Migrating from TriLib 1 to TriLib 2: mudanças entre as edições
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When loading a model from a file in TriLib 1, the following snippets are used: | When loading a model from a file in TriLib 1, the following snippets are used: | ||
< | <pre> | ||
// TriLib 1 Code | // TriLib 1 Code | ||
// -------------------- | // -------------------- | ||
using (var assetLoader = new AssetLoader()) { | using (var assetLoader = new AssetLoader()) { | ||
var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); //Creates the AssetLoaderOptions instance. | var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); //Creates the AssetLoaderOptions instance. | ||
var wrapperGameObject = gameObject; //Sets the game object where your model will be loaded into. | |||
var wrapperGameObject = gameObject; //Sets the game object where your model will be loaded into. | |||
var myGameObject = assetLoader.LoadFromFile("PATH TO MY FILE.FBX", assetLoaderOptions, wrapperGameObject); //Loads the model synchronously and stores the reference in myGameObject. | var myGameObject = assetLoader.LoadFromFile("PATH TO MY FILE.FBX", assetLoaderOptions, wrapperGameObject); //Loads the model synchronously and stores the reference in myGameObject. | ||
} | } | ||
</ | </pre> | ||
< | <pre> | ||
// TriLib 1 Code | // TriLib 1 Code | ||
// -------------------- | // -------------------- | ||
using (var assetLoaderAsync = new AssetLoaderAsync()) { | using (var assetLoaderAsync = new AssetLoaderAsync()) { | ||
var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); //Creates the AssetLoaderOptions instance. | var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); //Creates the AssetLoaderOptions instance. | ||
var wrapperGameObject = gameObject; //Sets the game object where your model will be loaded into. | var wrapperGameObject = gameObject; //Sets the game object where your model will be loaded into. | ||
var thread = assetLoaderAsync.LoadFromFile("PATH TO MY FILE.FBX", assetLoaderOptions, wrapperGameObject, delegate(GameObject myGameObject) { | var thread = assetLoaderAsync.LoadFromFile("PATH TO MY FILE.FBX", assetLoaderOptions, wrapperGameObject, delegate(GameObject myGameObject) { | ||
//Here you can get the reference to the loaded model using myGameObject. | //Here you can get the reference to the loaded model using myGameObject. | ||
}); //Loads the model asynchronously and returns the reference to the created Task/Thread. | }); //Loads the model asynchronously and returns the reference to the created Task/Thread. | ||
} | } | ||
</ | </pre> | ||
The first difference | The first difference with TriLib 2 is that we don't have to specify whether we want to sync or async load our models. TriLib 2 will use async on platforms that support it and sync loading when there is no async support. | ||
On TriLib 2, we don't have to instantiate an AssetLoader or AssetLoaderAsync class. All loading is done using the AssetLoader static class | * On TriLib 2, we don't have to instantiate an <code>AssetLoader</code> or <code>AssetLoaderAsync</code> class. All loading is now done using the <code>AssetLoader</code> static class. | ||
* TriLib 2 no longer returns a Game Object or a Thread. Instead, it will produce an <code>AssetLoaderContext</code> object containing the loaded Game Object as the <code>RootGameObject</code> field and much more information regarding the model loading. | |||
* TriLib 2 also uses <code>AssetLoaderOptions</code>, but these have changed to adopt a cleaner and file-format agnostic approach. The way we create the <code>AssetLoaderOptions</code> remains the same. | |||
Given these changes, a simple TriLib 2 model loading that matches the TriLib 1 samples above could be reproduced as:<pre> | |||
Given these changes, a simple TriLib 2 model loading that matches the TriLib 1 samples above could be reproduced as: | |||
< | |||
// TriLib 2 Code | // TriLib 2 Code | ||
// -------------------- | // -------------------- | ||
Linha 58: | Linha 39: | ||
var myGameObject = assetLoaderContext.RootGameObject; | var myGameObject = assetLoaderContext.RootGameObject; | ||
}, null, null, null, null, assetLoaderOptions); | }, null, null, null, null, assetLoaderOptions); | ||
</ | </pre> | ||
==Loading a Model from a Custom Source== | ==Loading a Model from a Custom Source== | ||
TriLib 1 allows loading models from byte arrays using a callback to retrieve the custom data, a callback to check if such data exists, and a callback to return custom external textures data from any external resource the model uses: | TriLib 1 allows loading models from byte arrays using a callback to retrieve the custom data, a callback to check if such data exists, and a callback to return custom external textures data from any external resource the model uses: | ||
< | <pre> | ||
// TriLib 1 Code | // TriLib 1 Code | ||
// -------------------- | // -------------------- | ||
Linha 89: | Linha 70: | ||
}); | }); | ||
} | } | ||
</ | </pre> | ||
TriLib 2 uses different approaches to load models from custom data sources: | |||
* First, TriLib 2 works with <code>Stream</code> data reading. | |||
* Second, any external resource the model uses has to be loaded using a class inheriting the <code>ExternalDataMapper</code> class. | |||
* Third, any external texture the model uses has to be loaded using a class inheriting the <code>TextureMapper</code> class. | |||
< | The example below loads a model from a custom Stream and handles its external resources with custom <code>ExternalDataMapper</code> and <code>TextureMapper</code> classes.<pre> | ||
// TriLib 2 Code | // TriLib 2 Code | ||
// -------------------- | // -------------------- | ||
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var modelPath = "PATH_TO_MY_MODEL.FBX"; | var modelPath = "PATH_TO_MY_MODEL.FBX"; | ||
AssetLoader.LoadModelFromStream(File.OpenRead(modelPath), modelPath, null, OnLoad, OnMaterialsLoad, OnProgress, OnError, null, assetLoaderOptions); | AssetLoader.LoadModelFromStream(File.OpenRead(modelPath), modelPath, null, OnLoad, OnMaterialsLoad, OnProgress, OnError, null, assetLoaderOptions); | ||
</ | </pre> | ||
Here are the Mappers used on the code above. One creates | Here are the Mappers used on the code above. One creates a <code>Steam</code> from external resource files, and the other creates a <code>TextureLoadingContext</code> from files: | ||
< | <pre> | ||
// TriLib 2 Code | // TriLib 2 Code | ||
// -------------------- | // -------------------- | ||
Linha 125: | Linha 106: | ||
} | } | ||
} | } | ||
</ | </pre> | ||
< | <pre> | ||
// TriLib 2 Code | // TriLib 2 Code | ||
// -------------------- | // -------------------- | ||
Linha 149: | Linha 130: | ||
} | } | ||
} | } | ||
</ | </pre> |
Edição atual tal como às 09h04min de 18 de maio de 2024
The usage of TriLib 2 is very similar to TriLib 1, but some fundamental changes have been made.
Loading a Model from a File
When loading a model from a file in TriLib 1, the following snippets are used:
// TriLib 1 Code // -------------------- using (var assetLoader = new AssetLoader()) { var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); //Creates the AssetLoaderOptions instance. var wrapperGameObject = gameObject; //Sets the game object where your model will be loaded into. var myGameObject = assetLoader.LoadFromFile("PATH TO MY FILE.FBX", assetLoaderOptions, wrapperGameObject); //Loads the model synchronously and stores the reference in myGameObject. }
// TriLib 1 Code // -------------------- using (var assetLoaderAsync = new AssetLoaderAsync()) { var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); //Creates the AssetLoaderOptions instance. var wrapperGameObject = gameObject; //Sets the game object where your model will be loaded into. var thread = assetLoaderAsync.LoadFromFile("PATH TO MY FILE.FBX", assetLoaderOptions, wrapperGameObject, delegate(GameObject myGameObject) { //Here you can get the reference to the loaded model using myGameObject. }); //Loads the model asynchronously and returns the reference to the created Task/Thread. }
The first difference with TriLib 2 is that we don't have to specify whether we want to sync or async load our models. TriLib 2 will use async on platforms that support it and sync loading when there is no async support.
- On TriLib 2, we don't have to instantiate an
AssetLoader
orAssetLoaderAsync
class. All loading is now done using theAssetLoader
static class. - TriLib 2 no longer returns a Game Object or a Thread. Instead, it will produce an
AssetLoaderContext
object containing the loaded Game Object as theRootGameObject
field and much more information regarding the model loading. - TriLib 2 also uses
AssetLoaderOptions
, but these have changed to adopt a cleaner and file-format agnostic approach. The way we create theAssetLoaderOptions
remains the same.
Given these changes, a simple TriLib 2 model loading that matches the TriLib 1 samples above could be reproduced as:
// TriLib 2 Code // -------------------- var assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions(); AssetLoader.LoadModelFromFile("PATH TO MY FILE.FBX", null, delegate(AssetLoaderContext assetLoaderContext) { var myGameObject = assetLoaderContext.RootGameObject; }, null, null, null, null, assetLoaderOptions);
Loading a Model from a Custom Source
TriLib 1 allows loading models from byte arrays using a callback to retrieve the custom data, a callback to check if such data exists, and a callback to return custom external textures data from any external resource the model uses:
// TriLib 1 Code // -------------------- var modelData = File.ReadAllBytes("PATH_TO_MY_FILE.OBJ"); using (var assetLoader = new AssetLoader()) { var assetLoaderOptions = AssetLoaderOptions.CreateInstance(); var myGameObject = assetLoader.LoadFromMemory(modelData, "MY_FILE.OBJ", assetLoaderOptions, null, "PATH_TO", delegate(string path, int fileId, ref int fileSize) { //External data reading callback var resourceData = File.ReadAllBytes(path); //Reads all external file data fileSize = resourceData.Length; //Retrieves the external file size return resourceData; //Returns the external file data }, delegate(string path, int fileId) { //External data checking callback return File.Exists(path); //Returns true when the external file exists }, delegate (string path, string basePath) { //External texture data reading callback var finalPath = Path.Combine(basePath, path); //Combines the model base path with the texture path if (File.Exists(finalPath)) { //Checks if there is a file on the combined path return File.ReadAllBytes(finalPath); //Returns the file data } return null; //Returns null when the given file could not be found }, delegate (float progress) { //Progress handling callback Debug.Log("Loaded:" + progress); //Writes the model loading progress to the console }); }
TriLib 2 uses different approaches to load models from custom data sources:
- First, TriLib 2 works with
Stream
data reading. - Second, any external resource the model uses has to be loaded using a class inheriting the
ExternalDataMapper
class. - Third, any external texture the model uses has to be loaded using a class inheriting the
TextureMapper
class.
The example below loads a model from a custom Stream and handles its external resources with custom ExternalDataMapper
and TextureMapper
classes.
// TriLib 2 Code // -------------------- var assetLoaderOptions = AssetLoader.CreateDefaultLoaderOptions(); assetLoaderOptions.ExternalDataMapper = ScriptableObject.CreateInstance<ExternalDataMapperSample>(); assetLoaderOptions.TextureMapper = ScriptableObject.CreateInstance<TextureMapperSample>(); var modelPath = "PATH_TO_MY_MODEL.FBX"; AssetLoader.LoadModelFromStream(File.OpenRead(modelPath), modelPath, null, OnLoad, OnMaterialsLoad, OnProgress, OnError, null, assetLoaderOptions);
Here are the Mappers used on the code above. One creates a Steam
from external resource files, and the other creates a TextureLoadingContext
from files:
// TriLib 2 Code // -------------------- public class ExternalDataMapperSample : ExternalDataMapper { public override Stream Map(AssetLoaderContext assetLoaderContext, string originalFilename, out string finalPath) { finalPath = $"{assetLoaderContext.BasePath}/{FileUtils.GetFilename(originalFilename)}"; if (File.Exists(finalPath)) { Debug.Log($"Found external file at: {finalPath}"); return File.OpenRead(finalPath); } throw new Exception($"File {originalFilename} not found."); } }
// TriLib 2 Code // -------------------- public class TextureMapperSample : TextureMapper { public override TextureLoadingContext Map(AssetLoaderContext assetLoaderContext, ITexture texture) { var finalPath = $"{assetLoaderContext.BasePath}/{FileUtils.GetFilename(texture.Filename)}"; if (File.Exists(finalPath)) { var textureLoadingContext = new TextureLoadingContext { Context = assetLoaderContext, Stream = File.OpenRead(finalPath), Texture = texture }; Debug.Log($"Found texture at: {finalPath}"); return textureLoadingContext; } throw new Exception($"Texture {texture.Filename} not found."); } }