GitHub Enterprise
5 年前
当前提交
29662c27
共有 98 个文件被更改,包括 4741 次插入 和 8 次删除
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11Packages/manifest.json
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11ProjectSettings/EditorBuildSettings.asset
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2ProjectSettings/ProjectSettings.asset
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4ProjectSettings/ProjectVersion.txt
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20README.md
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77Assets/Materials/NormalMaterial.mat
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8Assets/Materials/NormalMaterial.mat.meta
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78Assets/Materials/NormalOverlayMaterial.mat
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8Assets/Materials/NormalOverlayMaterial.mat.meta
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77Assets/Materials/OcclusionMaterial.mat
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8Assets/Materials/OcclusionMaterial.mat.meta
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8Assets/Scenes/Meshing.meta
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71Assets/Shaders/Normal.shader
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9Assets/Shaders/Normal.shader.meta
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79Assets/Shaders/NormalOverlay.shader
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9Assets/Shaders/NormalOverlay.shader.meta
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8Assets/XR.meta
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5ProjectSettings/XRPackageSettings.asset
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552Assets/Scenes/Meshing/ClassificationMeshes.unity
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7Assets/Scenes/Meshing/ClassificationMeshes.unity.meta
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8Assets/Scenes/Meshing/Materials_MeshClassification.meta
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77Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Ceiling.mat
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8Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Ceiling.mat.meta
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77Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Door.mat
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8Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Door.mat.meta
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77Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Floor.mat
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8Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Floor.mat.meta
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77Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_None.mat
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8Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_None.mat.meta
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77Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Seat.mat
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8Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Seat.mat.meta
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77Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Table.mat
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8Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Table.mat.meta
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77Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Wall.mat
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8Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Wall.mat.meta
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77Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Window.mat
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8Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Window.mat.meta
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56Assets/Scenes/Meshing/NonrenderedMeshPrefab.prefab
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7Assets/Scenes/Meshing/NonrenderedMeshPrefab.prefab.meta
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507Assets/Scenes/Meshing/NormalMeshes.unity
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7Assets/Scenes/Meshing/NormalMeshes.unity.meta
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96Assets/Scenes/Meshing/OcclusionMeshPrefab.prefab
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7Assets/Scenes/Meshing/OcclusionMeshPrefab.prefab.meta
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507Assets/Scenes/Meshing/OcclusionMeshes.unity
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7Assets/Scenes/Meshing/OcclusionMeshes.unity.meta
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8Assets/Scenes/Meshing/Prefabs_MeshClassification.meta
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81Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Ceiling.prefab
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7Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Ceiling.prefab.meta
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81Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Door.prefab
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7Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Door.prefab.meta
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81Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Floor.prefab
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7Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Floor.prefab.meta
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81Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_None.prefab
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7Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_None.prefab.meta
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81Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Seat.prefab
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7Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Seat.prefab.meta
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81Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Table.prefab
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7Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Table.prefab.meta
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81Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Wall.prefab
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7Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Wall.prefab.meta
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81Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Window.prefab
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7Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Window.prefab.meta
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112Assets/Scenes/Meshing/Projectile.prefab
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7Assets/Scenes/Meshing/Projectile.prefab.meta
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96Assets/Scenes/Meshing/RenderedMeshPrefab.prefab
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7Assets/Scenes/Meshing/RenderedMeshPrefab.prefab.meta
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8Assets/Scenes/Meshing/Scripts.meta
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8Assets/Scenes/Meshing/Shaders.meta
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77Assets/Scenes/Meshing/Shaders/MeshingOverlay.shader
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9Assets/Scenes/Meshing/Shaders/MeshingOverlay.shader.meta
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75Assets/Scenes/Meshing/red.mat
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9Assets/Scenes/Meshing/red.mat.meta
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334Assets/Scenes/Meshing/Scripts/MeshClassificationFracking.cs
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11Assets/Scenes/Meshing/Scripts/MeshClassificationFracking.cs.meta
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44Assets/Scenes/Meshing/Scripts/ProjectileLauncher.cs
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11Assets/Scenes/Meshing/Scripts/ProjectileLauncher.cs.meta
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11Assets/Scenes/Meshing/Scripts/ToggleMeshClassification.cs.meta
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61Assets/Scenes/Meshing/Scripts/ToggleMeshClassification.cs
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8Assets/XR/Loaders.meta
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14Assets/XR/Loaders/AR Core Loader.asset
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8Assets/XR/Loaders/AR Core Loader.asset.meta
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14Assets/XR/Loaders/AR Kit Loader.asset
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8Assets/XR/Loaders/AR Kit Loader.asset.meta
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8Assets/XR/Settings.meta
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14Assets/XR/Settings/AR Core Loader Settings.asset
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8Assets/XR/Settings/AR Core Loader Settings.asset.meta
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14Assets/XR/Settings/AR Kit Loader Settings.asset
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8Assets/XR/Settings/AR Kit Loader Settings.asset.meta
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111Assets/XR/XRGeneralSettings.asset
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8Assets/XR/XRGeneralSettings.asset.meta
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|
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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 && !UNITY_EDITOR
|
|||
using UnityEngine.XR.ARKit; |
|||
#endif // UNITY_IOS && !UNITY_EDITOR
|
|||
|
|||
using Object = UnityEngine.Object; |
|||
|
|||
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 && !UNITY_EDITOR
|
|||
|
|||
/// <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>(); |
|||
|
|||
/// <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); |
|||
} |
|||
|
|||
/// <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); |
|||
} |
|||
#endif // UNITY_IOS && !UNITY_EDITOR
|
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: 238bab1e4cd1947dfb0a347f3eee7b1f |
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MonoImporter: |
|||
externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
|
|||
/// <summary>
|
|||
/// Launches projectiles from a touch point with the specified <see cref="initialSpeed"/>.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(Camera))] |
|||
public class ProjectileLauncher : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
Rigidbody m_ProjectilePrefab; |
|||
|
|||
public Rigidbody projectilePrefab |
|||
{ |
|||
get => m_ProjectilePrefab; |
|||
set => m_ProjectilePrefab = value; |
|||
} |
|||
|
|||
[SerializeField] |
|||
float m_InitialSpeed = 25; |
|||
|
|||
public float initialSpeed |
|||
{ |
|||
get => m_InitialSpeed; |
|||
set => m_InitialSpeed = value; |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
if (m_ProjectilePrefab == null) |
|||
return; |
|||
|
|||
if (Input.touchCount == 0) |
|||
return; |
|||
|
|||
var touch = Input.touches[0]; |
|||
if (touch.phase == TouchPhase.Began) |
|||
{ |
|||
var ray = GetComponent<Camera>().ScreenPointToRay(touch.position); |
|||
var projectile = Instantiate(m_ProjectilePrefab, ray.origin, Quaternion.identity); |
|||
var rigidbody = projectile.GetComponent<Rigidbody>(); |
|||
rigidbody.velocity = ray.direction * m_InitialSpeed; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 1ea26092fd83f46f99d5cf87d13f7e44 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 32fef7e77fd9d4442bda74d2d1d0d71d |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
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defaultReferences: [] |
|||
executionOrder: 0 |
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icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.XR; |
|||
using UnityEngine.XR.ARFoundation; |
|||
#if UNITY_IOS && !UNITY_EDITOR
|
|||
using UnityEngine.XR.ARKit; |
|||
#endif // UNITY_IOS && !UNITY_EDITOR
|
|||
|
|||
public class ToggleMeshClassification : MonoBehaviour |
|||
{ |
|||
/// <summary>
|
|||
/// The mesh manager for the scene.
|
|||
/// </summary>
|
|||
[SerializeField] |
|||
ARMeshManager m_MeshManager; |
|||
|
|||
/// <summary>
|
|||
/// Whether mesh classification should be enabled.
|
|||
/// </summary>
|
|||
[SerializeField] |
|||
bool m_ClassificationEnabled = false; |
|||
|
|||
/// <summary>
|
|||
/// The mesh manager for the scene.
|
|||
/// </summary>
|
|||
public ARMeshManager meshManager { get => m_MeshManager; set => m_MeshManager = value; } |
|||
|
|||
/// <summary>
|
|||
/// Whether mesh classification should be enabled.
|
|||
/// </summary>
|
|||
public bool classificationEnabled |
|||
{ |
|||
get => m_ClassificationEnabled; |
|||
set |
|||
{ |
|||
m_ClassificationEnabled = value; |
|||
UpdateMeshSubsystem(); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// On enable, update the mesh subsystem with the classification enabled setting.
|
|||
/// </summary>
|
|||
void OnEnable() |
|||
{ |
|||
UpdateMeshSubsystem(); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Update the mesh subsystem with the classiication enabled setting.
|
|||
/// </summary>
|
|||
void UpdateMeshSubsystem() |
|||
{ |
|||
#if UNITY_IOS && !UNITY_EDITOR
|
|||
Debug.Assert(m_MeshManager != null, "mesh manager cannot be null"); |
|||
if ((m_MeshManager != null) && (m_MeshManager.subsystem is XRMeshSubsystem meshSubsystem)) |
|||
{ |
|||
meshSubsystem.SetClassificationEnabled(m_ClassificationEnabled); |
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} |
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#endif // UNITY_IOS && !UNITY_EDITOR
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