private void InitScenario() { // First release any previously loaded objects foreach (GameObject car in cars) { Destroy(car); } cars.Clear(); if (envModel != null) { Destroy(envModel); } if (ESMiniLib.SE_Init(Application.streamingAssetsPath + OSC_filename, disable_controllers ? 1 : 0, OSG_visualization ? 1 : 0, threads ? 1 : 0, 0) != 0) // don't create .dat-recording for replayer { print("failed to load scenario"); return; } // Load environment 3D model string sceneGraphFilename = Marshal.PtrToStringAnsi(ESMiniLib.SE_GetSceneGraphFilename()); Debug.Log("Loading " + Path.GetFileNameWithoutExtension(sceneGraphFilename)); envModel = (GameObject)Instantiate(Resources.Load(Path.GetFileNameWithoutExtension(sceneGraphFilename))); }
private void InitScenario() { // First release any previously loaded objects foreach (GameObject car in cars) { Destroy(car); } cars.Clear(); if (envModel != null) { Destroy(envModel); } if (ESMiniLib.SE_Init(Application.streamingAssetsPath + OSC_filename, disable_controllers ? 1 : 0, OSG_visualization ? 1 : 0, threads ? 1 : 0, 0) != 0) // don't create .dat-recording for replayer { print("failed to load scenario"); return; } // Load environment 3D model string sceneGraphFilename = Marshal.PtrToStringAnsi(ESMiniLib.SE_GetSceneGraphFilename()); Debug.Log("Loading " + Path.GetFileNameWithoutExtension(sceneGraphFilename)); envModel = (GameObject)Instantiate(Resources.Load(Path.GetFileNameWithoutExtension(sceneGraphFilename))); // Fetch names of entities within the scenario int nObjects = ESMiniLib.SE_GetNumberOfObjects(); for (int i = 0; i < nObjects; i++) { string typeName = Marshal.PtrToStringAnsi(ESMiniLib.SE_GetObjectTypeName(i)); string objectName = Marshal.PtrToStringAnsi(ESMiniLib.SE_GetObjectName(i)); string modelFileName = Marshal.PtrToStringAnsi(ESMiniLib.SE_GetObjectModelFileName(i)); Debug.Log("Object[" + i + "]: " + objectName + " (type: " + typeName + ", model: " + modelFileName + ")"); } }