forked from google/draco
-
Notifications
You must be signed in to change notification settings - Fork 0
/
DracoDecodingObject.cs
42 lines (39 loc) · 1.44 KB
/
DracoDecodingObject.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
// Copyright 2017 The Draco Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class DracoDecodingObject : MonoBehaviour {
// This function will be used when the GameObject is initialized.
void Start() {
List<Mesh> mesh = new List<Mesh>();
DracoMeshLoader dracoLoader = new DracoMeshLoader();
/*
* Here we use the compressed Bunny model as example.
* It's in unity/Resources/bunny.drc.bytes.
* Please see README.md for details.
*/
int numFaces = dracoLoader.LoadMeshFromAsset("bunny.drc", ref mesh);
/* Note: You need to add MeshFilter (and MeshRenderer) to your GameObject.
* Or you can do something like the following in script:
* AddComponent<MeshFilter>();
*/
if (numFaces > 0) {
GetComponent<MeshFilter>().mesh = mesh[0];
}
}
}