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