400000 + userData: + assetBundleName: + assetBundleVariant: From 6a595a30cc45108b1d40bec30da8e569527e3d6b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Tue, 1 Oct 2024 18:58:30 +0300 Subject: [PATCH 27/29] update importing bundles MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../Loader/SimulationCore/BundleManager.cs | 136 ++++++++++++++++++ .../SimulationCore/BundleManager.cs.meta | 11 ++ .../Loader/SimulationCore/BundleTypeEnums.cs | 9 ++ .../SimulationCore/BundleTypeEnums.cs.meta | 11 ++ .../Loader/SimulationCore/PrefabInfo.cs | 6 +- 5 files changed, 172 insertions(+), 1 deletion(-) create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs.meta create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/BundleTypeEnums.cs create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/BundleTypeEnums.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs new file mode 100644 index 000000000..bd66fefe7 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs @@ -0,0 +1,136 @@ +using UnityEngine; +using System.IO; +using System.Collections.Generic; + +namespace AWSIM.Scripts.Loader.SimulationCore +{ + public static class BundleManager + { + // Dictionary to store bundle name and its internal path + private static Dictionary bundlePathDictionary = new(); + + // Define locations for different bundle types + private static readonly string vehicleFolder = Path.Combine(Application.persistentDataPath, "Bundles/Vehicles"); + + private static readonly string environmentFolder = + Path.Combine(Application.persistentDataPath, "Bundles/Environments"); + + private static readonly string unknownFolder = Path.Combine(Application.persistentDataPath, "Bundles/Sensors"); + + /// + /// Imports the bundle to the target directory based on the type specified in PrefabInfo. + /// + public static bool ImportBundle(string bundlePath) + { + var bundle = AssetBundle.LoadFromFile(bundlePath); + if (bundle == null) + { + Debug.LogWarning($"Failed to load AssetBundle from path: {bundlePath}"); + return false; + } + + // Load the PrefabInfo to determine bundle type + var prefabInfo = bundle.LoadAsset("PrefabInfo"); + if (prefabInfo == null) + { + Debug.LogWarning("PrefabInfo not found in AssetBundle!"); + bundle.Unload(true); + return false; + } + + // Determine the target directory based on the bundle type + string targetDirectory = GetTargetDirectory(prefabInfo.bundleType); + + if (string.IsNullOrEmpty(targetDirectory)) + { + Debug.LogWarning("No valid target directory found for this bundle type!"); + bundle.Unload(true); + return false; + } + + // Move the bundle to the correct directory + string destinationPath = MoveBundle(bundlePath, targetDirectory); + + if (!string.IsNullOrEmpty(destinationPath)) + { + // Add the bundle name and internal path to the dictionary + bundlePathDictionary[prefabInfo.prefabName] = destinationPath; + } + + bundle.Unload(true); + // Caching.Clear(); + return true; + } + + /// + /// Loads a prefab from the previously imported bundle. + /// + public static GameObject LoadPrefab(string prefabName) + { + if (!bundlePathDictionary.TryGetValue(prefabName, out string bundlePath)) + { + Debug.LogWarning($"Bundle for prefab '{prefabName}' not found in the dictionary."); + return null; + } + + // Load the bundle and retrieve the prefab + var bundle = AssetBundle.LoadFromFile(bundlePath); + if (bundle == null) + { + Debug.LogWarning($"Failed to load AssetBundle from path: {bundlePath}"); + return null; + } + + // Load the prefab + var prefab = bundle.LoadAsset(prefabName); + bundle.Unload(false); + return prefab; + } + + /// + /// Returns the target directory based on the bundle type. + /// + private static string GetTargetDirectory(BundleType bundleType) + { + return bundleType switch + { + BundleType.Vehicle => vehicleFolder, + BundleType.Environment => environmentFolder, + BundleType.Unknown => unknownFolder, + _ => null + }; + } + + /// + /// Moves the bundle file to the target directory and returns the destination path. + /// + private static string MoveBundle(string bundlePath, string targetDirectory) + { + if (!Directory.Exists(targetDirectory)) + { + Directory.CreateDirectory(targetDirectory); + } + + string bundleFileName = Path.GetFileName(bundlePath); + string destinationPath = Path.Combine(targetDirectory, bundleFileName); + + if (File.Exists(destinationPath)) + { + Debug.LogWarning($"Bundle already exists at {destinationPath}, it will be overwritten."); + } + + File.Copy(bundlePath, destinationPath, true); // Copy and overwrite if necessary + Debug.Log($"Bundle successfully moved to {destinationPath}"); + + return destinationPath; + } + + /// + /// Gets the path of the imported bundle by its name. + /// + public static string GetBundlePath(string prefabName) + { + return bundlePathDictionary.GetValueOrDefault(prefabName); + } + } +} diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs.meta new file mode 100644 index 000000000..0e6fbcc43 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d648162c3ea8f9a5d9e5039047d17880 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleTypeEnums.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleTypeEnums.cs new file mode 100644 index 000000000..9a704a5ec --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleTypeEnums.cs @@ -0,0 +1,9 @@ +namespace AWSIM.Scripts.Loader.SimulationCore +{ + public enum BundleType + { + Vehicle = 0, + Environment = 1, + Unknown = -1 + } +} diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleTypeEnums.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleTypeEnums.cs.meta new file mode 100644 index 000000000..853dc6f7a --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleTypeEnums.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9208927695865f375b042d7e0c6d371b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs index c0e83c597..fb067702c 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs @@ -3,11 +3,15 @@ namespace AWSIM.Scripts.Loader.SimulationCore { /// - /// Used for tracking prefab name when building assetBundles. + /// Used for tracking metadata when building and loading assetBundles. /// [CreateAssetMenu(fileName = "PrefabInfo", menuName = "AWSIM/Prefab Info", order = 1)] public class PrefabInfo : ScriptableObject { public string prefabName; + public BundleType bundleType; + public string version; + public string creator; + public string description; } } From d5e5d91a8a460e7b6e12708348a08cc25c3af374 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Thu, 3 Oct 2024 17:30:10 +0300 Subject: [PATCH 28/29] extend bundle information on build MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../{BundleInfo.cs => BundleBuildInfo.cs} | 6 +- ...leInfo.cs.meta => BundleBuildInfo.cs.meta} | 0 .../Editor/AssetBundleBuilder.cs | 112 +++++++++++------- .../AssetBundleBuilder/HashGenerator.cs | 25 ++++ .../AssetBundleBuilder/HashGenerator.cs.meta | 11 ++ .../Loader/SimulationCore/BundleInfo.cs | 20 ++++ ...{PrefabInfo.cs.meta => BundleInfo.cs.meta} | 0 .../Loader/SimulationCore/BundleLoader.cs | 4 +- .../Loader/SimulationCore/BundleManager.cs | 27 ++--- .../Loader/SimulationCore/PrefabInfo.cs | 17 --- 10 files changed, 144 insertions(+), 78 deletions(-) rename Assets/AWSIM/Scripts/AssetBundleBuilder/{BundleInfo.cs => BundleBuildInfo.cs} (64%) rename Assets/AWSIM/Scripts/AssetBundleBuilder/{BundleInfo.cs.meta => BundleBuildInfo.cs.meta} (100%) create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/HashGenerator.cs create mode 100644 Assets/AWSIM/Scripts/AssetBundleBuilder/HashGenerator.cs.meta create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/BundleInfo.cs rename Assets/AWSIM/Scripts/Loader/SimulationCore/{PrefabInfo.cs.meta => BundleInfo.cs.meta} (100%) delete mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleBuildInfo.cs similarity index 64% rename from Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs rename to Assets/AWSIM/Scripts/AssetBundleBuilder/BundleBuildInfo.cs index e61f9ccdf..eb8bce146 100644 --- a/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleBuildInfo.cs @@ -5,11 +5,15 @@ namespace AWSIM.Scripts.AssetBundleBuilder /// /// The class containing bundle information for building asset bundles /// - public class BundleInfo + public class BundleBuildInfo { + public string BundleHashSeed; public string OutputPath; public GameObject Prefab; public string AssetBundleName; public string AssetPath; + public string BundleCreator; + public string BundleVersion; + public string BundleDescription; } } diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/BundleBuildInfo.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/AssetBundleBuilder/BundleInfo.cs.meta rename to Assets/AWSIM/Scripts/AssetBundleBuilder/BundleBuildInfo.cs.meta diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs index 6a8c08f1a..8a8212c8d 100644 --- a/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/Editor/AssetBundleBuilder.cs @@ -2,7 +2,9 @@ using AWSIM.Scripts.Loader.SimulationCore; using UnityEditor; using UnityEngine; +using static AWSIM.Scripts.AssetBundleBuilder.HashGenerator; +//TODO: Add a button for opening bundle directory (mozzz) namespace AWSIM.Scripts.AssetBundleBuilder.Editor { /// @@ -10,8 +12,8 @@ namespace AWSIM.Scripts.AssetBundleBuilder.Editor /// public class AssetBundleBuilder : EditorWindow { - private BundleInfo _vehicleBundleInfo; - private BundleInfo _environmentBundleInfo; + private BundleBuildInfo _vehicleBundleBuildInfo; + private BundleBuildInfo _environmentBundleBuildInfo; private bool _doBuildVehicle; private bool _doBuildEnvironment; @@ -26,6 +28,7 @@ public class AssetBundleBuilder : EditorWindow private int _selectedBuildTargetIndex; // Default locations to build the bundles + // private static string BundleOutputPath => GetPlatformSpecificPath("AssetBundles"); private static string VehicleOutputPath => GetPlatformSpecificPath("AssetBundles/Vehicles"); private static string EnvironmentOutputPath => GetPlatformSpecificPath("AssetBundles/Environments"); @@ -35,7 +38,7 @@ private static string GetPlatformSpecificPath(string relativePath) #if UNITY_EDITOR_WIN return Path.Combine(projectFolderPath, relativePath.Replace("/", "\\")); #else - return Path.Combine(projectFolderPath, relativePath); + return Path.Combine(projectFolderPath, relativePath); #endif } @@ -50,8 +53,8 @@ private void OnEnable() _buildTargetNames = System.Enum.GetNames(typeof(AWSIMBuildTargets.SupportedBuildTargets)); // Initialize bundles - _vehicleBundleInfo = InitializeBundleInfo(VehicleOutputPath); - _environmentBundleInfo = InitializeBundleInfo(EnvironmentOutputPath); + _vehicleBundleBuildInfo = InitializeBundleInfo(VehicleOutputPath); + _environmentBundleBuildInfo = InitializeBundleInfo(EnvironmentOutputPath); } private void OnGUI() @@ -60,13 +63,19 @@ private void OnGUI() // Vehicle field _doBuildVehicle = EditorGUILayout.Toggle("Build Vehicle Bundle", _doBuildVehicle); - if (_doBuildVehicle) DrawBundleSettings(_vehicleBundleInfo, "Vehicle"); + if (_doBuildVehicle) + { + DrawBundleSettings(_vehicleBundleBuildInfo, "Vehicle"); + } GUILayout.Space(5); // Environment field _doBuildEnvironment = EditorGUILayout.Toggle("Build Environment Bundle", _doBuildEnvironment); - if (_doBuildEnvironment) DrawBundleSettings(_environmentBundleInfo, "Environment"); + if (_doBuildEnvironment) + { + DrawBundleSettings(_environmentBundleBuildInfo, "Environment"); + } GUILayout.Space(5); @@ -79,21 +88,28 @@ private void OnGUI() if (GUILayout.Button("Build")) Build(); } - private static void DrawBundleSettings(BundleInfo bundleInfo, string label) + private static void DrawBundleSettings(BundleBuildInfo bundleBuildInfo, string label) { GUILayout.Space(5); GUILayout.Label($"{label} Bundle Settings", EditorStyles.boldLabel); - bundleInfo.Prefab = - (GameObject)EditorGUILayout.ObjectField($"{label} Prefab", bundleInfo.Prefab, typeof(GameObject), - false); - if (bundleInfo.Prefab) + bundleBuildInfo.Prefab = + (GameObject)EditorGUILayout.ObjectField($"{label} Prefab", bundleBuildInfo.Prefab, typeof(GameObject), + false); + bundleBuildInfo.BundleHashSeed = EditorGUILayout.TextField("Bundle Hash Seed", bundleBuildInfo.BundleHashSeed); + bundleBuildInfo.BundleCreator = EditorGUILayout.TextField("Bundle Creator", bundleBuildInfo.BundleCreator); + bundleBuildInfo.BundleVersion = EditorGUILayout.TextField("Bundle Version", bundleBuildInfo.BundleVersion); + // TODO: Make description field TextArea (mozzz) + bundleBuildInfo.BundleDescription = + EditorGUILayout.TextField("Bundle Description", bundleBuildInfo.BundleDescription, GUILayout.Height(50)); + + if (bundleBuildInfo.Prefab) { - bundleInfo.AssetPath = AssetDatabase.GetAssetPath(bundleInfo.Prefab); - bundleInfo.AssetBundleName = bundleInfo.Prefab.name; + bundleBuildInfo.AssetPath = AssetDatabase.GetAssetPath(bundleBuildInfo.Prefab); + bundleBuildInfo.AssetBundleName = bundleBuildInfo.Prefab.name; } - bundleInfo.OutputPath = EditorGUILayout.TextField("Output Path", bundleInfo.OutputPath); + bundleBuildInfo.OutputPath = EditorGUILayout.TextField("Output Path", bundleBuildInfo.OutputPath); GUILayout.Space(10); } @@ -102,16 +118,16 @@ private void Build() var selectedBuildTarget = _buildTargetValues[_selectedBuildTargetIndex]; var isBuildVehicleBundleSuccessful = false; var isBuildEnvironmentBundleSuccessful = false; - - if (_doBuildVehicle && _vehicleBundleInfo.Prefab != null) + + if (_doBuildVehicle && _vehicleBundleBuildInfo.Prefab != null) { - BuildAssetBundle(_vehicleBundleInfo, BuildOption, selectedBuildTarget); + BuildAssetBundle(_vehicleBundleBuildInfo, BuildOption, selectedBuildTarget); isBuildVehicleBundleSuccessful = true; } - if (_doBuildEnvironment && _environmentBundleInfo.Prefab != null) + if (_doBuildEnvironment && _environmentBundleBuildInfo.Prefab != null) { - BuildAssetBundle(_environmentBundleInfo, BuildOption, selectedBuildTarget); + BuildAssetBundle(_environmentBundleBuildInfo, BuildOption, selectedBuildTarget); isBuildEnvironmentBundleSuccessful = true; } @@ -126,76 +142,86 @@ private void Build() } } - private static void BuildAssetBundle(BundleInfo bundleInfo, BuildAssetBundleOptions options, BuildTarget target) + private static void BuildAssetBundle(BundleBuildInfo bundleBuildInfo, BuildAssetBundleOptions options, BuildTarget target) { - if (string.IsNullOrEmpty(bundleInfo.OutputPath)) + if (string.IsNullOrEmpty(bundleBuildInfo.OutputPath)) { Debug.LogError("Output path is not set!"); return; } - if (bundleInfo.Prefab == null) + if (bundleBuildInfo.Prefab == null) { Debug.LogError("Target prefab is not set!"); return; } - EnsureDirectoryExists(bundleInfo.OutputPath); + EnsureDirectoryExists(bundleBuildInfo.OutputPath); // Create a PrefabInfo asset with the prefab name // var combinedPrefabName = bundleInfo.Prefab.name.Replace(" ", "_"); - var prefabInfo = CreateInstance(); + var bundleInfo = CreateInstance(); + + // Debug.Log("bundleBuildInfo prefab name: " + bundleBuildInfo.Prefab.name); + // Debug.Log("combined prefab name: " + bundleBuildInfo.Prefab.name); - Debug.Log("bundleinfo prefab name: " + bundleInfo.Prefab.name); - Debug.Log("combined prefab name: " + bundleInfo.Prefab.name); + bundleInfo.Hash = GenerateMD5Hash(bundleBuildInfo.BundleHashSeed); + bundleInfo.Name = bundleBuildInfo.Prefab.name; + bundleInfo.Creator = bundleBuildInfo.BundleCreator; + bundleInfo.CreationDate = System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"); + bundleInfo.BundleVersion = bundleBuildInfo.BundleVersion; + bundleInfo.Description = bundleBuildInfo.BundleDescription; - prefabInfo.prefabName = bundleInfo.Prefab.name; // bundleInfo.AssetBundleName = combinedPrefabName; // Save the PrefabInfo asset temporarily in the 'Assets' folder - var prefabInfoPath = "Assets/PrefabInfo.asset"; - AssetDatabase.CreateAsset(prefabInfo, prefabInfoPath); + var bundleInfoPath = "Assets/BundleInfo.asset"; + AssetDatabase.CreateAsset(bundleInfo, bundleInfoPath); // Set the asset bundle name for the PrefabInfo - var prefabImporter = AssetImporter.GetAtPath(prefabInfoPath); - prefabImporter.assetBundleName = bundleInfo.AssetBundleName; + var prefabImporter = AssetImporter.GetAtPath(bundleInfoPath); + prefabImporter.assetBundleName = bundleBuildInfo.AssetBundleName; // Set the prefab itself to the asset bundle - var importer = AssetImporter.GetAtPath(bundleInfo.AssetPath); + var importer = AssetImporter.GetAtPath(bundleBuildInfo.AssetPath); if (importer == null) { - Debug.LogError($"Asset importer could not be found for {bundleInfo.AssetPath}!"); + Debug.LogError($"Asset importer could not be found for {bundleBuildInfo.AssetPath}!"); return; } - importer.assetBundleName = bundleInfo.AssetBundleName; + importer.assetBundleName = bundleBuildInfo.AssetBundleName; // Build the asset bundle - var manifest = BuildPipeline.BuildAssetBundles(bundleInfo.OutputPath, options, target); + var manifest = BuildPipeline.BuildAssetBundles(bundleBuildInfo.OutputPath, options, target); if (manifest != null) { Debug.Log( - $"Asset Bundle '{bundleInfo.AssetBundleName}' built successfully at '{bundleInfo.OutputPath}'."); + $"Asset Bundle '{bundleBuildInfo.AssetBundleName}' built successfully at '{bundleBuildInfo.OutputPath}'."); } else { Debug.LogError( - $"Failed to build Asset Bundle '{bundleInfo.AssetBundleName}' at '{bundleInfo.OutputPath}'."); + $"Failed to build Asset Bundle '{bundleBuildInfo.AssetBundleName}' at '{bundleBuildInfo.OutputPath}'."); } // Cleanup temporary assets and assignments - AssetDatabase.DeleteAsset(prefabInfoPath); + AssetDatabase.DeleteAsset(bundleInfoPath); importer.assetBundleName = null; } - private static BundleInfo InitializeBundleInfo(string outputPath) + private static BundleBuildInfo InitializeBundleInfo(string outputPath) { - return new BundleInfo + return new BundleBuildInfo { + BundleHashSeed = null, OutputPath = outputPath, Prefab = null, AssetBundleName = null, - AssetPath = null + AssetPath = null, + BundleCreator = null, + BundleVersion = null, + BundleDescription = null }; } @@ -223,4 +249,4 @@ private static void OpenOutputDirectory(string path) } } } -} \ No newline at end of file +} diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/HashGenerator.cs b/Assets/AWSIM/Scripts/AssetBundleBuilder/HashGenerator.cs new file mode 100644 index 000000000..d4ee805cd --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/HashGenerator.cs @@ -0,0 +1,25 @@ +using System.Text; +using MD5 = System.Security.Cryptography.MD5; + +namespace AWSIM.Scripts.AssetBundleBuilder +{ + public static class HashGenerator + { + /// + /// Generates an MD5 hash from the input seed. + /// + public static string GenerateMD5Hash(string inputSeed) + { + var md5 = MD5.Create(); + byte[] inputBytes = Encoding.UTF8.GetBytes(inputSeed); + byte[] hashBytes = md5.ComputeHash(inputBytes); + StringBuilder hashString = new StringBuilder(); + foreach (var t in hashBytes) + { + hashString.Append(t.ToString("x2")); // Convert byte to hex + } + + return hashString.ToString(); + } + } +} diff --git a/Assets/AWSIM/Scripts/AssetBundleBuilder/HashGenerator.cs.meta b/Assets/AWSIM/Scripts/AssetBundleBuilder/HashGenerator.cs.meta new file mode 100644 index 000000000..048c749df --- /dev/null +++ b/Assets/AWSIM/Scripts/AssetBundleBuilder/HashGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b10979e66a43eabca92cdd65c79c735e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleInfo.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleInfo.cs new file mode 100644 index 000000000..0c7ecf9c8 --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleInfo.cs @@ -0,0 +1,20 @@ +using UnityEngine; +using UnityEngine.Serialization; + +namespace AWSIM.Scripts.Loader.SimulationCore +{ + /// + /// Used for tracking metadata when building and loading assetBundles. + /// + [CreateAssetMenu(fileName = "BundleInfo", menuName = "AWSIM/Bundle Info", order = 1)] + public class BundleInfo : ScriptableObject + { + public string Hash; + public BundleType Type; + public string Name; + public string Creator; + public string CreationDate; + public string BundleVersion; + public string Description; + } +} diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs.meta b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleInfo.cs.meta similarity index 100% rename from Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs.meta rename to Assets/AWSIM/Scripts/Loader/SimulationCore/BundleInfo.cs.meta diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs index 585f89ab8..bdffbac29 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleLoader.cs @@ -17,7 +17,7 @@ public static GameObject LoadPrefab(string path) } // Load the PrefabInfo first to get the prefab name - var prefabInfo = bundle.LoadAsset("PrefabInfo"); + var prefabInfo = bundle.LoadAsset("PrefabInfo"); if (prefabInfo == null) { Debug.LogWarning("PrefabInfo not found in AssetBundle!"); @@ -26,7 +26,7 @@ public static GameObject LoadPrefab(string path) } // Now load the prefab using the name from PrefabInfo - var prefab = bundle.LoadAsset(prefabInfo.prefabName); + var prefab = bundle.LoadAsset(prefabInfo.Name); return prefab; } } diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs index bd66fefe7..667d714b4 100644 --- a/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/BundleManager.cs @@ -10,12 +10,9 @@ public static class BundleManager private static Dictionary bundlePathDictionary = new(); // Define locations for different bundle types - private static readonly string vehicleFolder = Path.Combine(Application.persistentDataPath, "Bundles/Vehicles"); - - private static readonly string environmentFolder = - Path.Combine(Application.persistentDataPath, "Bundles/Environments"); - - private static readonly string unknownFolder = Path.Combine(Application.persistentDataPath, "Bundles/Sensors"); + private static readonly string VehicleFolder = Path.Combine(Application.persistentDataPath, "Bundles/Vehicles"); + private static readonly string EnvironmentFolder = Path.Combine(Application.persistentDataPath, "Bundles/Environments"); + private static readonly string UnknownFolder = Path.Combine(Application.persistentDataPath, "Bundles/Sensors"); /// /// Imports the bundle to the target directory based on the type specified in PrefabInfo. @@ -30,7 +27,7 @@ public static bool ImportBundle(string bundlePath) } // Load the PrefabInfo to determine bundle type - var prefabInfo = bundle.LoadAsset("PrefabInfo"); + var prefabInfo = bundle.LoadAsset("PrefabInfo"); if (prefabInfo == null) { Debug.LogWarning("PrefabInfo not found in AssetBundle!"); @@ -39,7 +36,7 @@ public static bool ImportBundle(string bundlePath) } // Determine the target directory based on the bundle type - string targetDirectory = GetTargetDirectory(prefabInfo.bundleType); + string targetDirectory = GetTargetDirectory(prefabInfo.Type); if (string.IsNullOrEmpty(targetDirectory)) { @@ -49,12 +46,12 @@ public static bool ImportBundle(string bundlePath) } // Move the bundle to the correct directory - string destinationPath = MoveBundle(bundlePath, targetDirectory); + string destinationPath = CopyBundleToInternalFolder(bundlePath, targetDirectory); if (!string.IsNullOrEmpty(destinationPath)) { // Add the bundle name and internal path to the dictionary - bundlePathDictionary[prefabInfo.prefabName] = destinationPath; + bundlePathDictionary[prefabInfo.Name] = destinationPath; } bundle.Unload(true); @@ -94,9 +91,9 @@ private static string GetTargetDirectory(BundleType bundleType) { return bundleType switch { - BundleType.Vehicle => vehicleFolder, - BundleType.Environment => environmentFolder, - BundleType.Unknown => unknownFolder, + BundleType.Vehicle => VehicleFolder, + BundleType.Environment => EnvironmentFolder, + BundleType.Unknown => UnknownFolder, _ => null }; } @@ -104,7 +101,7 @@ private static string GetTargetDirectory(BundleType bundleType) /// /// Moves the bundle file to the target directory and returns the destination path. /// - private static string MoveBundle(string bundlePath, string targetDirectory) + private static string CopyBundleToInternalFolder(string bundlePath, string targetDirectory) { if (!Directory.Exists(targetDirectory)) { @@ -126,7 +123,7 @@ private static string MoveBundle(string bundlePath, string targetDirectory) } /// - /// Gets the path of the imported bundle by its name. + /// Gets the path of the imported bundle by its name from the dictionary. /// public static string GetBundlePath(string prefabName) { diff --git a/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs b/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs deleted file mode 100644 index fb067702c..000000000 --- a/Assets/AWSIM/Scripts/Loader/SimulationCore/PrefabInfo.cs +++ /dev/null @@ -1,17 +0,0 @@ -using UnityEngine; - -namespace AWSIM.Scripts.Loader.SimulationCore -{ - /// - /// Used for tracking metadata when building and loading assetBundles. - /// - [CreateAssetMenu(fileName = "PrefabInfo", menuName = "AWSIM/Prefab Info", order = 1)] - public class PrefabInfo : ScriptableObject - { - public string prefabName; - public BundleType bundleType; - public string version; - public string creator; - public string description; - } -} From 755a9e90f048c0ddb852b8c1848750dd40bde62a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alptu=C4=9F=20C=C4=B1r=C4=B1t?= Date: Thu, 3 Oct 2024 18:21:55 +0300 Subject: [PATCH 29/29] scene update & base events for UI MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Alptuğ Cırıt --- .../SimulationCore/Simulation Core.meta | 8 + .../SimulationCore/Simulation Core.unity | 2886 ++++++++++++++++- .../SimulationCoreEventHolder.cs | 57 + .../SimulationCoreEventHolder.cs.meta | 11 + 4 files changed, 2873 insertions(+), 89 deletions(-) create mode 100644 Assets/AWSIM/Scenes/SimulationCore/Simulation Core.meta create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationCoreEventHolder.cs create mode 100644 Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationCoreEventHolder.cs.meta diff --git a/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.meta b/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.meta new file mode 100644 index 000000000..2623e87f5 --- /dev/null +++ b/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1edbcffb2972333398ec876bc6c22168 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity b/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity index aa4d49709..284aff9cd 100644 --- a/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity +++ b/Assets/AWSIM/Scenes/SimulationCore/Simulation Core.unity @@ -96,7 +96,7 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 0} + m_LightingDataAsset: {fileID: 112000000, guid: 8f5133ca17418b0e8926b05c512559d5, type: 2} m_LightingSettings: {fileID: 0} --- !u!196 &4 NavMeshSettings: @@ -550,68 +550,6 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 44108529} m_CullTransparentMesh: 1 ---- !u!1001 &53686885 -PrefabInstance: - m_ObjectHideFlags: 0 - serializedVersion: 2 - m_Modification: - 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000000000..2b72e5c0f --- /dev/null +++ b/Assets/AWSIM/Scripts/Loader/SimulationCore/SimulationCoreEventHolder.cs @@ -0,0 +1,57 @@ +using UnityEngine; + +namespace AWSIM.Scripts.Loader.SimulationCore +{ + /// + /// Used to hold events used for Simulation Core Scene GUI updates etc. + /// + public class SimulationCoreEventHolder : MonoBehaviour + { + // event for vehicle bundle loaded + // it will pass the BundleInfo object + public delegate void VehicleBundleLoaded(BundleInfo bundleInfo); + public static event VehicleBundleLoaded OnVehicleBundleLoaded; + + // event for vehicle selected from dropdown + // it will pass the name and bundle path of the vehicle + public delegate void VehicleSelected(string vehicleName, string bundlePath); + public static event VehicleSelected OnVehicleSelected; + + // event for urdf loaded + // it will pass the name of the urdf + public delegate void URDFLoaded(string urdfName); + public static event URDFLoaded OnURDFLoaded; + + // event for urdf selected from dropdown + // it will pass the name and path of the urdf + public delegate void URDFSelected(string urdfName, string urdfPath); + public static event URDFSelected OnURDFSelected; + + // event for environment bundle loaded + // it will pass the BundleInfo object + public delegate void EnvironmentBundleLoaded(BundleInfo bundleInfo); + public static event EnvironmentBundleLoaded OnEnvironmentBundleLoaded; + + // event for environment selected from dropdown + // it will pass the name and bundle path of the environment + public delegate void EnvironmentSelected(string environmentName, string bundlePath); + public static event EnvironmentSelected OnEnvironmentSelected; + + // event for spawn point selected + public delegate void SpawnPointSelected(string spawnPointName); + public static event SpawnPointSelected OnSpawnPointSelected; + + // event for spawn point added + public delegate void SpawnPointAdded(string spawnPointName); + public static event SpawnPointAdded OnSpawnPointAdded; + 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