96 lines
3.9 KiB
C#
96 lines
3.9 KiB
C#
#pragma warning disable 649
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using System.IO;
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using TriLibCore.General;
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using TriLibCore.Mappers;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace TriLibCore.Samples
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{
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/// <summary>
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/// Represents a sample that loads the "TriLibSample.obj" Model from the "Models" folder
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/// using a File Stream and sample Mappers to find external Resources and Textures.
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/// </summary>
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public class LoadModelFromStreamSample : MonoBehaviour
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{
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#if UNITY_EDITOR
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/// <summary>
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/// The Model asset used to locate the filename when running in Unity Editor.
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/// </summary>
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[SerializeField]
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private Object ModelAsset;
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#endif
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/// <summary>
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/// Returns the path to the "TriLibSample.obj" Model.
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/// </summary>
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private string ModelPath
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{
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get
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{
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#if UNITY_EDITOR
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return AssetDatabase.GetAssetPath(ModelAsset);
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#else
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return "Models/TriLibSampleModel.obj";
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#endif
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}
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}
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/// <summary>
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/// Creates the AssetLoaderOptions instance, adds the sample Mappers to it and loads the Model from a File Stream.
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/// </summary>
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/// <remarks>
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/// You can create the AssetLoaderOptions by right clicking on the Assets Explorer and selecting "TriLib->Create->AssetLoaderOptions->Pre-Built AssetLoaderOptions".
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/// You can configure the Mappers straight into the AssetLoaderOptions instance in the Editor.
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/// You can create Mapper assets from existing Mapper Scripts by right-clicking them on the Assets Explorer and selecting "Create Mapper Instance".
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/// </remarks>
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private void Start()
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{
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var assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions();
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assetLoaderOptions.ExternalDataMapper = ScriptableObject.CreateInstance<ExternalDataMapperSample>();
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assetLoaderOptions.TextureMapper = ScriptableObject.CreateInstance<TextureMapperSample>();
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AssetLoader.LoadModelFromStream(File.OpenRead(ModelPath), ModelPath, null, OnLoad, OnMaterialsLoad, OnProgress, OnError, null, assetLoaderOptions);
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}
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/// <summary>
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/// Called when any error occurs.
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/// </summary>
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/// <param name="obj">The contextualized error, containing the original exception and the context passed to the method where the error was thrown.</param>
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private void OnError(IContextualizedError obj)
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{
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Debug.LogError($"An error occurred while loading your Model: {obj.GetInnerException()}");
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}
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/// <summary>
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/// Called when the Model loading progress changes.
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/// </summary>
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/// <param name="assetLoaderContext">The context used to load the Model.</param>
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/// <param name="progress">The loading progress.</param>
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private void OnProgress(AssetLoaderContext assetLoaderContext, float progress)
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{
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Debug.Log($"Loading Model. Progress: {progress:P}");
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}
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/// <summary>
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/// Called when the Model (including Textures and Materials) has been fully loaded.
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/// </summary>
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/// <remarks>The loaded GameObject is available on the assetLoaderContext.RootGameObject field.</remarks>
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/// <param name="assetLoaderContext">The context used to load the Model.</param>
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private void OnMaterialsLoad(AssetLoaderContext assetLoaderContext)
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{
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Debug.Log("Materials loaded. Model fully loaded.");
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}
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/// <summary>
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/// Called when the Model Meshes and hierarchy are loaded.
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/// </summary>
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/// <remarks>The loaded GameObject is available on the assetLoaderContext.RootGameObject field.</remarks>
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/// <param name="assetLoaderContext">The context used to load the Model.</param>
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private void OnLoad(AssetLoaderContext assetLoaderContext)
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{
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Debug.Log("Model loaded. Loading materials.");
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}
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}
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}
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