Dan
4 年前
当前提交
38207c06
共有 106 个文件被更改,包括 18673 次插入 和 179 次删除
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60Assets/Common/Fonts/Roboto-Medium SDF.asset
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19Assets/Common/Scripts/CenterScreenHelper.cs
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19Assets/Common/Scripts/PlacementReticle.cs
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6Assets/Meshing/Art/Materials/BaseMeshMat.mat
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21Assets/Meshing/Art/Materials/CeilingMeshMat.mat
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21Assets/Meshing/Art/Materials/DoorMeshMat.mat
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17Assets/Meshing/Art/Materials/FloorMeshPrefab.mat
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21Assets/Meshing/Art/Materials/NoneMeshMat.mat
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21Assets/Meshing/Art/Materials/SeatMeshMat.mat
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21Assets/Meshing/Art/Materials/TableMeshMat.mat
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21Assets/Meshing/Art/Materials/WallMeshMat.mat
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21Assets/Meshing/Art/Materials/WindowMeshMat.mat
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40Assets/Meshing/Prefabs/BaseMeshPrefab.prefab
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980Assets/Meshing/Scenes/Meshing.unity
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93Assets/Meshing/Scripts/ClassificationPlacementManager.cs
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12Assets/Meshing/Scripts/MeshClassificationManager.cs
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2Assets/Meshing/Scripts/MeshClassificationFracking.cs.meta
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2Packages/manifest.json
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2ProjectSettings/EditorBuildSettings.asset
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4ProjectSettings/ProjectSettings.asset
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8Assets/Common/Localization.meta
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95Assets/Common/Prefabs/Reticle.prefab
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7Assets/Common/Prefabs/Reticle.prefab.meta
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8Assets/Editor.meta
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77Assets/Meshing/Art/Materials/AlarmclockMat.mat
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8Assets/Meshing/Art/Materials/AlarmclockMat.mat.meta
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77Assets/Meshing/Art/Materials/BowlApplesMat.mat
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8Assets/Meshing/Art/Materials/BowlApplesMat.mat.meta
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78Assets/Meshing/Art/Materials/ChairMat.mat
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8Assets/Meshing/Art/Materials/ChairMat.mat.meta
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77Assets/Meshing/Art/Materials/ClockMat.mat
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8Assets/Meshing/Art/Materials/ClockMat.mat.meta
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77Assets/Meshing/Art/Materials/DeskLampMat.mat
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8Assets/Meshing/Art/Materials/DeskLampMat.mat.meta
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77Assets/Meshing/Art/Materials/HouseplantMat.mat
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8Assets/Meshing/Art/Materials/HouseplantMat.mat.meta
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77Assets/Meshing/Art/Materials/NightstandMat.mat
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8Assets/Meshing/Art/Materials/NightstandMat.mat.meta
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77Assets/Meshing/Art/Materials/PictureFrame1Mat.mat
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8Assets/Meshing/Art/Materials/PictureFrame1Mat.mat.meta
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77Assets/Meshing/Art/Materials/PictureFrame2Mat.mat
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8Assets/Meshing/Art/Materials/PictureFrame2Mat.mat.meta
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8Assets/Meshing/Art/Meshes.meta
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8Assets/Meshing/Art/Textures.meta
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112Assets/Meshing/Prefabs/AlarmClock.prefab
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7Assets/Meshing/Prefabs/AlarmClock.prefab.meta
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112Assets/Meshing/Prefabs/BowlApples.prefab
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7Assets/Meshing/Prefabs/BowlApples.prefab.meta
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112Assets/Meshing/Prefabs/Chair.prefab
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7Assets/Meshing/Prefabs/Chair.prefab.meta
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112Assets/Meshing/Prefabs/Clock.prefab
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7Assets/Meshing/Prefabs/Clock.prefab.meta
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112Assets/Meshing/Prefabs/DeskLamp.prefab
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7Assets/Meshing/Prefabs/DeskLamp.prefab.meta
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112Assets/Meshing/Prefabs/Houseplant.prefab
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7Assets/Meshing/Prefabs/Houseplant.prefab.meta
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112Assets/Meshing/Prefabs/Nightstand.prefab
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7Assets/Meshing/Prefabs/Nightstand.prefab.meta
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112Assets/Meshing/Prefabs/PictureFrame1.prefab
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7Assets/Meshing/Prefabs/PictureFrame1.prefab.meta
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112Assets/Meshing/Prefabs/PictureFrame2.prefab
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7Assets/Meshing/Prefabs/PictureFrame2.prefab.meta
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369Assets/Meshing/Scripts/MeshClassificationFracking.cs
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32Assets/Editor/IosAppendExceptionFix.cs
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11Assets/Editor/IosAppendExceptionFix.cs.meta
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1001Assets/Meshing/Art/Meshes/AlarmClock.fbx
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97Assets/Meshing/Art/Meshes/AlarmClock.fbx.meta
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1001Assets/Meshing/Art/Meshes/BowlApples.fbx
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97Assets/Meshing/Art/Meshes/BowlApples.fbx.meta
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1001Assets/Meshing/Art/Meshes/Chair.fbx
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97Assets/Meshing/Art/Meshes/Chair.fbx.meta
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1001Assets/Meshing/Art/Meshes/Clock.fbx
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97Assets/Meshing/Art/Meshes/Clock.fbx.meta
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1001Assets/Meshing/Art/Meshes/DeskLamp.fbx
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97Assets/Meshing/Art/Meshes/DeskLamp.fbx.meta
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1001Assets/Meshing/Art/Meshes/Houseplant.fbx
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97Assets/Meshing/Art/Meshes/Houseplant.fbx.meta
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465Assets/Meshing/Art/Meshes/Nightstand.fbx
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97Assets/Meshing/Art/Meshes/Nightstand.fbx.meta
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306Assets/Meshing/Art/Meshes/PictureFrame1.fbx
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97Assets/Meshing/Art/Meshes/PictureFrame1.fbx.meta
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963Assets/Meshing/Art/Meshes/PictureFrame2.fbx
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97Assets/Meshing/Art/Meshes/PictureFrame2.fbx.meta
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519Assets/Meshing/Art/Textures/Apple_03Ambient_Occlusion.jpg
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92Assets/Meshing/Art/Textures/Apple_03Ambient_Occlusion.jpg.meta
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1001Assets/Meshing/Art/Textures/Chair_32in_DR003Ambient_Occlusion.jpg
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92Assets/Meshing/Art/Textures/Chair_32in_DR003Ambient_Occlusion.jpg.meta
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908Assets/Meshing/Art/Textures/Clock_24in_LR001Ambient_Occlusion.jpg
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92Assets/Meshing/Art/Textures/Clock_24in_LR001Ambient_Occlusion.jpg.meta
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1001Assets/Meshing/Art/Textures/DeskLamp_13in_CN001Ambient_Occlusion.jpg
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92Assets/Meshing/Art/Textures/DeskLamp_13in_CN001Ambient_Occlusion.jpg.meta
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757Assets/Meshing/Art/Textures/FBX_2AlarmClock_BR001Ambient_Occlusion.jpg
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92Assets/Meshing/Art/Textures/FBX_2AlarmClock_BR001Ambient_Occlusion.jpg.meta
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1001Assets/Meshing/Art/Textures/Houseplant_5ft_001Ambient_Occlusion.jpg
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92Assets/Meshing/Art/Textures/Houseplant_5ft_001Ambient_Occlusion.jpg.meta
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622Assets/Meshing/Art/Textures/PictureFrame_16x20in_002Ambient_Occlusion.jpg
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92Assets/Meshing/Art/Textures/PictureFrame_16x20in_002Ambient_Occlusion.jpg.meta
60
Assets/Common/Fonts/Roboto-Medium SDF.asset
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文件差异内容过多而无法显示
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980
Assets/Meshing/Scenes/Meshing.unity
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|||
using System; |
|||
using System.Collections.Generic; |
|||
using Unity.Collections; |
|||
using UnityEngine; |
|||
using UnityEngine.XR; |
|||
using UnityEngine.XR.ARFoundation; |
|||
using UnityEngine.XR.ARSubsystems; |
|||
#if UNITY_IOS
|
|||
using UnityEngine.XR.ARKit; |
|||
#endif // UNITY_IOS && !UNITY_EDITOR
|
|||
|
|||
using Object = UnityEngine.Object; |
|||
|
|||
namespace UnityEngine.XR.ARFoundation.Samples |
|||
{ |
|||
public class MeshClassificationFracking : MonoBehaviour |
|||
{ |
|||
/// <summary>
|
|||
/// The number of mesh classifications detected.
|
|||
/// </summary>
|
|||
const int k_NumClassifications = 8; |
|||
|
|||
/// <summary>
|
|||
/// The mesh manager for the scene.
|
|||
/// </summary>
|
|||
public ARMeshManager m_MeshManager; |
|||
|
|||
/// <summary>
|
|||
/// The mesh prefab for the None classification.
|
|||
/// </summary>
|
|||
public MeshFilter m_NoneMeshPrefab; |
|||
|
|||
/// <summary>
|
|||
/// The mesh prefab for the Wall classification.
|
|||
/// </summary>
|
|||
public MeshFilter m_WallMeshPrefab; |
|||
|
|||
/// <summary>
|
|||
/// The mesh prefab for the Floor classification.
|
|||
/// </summary>
|
|||
public MeshFilter m_FloorMeshPrefab; |
|||
|
|||
/// <summary>
|
|||
/// The mesh prefab for the Ceiling classification.
|
|||
/// </summary>
|
|||
public MeshFilter m_CeilingMeshPrefab; |
|||
|
|||
/// <summary>
|
|||
/// The mesh prefab for the Table classification.
|
|||
/// </summary>
|
|||
public MeshFilter m_TableMeshPrefab; |
|||
|
|||
/// <summary>
|
|||
/// The mesh prefab for the Seat classification.
|
|||
/// </summary>
|
|||
public MeshFilter m_SeatMeshPrefab; |
|||
|
|||
/// <summary>
|
|||
/// The mesh prefab for the Window classification.
|
|||
/// </summary>
|
|||
public MeshFilter m_WindowMeshPrefab; |
|||
|
|||
/// <summary>
|
|||
/// The mesh prefab for the Door classification.
|
|||
/// </summary>
|
|||
public MeshFilter m_DoorMeshPrefab; |
|||
|
|||
#if UNITY_IOS
|
|||
|
|||
/// <summary>
|
|||
/// A mapping from tracking ID to instantiated mesh filters.
|
|||
/// </summary>
|
|||
readonly Dictionary<TrackableId, MeshFilter[]> m_MeshFrackingMap = new Dictionary<TrackableId, MeshFilter[]>(); |
|||
|
|||
/// <summary>
|
|||
/// The delegate to call to breakup a mesh.
|
|||
/// </summary>
|
|||
Action<MeshFilter> m_BreakupMeshAction; |
|||
|
|||
/// <summary>
|
|||
/// The delegate to call to update a mesh.
|
|||
/// </summary>
|
|||
Action<MeshFilter> m_UpdateMeshAction; |
|||
|
|||
/// <summary>
|
|||
/// The delegate to call to remove a mesh.
|
|||
/// </summary>
|
|||
Action<MeshFilter> m_RemoveMeshAction; |
|||
|
|||
/// <summary>
|
|||
/// An array to store the triangle vertices of the base mesh.
|
|||
/// </summary>
|
|||
readonly List<int> m_BaseTriangles = new List<int>(); |
|||
|
|||
/// <summary>
|
|||
/// An array to store the triangle vertices of the classified mesh.
|
|||
/// </summary>
|
|||
readonly List<int> m_ClassifiedTriangles = new List<int>(); |
|||
|
|||
readonly List<Material> m_SharedPrefabMats = new List<Material>(); |
|||
|
|||
const float k_StartAlpha = 0.3f; |
|||
bool m_ShowingMeshes = true; |
|||
|
|||
/// <summary>
|
|||
/// On awake, set up the mesh filter delegates.
|
|||
/// </summary>
|
|||
void Awake() |
|||
{ |
|||
m_BreakupMeshAction = new Action<MeshFilter>(BreakupMesh); |
|||
m_UpdateMeshAction = new Action<MeshFilter>(UpdateMesh); |
|||
m_RemoveMeshAction = new Action<MeshFilter>(RemoveMesh); |
|||
|
|||
m_SharedPrefabMats.Add(m_NoneMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial); |
|||
m_SharedPrefabMats.Add(m_WallMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial); |
|||
m_SharedPrefabMats.Add(m_FloorMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial); |
|||
m_SharedPrefabMats.Add((m_CeilingMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial)); |
|||
m_SharedPrefabMats.Add(m_TableMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial); |
|||
m_SharedPrefabMats.Add(m_SeatMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial); |
|||
m_SharedPrefabMats.Add(m_WindowMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial); |
|||
m_SharedPrefabMats.Add(m_DoorMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// On enable, subscribe to the meshes changed event.
|
|||
/// </summary>
|
|||
void OnEnable() |
|||
{ |
|||
Debug.Assert(m_MeshManager != null, "mesh manager cannot be null"); |
|||
m_MeshManager.meshesChanged += OnMeshesChanged; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// On disable, unsubscribe from the meshes changed event.
|
|||
/// </summary>
|
|||
void OnDisable() |
|||
{ |
|||
Debug.Assert(m_MeshManager != null, "mesh manager cannot be null"); |
|||
m_MeshManager.meshesChanged -= OnMeshesChanged; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// When the meshes change, update the scene meshes.
|
|||
/// </summary>
|
|||
void OnMeshesChanged(ARMeshesChangedEventArgs args) |
|||
{ |
|||
if (args.added != null) |
|||
{ |
|||
args.added.ForEach(m_BreakupMeshAction); |
|||
} |
|||
|
|||
if (args.updated != null) |
|||
{ |
|||
args.updated.ForEach(m_UpdateMeshAction); |
|||
} |
|||
|
|||
if (args.removed != null) |
|||
{ |
|||
args.removed.ForEach(m_RemoveMeshAction); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Parse the trackable ID from the mesh filter name.
|
|||
/// </summary>
|
|||
/// <param name="meshFilterName">The mesh filter name containing the trackable ID.</param>
|
|||
/// <returns>
|
|||
/// The trackable ID parsed from the string.
|
|||
/// </returns>
|
|||
TrackableId ExtractTrackableId(string meshFilterName) |
|||
{ |
|||
string[] nameSplit = meshFilterName.Split(' '); |
|||
return new TrackableId(nameSplit[1]); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Given a base mesh, the face classifications for all faces in the mesh, and a single face classification to
|
|||
/// extract, extract into a new mesh only the faces that have the selected face classification.
|
|||
/// </summary>
|
|||
/// <param name="baseMesh">The original base mesh.</param>
|
|||
/// <param name="faceClassifications">The array of face classifications for each triangle in the
|
|||
/// <paramref name="baseMesh"/></param>
|
|||
/// <param name="selectedMeshClassification">A single classification to extract the faces from the
|
|||
/// <paramref="baseMesh"/>into the <paramref name="classifiedMesh"/></param>
|
|||
/// <param name="classifiedMesh">The output mesh to be updated with the extracted mesh.</param>
|
|||
void ExtractClassifiedMesh(Mesh baseMesh, NativeArray<ARMeshClassification> faceClassifications, ARMeshClassification selectedMeshClassification, Mesh classifiedMesh) |
|||
{ |
|||
// Count the number of faces matching the selected classification.
|
|||
int classifiedFaceCount = 0; |
|||
for (int i = 0; i < faceClassifications.Length; ++i) |
|||
{ |
|||
if (faceClassifications[i] == selectedMeshClassification) |
|||
{ |
|||
++classifiedFaceCount; |
|||
} |
|||
} |
|||
|
|||
// Clear the existing mesh.
|
|||
classifiedMesh.Clear(); |
|||
|
|||
// If there were matching face classifications, build a new mesh from the base mesh.
|
|||
if (classifiedFaceCount > 0) |
|||
{ |
|||
baseMesh.GetTriangles(m_BaseTriangles, 0); |
|||
Debug.Assert(m_BaseTriangles.Count == (faceClassifications.Length * 3), |
|||
"unexpected mismatch between triangle count and face classification count"); |
|||
|
|||
m_ClassifiedTriangles.Clear(); |
|||
m_ClassifiedTriangles.Capacity = classifiedFaceCount * 3; |
|||
|
|||
for (int i = 0; i < faceClassifications.Length; ++i) |
|||
{ |
|||
if (faceClassifications[i] == selectedMeshClassification) |
|||
{ |
|||
int baseTriangleIndex = i * 3; |
|||
|
|||
m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 0]); |
|||
m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 1]); |
|||
m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 2]); |
|||
} |
|||
} |
|||
|
|||
classifiedMesh.vertices = baseMesh.vertices; |
|||
classifiedMesh.normals = baseMesh.normals; |
|||
classifiedMesh.SetTriangles(m_ClassifiedTriangles, 0); |
|||
} |
|||
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Break up a single mesh with multiple face classifications into submeshes, each with an unique and uniform mesh
|
|||
/// classification.
|
|||
/// </summary>
|
|||
/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
|
|||
void BreakupMesh(MeshFilter meshFilter) |
|||
{ |
|||
XRMeshSubsystem meshSubsystem = m_MeshManager.subsystem as XRMeshSubsystem; |
|||
if (meshSubsystem == null) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
var meshId = ExtractTrackableId(meshFilter.name); |
|||
var faceClassifications = meshSubsystem.GetFaceClassifications(meshId, Allocator.Persistent); |
|||
|
|||
if (!faceClassifications.IsCreated) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
using (faceClassifications) |
|||
{ |
|||
if (faceClassifications.Length <= 0) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
var parent = meshFilter.transform.parent; |
|||
|
|||
MeshFilter[] meshFilters = new MeshFilter[k_NumClassifications]; |
|||
|
|||
meshFilters[(int)ARMeshClassification.None] = (m_NoneMeshPrefab == null) ? null : Instantiate(m_NoneMeshPrefab, parent); |
|||
meshFilters[(int)ARMeshClassification.Wall] = (m_WallMeshPrefab == null) ? null : Instantiate(m_WallMeshPrefab, parent); |
|||
meshFilters[(int)ARMeshClassification.Floor] = (m_FloorMeshPrefab == null) ? null : Instantiate(m_FloorMeshPrefab, parent); |
|||
meshFilters[(int)ARMeshClassification.Ceiling] = (m_CeilingMeshPrefab == null) ? null : Instantiate(m_CeilingMeshPrefab, parent); |
|||
meshFilters[(int)ARMeshClassification.Table] = (m_TableMeshPrefab == null) ? null : Instantiate(m_TableMeshPrefab, parent); |
|||
meshFilters[(int)ARMeshClassification.Seat] = (m_SeatMeshPrefab == null) ? null : Instantiate(m_SeatMeshPrefab, parent); |
|||
meshFilters[(int)ARMeshClassification.Window] = (m_WindowMeshPrefab == null) ? null : Instantiate(m_WindowMeshPrefab, parent); |
|||
meshFilters[(int)ARMeshClassification.Door] = (m_DoorMeshPrefab == null) ? null : Instantiate(m_DoorMeshPrefab, parent); |
|||
|
|||
m_MeshFrackingMap[meshId] = meshFilters; |
|||
|
|||
var baseMesh = meshFilter.sharedMesh; |
|||
for (int i = 0; i < k_NumClassifications; ++i) |
|||
{ |
|||
var classifiedMeshFilter = meshFilters[i]; |
|||
if (classifiedMeshFilter != null) |
|||
{ |
|||
var classifiedMesh = classifiedMeshFilter.mesh; |
|||
ExtractClassifiedMesh(baseMesh, faceClassifications, (ARMeshClassification)i, classifiedMesh); |
|||
meshFilters[i].mesh = classifiedMesh; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Update the submeshes corresponding to the single mesh with multiple face classifications into submeshes.
|
|||
/// </summary>
|
|||
/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
|
|||
void UpdateMesh(MeshFilter meshFilter) |
|||
{ |
|||
XRMeshSubsystem meshSubsystem = m_MeshManager.subsystem as XRMeshSubsystem; |
|||
if (meshSubsystem == null) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
var meshId = ExtractTrackableId(meshFilter.name); |
|||
var faceClassifications = meshSubsystem.GetFaceClassifications(meshId, Allocator.Persistent); |
|||
|
|||
if (!faceClassifications.IsCreated) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
using (faceClassifications) |
|||
{ |
|||
if (faceClassifications.Length <= 0) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
var meshFilters = m_MeshFrackingMap[meshId]; |
|||
|
|||
var baseMesh = meshFilter.sharedMesh; |
|||
for (int i = 0; i < k_NumClassifications; ++i) |
|||
{ |
|||
var classifiedMeshFilter = meshFilters[i]; |
|||
if (classifiedMeshFilter != null) |
|||
{ |
|||
var classifiedMesh = classifiedMeshFilter.mesh; |
|||
ExtractClassifiedMesh(baseMesh, faceClassifications, (ARMeshClassification)i, classifiedMesh); |
|||
meshFilters[i].mesh = classifiedMesh; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Remove the submeshes corresponding to the single mesh.
|
|||
/// </summary>
|
|||
/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
|
|||
void RemoveMesh(MeshFilter meshFilter) |
|||
{ |
|||
var meshId = ExtractTrackableId(meshFilter.name); |
|||
var meshFilters = m_MeshFrackingMap[meshId]; |
|||
for (int i = 0; i < k_NumClassifications; ++i) |
|||
{ |
|||
var classifiedMeshFilter = meshFilters[i]; |
|||
if (classifiedMeshFilter != null) |
|||
{ |
|||
Object.Destroy(classifiedMeshFilter); |
|||
} |
|||
} |
|||
|
|||
m_MeshFrackingMap.Remove(meshId); |
|||
} |
|||
|
|||
public void ToggleVisability() |
|||
{ |
|||
foreach (Material mat in m_SharedPrefabMats) |
|||
{ |
|||
if (m_ShowingMeshes) |
|||
{ |
|||
mat.color = new Color(mat.color.r, mat.color.g, mat.color.b, 0); |
|||
} |
|||
else |
|||
{ |
|||
mat.color = new Color(mat.color.r, mat.color.g, mat.color.b, k_StartAlpha); |
|||
} |
|||
} |
|||
m_ShowingMeshes = !m_ShowingMeshes; |
|||
} |
|||
#endif // UNITY_IOS && !UNITY_EDITOR
|
|||
} |
|||
|
|||
|
|||
} |
|
|||
using System.IO; |
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
using UnityEditor.Build; |
|||
using UnityEditor.Build.Reporting; |
|||
|
|||
public class IosAppendExceptionFix : IPreprocessBuildWithReport |
|||
{ |
|||
public int callbackOrder => 0; |
|||
|
|||
public void OnPreprocessBuild(BuildReport report) |
|||
{ |
|||
if (report.summary.platform != BuildTarget.iOS) |
|||
return; |
|||
|
|||
var buildPath = report.summary.outputPath; |
|||
var catalogPath = Path.Combine(buildPath, "Unity-iPhone", "Images.xcassets"); |
|||
if (!Directory.Exists(catalogPath)) { |
|||
Debug.LogError("Could not find assets catalog at path: " + catalogPath); |
|||
return; |
|||
} |
|||
|
|||
var launchimagePath = Path.Combine(catalogPath, "LaunchImage.launchimage"); |
|||
if (Directory.Exists(launchimagePath)) { |
|||
// Nothing to do
|
|||
return; |
|||
} |
|||
|
|||
Debug.Log("Created LaunchImage.launchimage directory to work around exception during Unity iOS append builds"); |
|||
Directory.CreateDirectory(launchimagePath); |
|||
} |
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} |
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查看文件
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查看文件
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查看文件
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查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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Kaydara FBX Binary � j FBXHeaderExtension\ FBXHeaderVersionI� x |
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FBXVersionI� � EncryptionTypeI � CreationTimeStamp� VersionI� � YearI� � MonthI DayI |
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