private IEnumerator ImportVariableRoutine(IDataLoader _loader, ITimeStepDataAssetBuilder _timestepDataAssetBuilder, string _projectFolder, List <TimeStepDataAsset> _timestepDataAssetList, Utils.BitDepth _bitDepth, IProgress <float> _progress) { // We assume every directory is a time stamp which contains the level tiffs string[] directories = Directory.GetDirectories(_projectFolder); Log.Info(this, "Start variable importing routine"); for (int i = 0; i < directories.Length; i++) { string directory = directories[i]; Log.Info(this, "Creating asset from image from " + directory); TimeStepDataAsset asset = _timestepDataAssetBuilder.BuildTimestepDataAssetFromData(_loader.ImportImageFiles(directory)); _timestepDataAssetList.Add(asset); // Report progress float progression = (i + 1) / ( float )directories.Length; _progress.Report(progression); yield return(null); } yield return(null); }
private IEnumerator LoadVariableRoutine(string _variableFolder, ITimeStepDataAssetBuilder _timestepDataAssetBuilder, List <TimeStepDataAsset> _timestepDataAssetList, IVariable variable, Utils.BitDepth _bitDepth, IProgress <float> _progress) { string assetPath = Path.Combine(_variableFolder, Globals.TEXTURE3D_FOLDER_NAME); Log.Info(this, "Look for assets at " + assetPath); string[] assets = Directory.GetFiles(assetPath); Log.Info(this, "Found " + assets.Length + " assets"); Texture3D asset = null; int assetFileIndex = 0; foreach (string file in assets) { if (file.EndsWith(".asset")) { Log.Info(this, "Found " + file); asset = AssetDatabase.LoadAssetAtPath <Texture3D>(file); TimeStepDataAsset timestepAsset = _timestepDataAssetBuilder.BuildTimestepDataAssetFromTexture(asset); _timestepDataAssetList.Add(timestepAsset); assetFileIndex++; // Report progress _progress.Report(Utils.CalculateProgress(assetFileIndex, assets.Length)); yield return(null); } } Log.Info(this, "Found " + assetFileIndex + " assets"); yield return(null); }