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369 行
14 KiB
369 行
14 KiB
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.XR;
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using UnityEngine.XR.ARFoundation;
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using UnityEngine.XR.ARSubsystems;
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#if UNITY_IOS
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using UnityEngine.XR.ARKit;
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#endif // UNITY_IOS && !UNITY_EDITOR
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using Object = UnityEngine.Object;
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namespace UnityEngine.XR.ARFoundation.Samples
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{
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public class MeshClassificationFracking : MonoBehaviour
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{
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/// <summary>
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/// The number of mesh classifications detected.
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/// </summary>
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const int k_NumClassifications = 8;
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/// <summary>
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/// The mesh manager for the scene.
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/// </summary>
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public ARMeshManager m_MeshManager;
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/// <summary>
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/// The mesh prefab for the None classification.
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/// </summary>
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public MeshFilter m_NoneMeshPrefab;
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/// <summary>
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/// The mesh prefab for the Wall classification.
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/// </summary>
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public MeshFilter m_WallMeshPrefab;
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/// <summary>
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/// The mesh prefab for the Floor classification.
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/// </summary>
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public MeshFilter m_FloorMeshPrefab;
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/// <summary>
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/// The mesh prefab for the Ceiling classification.
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/// </summary>
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public MeshFilter m_CeilingMeshPrefab;
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/// <summary>
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/// The mesh prefab for the Table classification.
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/// </summary>
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public MeshFilter m_TableMeshPrefab;
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/// <summary>
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/// The mesh prefab for the Seat classification.
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/// </summary>
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public MeshFilter m_SeatMeshPrefab;
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/// <summary>
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/// The mesh prefab for the Window classification.
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/// </summary>
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public MeshFilter m_WindowMeshPrefab;
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/// <summary>
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/// The mesh prefab for the Door classification.
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/// </summary>
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public MeshFilter m_DoorMeshPrefab;
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#if UNITY_IOS
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/// <summary>
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/// A mapping from tracking ID to instantiated mesh filters.
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/// </summary>
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readonly Dictionary<TrackableId, MeshFilter[]> m_MeshFrackingMap = new Dictionary<TrackableId, MeshFilter[]>();
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/// <summary>
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/// The delegate to call to breakup a mesh.
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/// </summary>
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Action<MeshFilter> m_BreakupMeshAction;
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/// <summary>
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/// The delegate to call to update a mesh.
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/// </summary>
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Action<MeshFilter> m_UpdateMeshAction;
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/// <summary>
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/// The delegate to call to remove a mesh.
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/// </summary>
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Action<MeshFilter> m_RemoveMeshAction;
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/// <summary>
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/// An array to store the triangle vertices of the base mesh.
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/// </summary>
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readonly List<int> m_BaseTriangles = new List<int>();
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/// <summary>
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/// An array to store the triangle vertices of the classified mesh.
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/// </summary>
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readonly List<int> m_ClassifiedTriangles = new List<int>();
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readonly List<Material> m_SharedPrefabMats = new List<Material>();
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const float k_ShowAlpha = 0.3f;
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bool m_ShowingMeshes = false;
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/// <summary>
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/// On awake, set up the mesh filter delegates.
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/// </summary>
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void Awake()
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{
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m_BreakupMeshAction = new Action<MeshFilter>(BreakupMesh);
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m_UpdateMeshAction = new Action<MeshFilter>(UpdateMesh);
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m_RemoveMeshAction = new Action<MeshFilter>(RemoveMesh);
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m_SharedPrefabMats.Add(m_NoneMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial);
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m_SharedPrefabMats.Add(m_WallMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial);
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m_SharedPrefabMats.Add(m_FloorMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial);
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m_SharedPrefabMats.Add((m_CeilingMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial));
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m_SharedPrefabMats.Add(m_TableMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial);
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m_SharedPrefabMats.Add(m_SeatMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial);
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m_SharedPrefabMats.Add(m_WindowMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial);
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m_SharedPrefabMats.Add(m_DoorMeshPrefab.GetComponent<MeshRenderer>().sharedMaterial);
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}
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/// <summary>
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/// On enable, subscribe to the meshes changed event.
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/// </summary>
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void OnEnable()
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{
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Debug.Assert(m_MeshManager != null, "mesh manager cannot be null");
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m_MeshManager.meshesChanged += OnMeshesChanged;
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}
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/// <summary>
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/// On disable, unsubscribe from the meshes changed event.
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/// </summary>
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void OnDisable()
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{
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Debug.Assert(m_MeshManager != null, "mesh manager cannot be null");
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m_MeshManager.meshesChanged -= OnMeshesChanged;
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}
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/// <summary>
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/// When the meshes change, update the scene meshes.
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/// </summary>
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void OnMeshesChanged(ARMeshesChangedEventArgs args)
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{
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if (args.added != null)
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{
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args.added.ForEach(m_BreakupMeshAction);
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}
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if (args.updated != null)
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{
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args.updated.ForEach(m_UpdateMeshAction);
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}
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if (args.removed != null)
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{
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args.removed.ForEach(m_RemoveMeshAction);
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}
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}
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/// <summary>
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/// Parse the trackable ID from the mesh filter name.
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/// </summary>
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/// <param name="meshFilterName">The mesh filter name containing the trackable ID.</param>
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/// <returns>
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/// The trackable ID parsed from the string.
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/// </returns>
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TrackableId ExtractTrackableId(string meshFilterName)
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{
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string[] nameSplit = meshFilterName.Split(' ');
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return new TrackableId(nameSplit[1]);
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}
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/// <summary>
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/// Given a base mesh, the face classifications for all faces in the mesh, and a single face classification to
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/// extract, extract into a new mesh only the faces that have the selected face classification.
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/// </summary>
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/// <param name="baseMesh">The original base mesh.</param>
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/// <param name="faceClassifications">The array of face classifications for each triangle in the
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/// <paramref name="baseMesh"/></param>
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/// <param name="selectedMeshClassification">A single classification to extract the faces from the
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/// <paramref="baseMesh"/>into the <paramref name="classifiedMesh"/></param>
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/// <param name="classifiedMesh">The output mesh to be updated with the extracted mesh.</param>
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void ExtractClassifiedMesh(Mesh baseMesh, NativeArray<ARMeshClassification> faceClassifications, ARMeshClassification selectedMeshClassification, Mesh classifiedMesh)
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{
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// Count the number of faces matching the selected classification.
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int classifiedFaceCount = 0;
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for (int i = 0; i < faceClassifications.Length; ++i)
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{
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if (faceClassifications[i] == selectedMeshClassification)
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{
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++classifiedFaceCount;
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}
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}
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// Clear the existing mesh.
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classifiedMesh.Clear();
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// If there were matching face classifications, build a new mesh from the base mesh.
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if (classifiedFaceCount > 0)
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{
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baseMesh.GetTriangles(m_BaseTriangles, 0);
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Debug.Assert(m_BaseTriangles.Count == (faceClassifications.Length * 3),
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"unexpected mismatch between triangle count and face classification count");
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m_ClassifiedTriangles.Clear();
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m_ClassifiedTriangles.Capacity = classifiedFaceCount * 3;
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for (int i = 0; i < faceClassifications.Length; ++i)
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{
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if (faceClassifications[i] == selectedMeshClassification)
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{
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int baseTriangleIndex = i * 3;
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m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 0]);
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m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 1]);
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m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 2]);
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}
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}
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classifiedMesh.vertices = baseMesh.vertices;
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classifiedMesh.normals = baseMesh.normals;
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classifiedMesh.SetTriangles(m_ClassifiedTriangles, 0);
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}
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}
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/// <summary>
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/// Break up a single mesh with multiple face classifications into submeshes, each with an unique and uniform mesh
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/// classification.
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/// </summary>
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/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
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void BreakupMesh(MeshFilter meshFilter)
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{
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XRMeshSubsystem meshSubsystem = m_MeshManager.subsystem as XRMeshSubsystem;
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if (meshSubsystem == null)
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{
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return;
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}
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var meshId = ExtractTrackableId(meshFilter.name);
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var faceClassifications = meshSubsystem.GetFaceClassifications(meshId, Allocator.Persistent);
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if (!faceClassifications.IsCreated)
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{
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return;
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}
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using (faceClassifications)
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{
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if (faceClassifications.Length <= 0)
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{
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return;
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}
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var parent = meshFilter.transform.parent;
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MeshFilter[] meshFilters = new MeshFilter[k_NumClassifications];
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meshFilters[(int)ARMeshClassification.None] = (m_NoneMeshPrefab == null) ? null : Instantiate(m_NoneMeshPrefab, parent);
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meshFilters[(int)ARMeshClassification.Wall] = (m_WallMeshPrefab == null) ? null : Instantiate(m_WallMeshPrefab, parent);
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meshFilters[(int)ARMeshClassification.Floor] = (m_FloorMeshPrefab == null) ? null : Instantiate(m_FloorMeshPrefab, parent);
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meshFilters[(int)ARMeshClassification.Ceiling] = (m_CeilingMeshPrefab == null) ? null : Instantiate(m_CeilingMeshPrefab, parent);
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meshFilters[(int)ARMeshClassification.Table] = (m_TableMeshPrefab == null) ? null : Instantiate(m_TableMeshPrefab, parent);
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meshFilters[(int)ARMeshClassification.Seat] = (m_SeatMeshPrefab == null) ? null : Instantiate(m_SeatMeshPrefab, parent);
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meshFilters[(int)ARMeshClassification.Window] = (m_WindowMeshPrefab == null) ? null : Instantiate(m_WindowMeshPrefab, parent);
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meshFilters[(int)ARMeshClassification.Door] = (m_DoorMeshPrefab == null) ? null : Instantiate(m_DoorMeshPrefab, parent);
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m_MeshFrackingMap[meshId] = meshFilters;
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var baseMesh = meshFilter.sharedMesh;
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for (int i = 0; i < k_NumClassifications; ++i)
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{
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var classifiedMeshFilter = meshFilters[i];
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if (classifiedMeshFilter != null)
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{
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var classifiedMesh = classifiedMeshFilter.mesh;
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ExtractClassifiedMesh(baseMesh, faceClassifications, (ARMeshClassification)i, classifiedMesh);
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meshFilters[i].mesh = classifiedMesh;
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}
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}
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}
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}
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/// <summary>
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/// Update the submeshes corresponding to the single mesh with multiple face classifications into submeshes.
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/// </summary>
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/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
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void UpdateMesh(MeshFilter meshFilter)
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{
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XRMeshSubsystem meshSubsystem = m_MeshManager.subsystem as XRMeshSubsystem;
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if (meshSubsystem == null)
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{
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return;
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}
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var meshId = ExtractTrackableId(meshFilter.name);
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var faceClassifications = meshSubsystem.GetFaceClassifications(meshId, Allocator.Persistent);
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if (!faceClassifications.IsCreated)
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{
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return;
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}
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using (faceClassifications)
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{
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if (faceClassifications.Length <= 0)
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{
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return;
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}
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var meshFilters = m_MeshFrackingMap[meshId];
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var baseMesh = meshFilter.sharedMesh;
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for (int i = 0; i < k_NumClassifications; ++i)
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{
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var classifiedMeshFilter = meshFilters[i];
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if (classifiedMeshFilter != null)
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{
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var classifiedMesh = classifiedMeshFilter.mesh;
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ExtractClassifiedMesh(baseMesh, faceClassifications, (ARMeshClassification)i, classifiedMesh);
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meshFilters[i].mesh = classifiedMesh;
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}
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}
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}
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}
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/// <summary>
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/// Remove the submeshes corresponding to the single mesh.
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/// </summary>
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/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
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void RemoveMesh(MeshFilter meshFilter)
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{
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var meshId = ExtractTrackableId(meshFilter.name);
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var meshFilters = m_MeshFrackingMap[meshId];
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for (int i = 0; i < k_NumClassifications; ++i)
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{
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var classifiedMeshFilter = meshFilters[i];
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if (classifiedMeshFilter != null)
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{
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Object.Destroy(classifiedMeshFilter);
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}
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}
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m_MeshFrackingMap.Remove(meshId);
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}
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public void ToggleVisability()
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{
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foreach (Material mat in m_SharedPrefabMats)
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{
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if (m_ShowingMeshes)
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{
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mat.color = new Color(mat.color.r, mat.color.g, mat.color.b, 0);
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}
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else
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{
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mat.color = new Color(mat.color.r, mat.color.g, mat.color.b, k_ShowAlpha);
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}
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}
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m_ShowingMeshes = !m_ShowingMeshes;
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}
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#endif // UNITY_IOS
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}
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}
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