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forked from cgvr/DeltaVR
Files
DeltaVR3DModelGeneration/Assets/_PROJECT/Scripts/ModeGeneration/ArcheryRangeModelGenerationController.cs

116 lines
3.7 KiB
C#

using System;
using UnityEngine;
using UnityEngine.UI;
public class ArcheryRangeModelGenerationController : MonoBehaviour
{
public MicrophoneStand microphoneStand;
public PushableButton imageGenerationButton;
public PushableButton modelGenerationButton;
public string imageGenerationPromptSuffix = ", single object, front and side fully visible, realistic style, plain neutral background, clear details, soft studio lighting, true-to-scale";
public Texture2D GeneratedTexture { get; private set; }
public Image imageDisplay;
public GameObject GeneratedModel { get; private set; }
public float generatedObjectRotationSpeed = 10f;
public Transform modelDisplay;
public Material modelDisplayActiveMaterial;
public Transform wire;
public Material wireActiveMaterial;
private bool modelGenerationInProgress;
// Start is called before the first frame update
void Start()
{
imageGenerationButton.OnButtonPressed += InvokeImageGeneration;
modelGenerationButton.OnButtonPressed += InvokeModelGeneration;
modelGenerationInProgress = false;
}
// Update is called once per frame
void Update()
{
if (GeneratedModel != null)
{
GeneratedModel.transform.Rotate(Vector3.up, generatedObjectRotationSpeed * Time.deltaTime);
}
}
private async void InvokeImageGeneration()
{
string inputPrompt = microphoneStand.GetTextOutput();
string refinedPrompt = inputPrompt + imageGenerationPromptSuffix;
byte[] imageBytes = await InvokeAiClient.Instance.GenerateImage(refinedPrompt);
GeneratedTexture = CreateTexture(imageBytes);
Sprite sprite = CreateSprite(GeneratedTexture);
imageDisplay.sprite = sprite;
imageGenerationButton.Deactivate();
if (!modelGenerationInProgress)
{
modelGenerationButton.Deactivate();
}
}
private async void InvokeModelGeneration()
{
modelGenerationInProgress = true;
string encodedTexture = Convert.ToBase64String(GeneratedTexture.EncodeToJPG());
byte[] encodedModel = await TrellisClient.Instance.GenerateModel(encodedTexture);
GameObject spawnedObject = await PipelineManager.Instance.SpawnModel(encodedModel);
// Destroy previous generated object
Destroy(GeneratedModel);
spawnedObject.transform.parent = modelDisplay;
spawnedObject.transform.position = modelDisplay.position;
GeneratedModel = spawnedObject;
OnModelReady();
modelGenerationButton.Deactivate();
modelGenerationInProgress = false;
}
private Texture2D CreateTexture(byte[] imageBytes)
{
var tex = new Texture2D(2, 2, TextureFormat.RGBA32, false);
// ImageConversion.LoadImage returns bool (true = success)
if (!ImageConversion.LoadImage(tex, imageBytes, markNonReadable: false))
{
Destroy(tex);
throw new InvalidOperationException("Failed to decode image bytes into Texture2D.");
}
tex.filterMode = FilterMode.Bilinear;
tex.wrapMode = TextureWrapMode.Clamp;
return tex;
}
private Sprite CreateSprite(Texture2D tex)
{
var sprite = Sprite.Create(
tex,
new Rect(0, 0, tex.width, tex.height),
new Vector2(0.5f, 0.5f),
pixelsPerUnit: 100f
);
return sprite;
}
private void OnModelReady()
{
foreach (MeshRenderer meshRenderer in wire.GetComponentsInChildren<MeshRenderer>())
{
meshRenderer.material = wireActiveMaterial;
}
modelDisplay.GetComponent<MeshRenderer>().material = modelDisplayActiveMaterial;
}
}