Add support for loading a glTF from an arbitrary stream
I've mostly kept the existing implementation of GltfImport.LoadFile(), but modified it to support any kind of stream (as long as the stream is readable). While loading from a file stream does probably cover most use cases, being able to load from any kind of stream does offer some benefints, e.g. when loading a glTF from a MemoryStream that is already in memory. My personal use case is loading a glTF from a zip archive's DeflateStream directly without having to decrompress the entire file first.
There is a slight downside with this new implementation: the parsing of the JSON string can not be cancelled. A override of StreamReader.ReadToEndAsync() that takes a cancellation token exists in .NET 7, but I guess it will take a while until Unity catches up with that. That being said, I think that shouldn't be an issue, as glTFast parses JSON very fast and we can still cancel before starting to parse binary data.
I've originally opened a PR in https://github.com/atteneder/glTFast/pull/646, but I'm reopening it here since it was suggested to do so in https://github.com/atteneder/glTFast/issues/650#issuecomment-1757855125.