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c7b4419 | 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 43 44 45 46 | #include "NMTWrapper.h"
#include <memory>
#include <string>
// Global instance to keep the model loaded in memory for Unity
std::unique_ptr<NMT::NMTWrapper> g_translator;
// Helper to store the last translated string in memory so Unity can read it
std::string g_last_translation;
extern "C" {
// 1. Initialize the CTranslate2 Model
// Unity will pass the path to the NLLB folder (e.g.,
// Application.streamingAssetsPath + "/nllb_int8")
__declspec(dllexport) void InitModel(const char *model_path) {
if (!g_translator) {
std::string path(model_path);
std::string tokenizer_path = path + "/sentencepiece.bpe.model";
g_translator = std::make_unique<NMT::NMTWrapper>(path, tokenizer_path);
}
}
// 2. Translate Text
// Unity passes English text, and receives a pointer to the translated Italian
// string
__declspec(dllexport) const char *TranslateText(const char *input_text) {
if (!g_translator) {
return "Error: Model not initialized.";
}
std::string input(input_text);
try {
g_last_translation = g_translator->translate(input);
return g_last_translation.c_str();
} catch (const std::exception &e) {
g_last_translation = std::string("Error during translation: ") + e.what();
return g_last_translation.c_str();
}
}
// 3. Free resources when the Unity App closes
__declspec(dllexport) void CleanupModel() { g_translator.reset(); }
}
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