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using System;using System.Collections.Generic;using UnityEngine.XR.ARSubsystems;
#if UNITY_2019_3_OR_NEWER
using LegacyMeshId = UnityEngine.XR.MeshId;#else
using LegacyMeshId = UnityEngine.Experimental.XR.TrackableId;using MeshInfo = UnityEngine.Experimental.XR.MeshInfo;using XRMeshSubsystem = UnityEngine.Experimental.XR.XRMeshSubsystem;using XRMeshSubsystemDescriptor = UnityEngine.Experimental.XR.XRMeshSubsystemDescriptor;using MeshChangeState = UnityEngine.Experimental.XR.MeshChangeState;using MeshVertexAttributes = UnityEngine.Experimental.XR.MeshVertexAttributes;using MeshGenerationStatus = UnityEngine.Experimental.XR.MeshGenerationStatus;using MeshGenerationResult = UnityEngine.Experimental.XR.MeshGenerationResult;#endif
#if !UNITY_2019_2_OR_NEWER
using SubsystemManager = UnityEngine.Experimental.SubsystemManager;#endif
namespace UnityEngine.XR.ARFoundation{ /// <summary>
/// A manager for triangle meshes generated by an AR device.
/// Creates, updates, and removes <c>GameObject</c>s in response to
/// the environment. For each mesh, a <see cref="meshPrefab"/> is
/// instantiated which must contain at least a <c>MeshFilter</c>.
/// If the <see cref="meshPrefab"/>'s <c>GameObject</c> also has a
/// <c>MeshCollider</c>, then a physics mesh is generated asynchronously,
/// without blocking the main thread.
/// </summary>
[DefaultExecutionOrder(ARUpdateOrder.k_MeshManager)] [HelpURL("https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/api/UnityEngine.XR.ARFoundation.ARMeshManager.html")] [DisallowMultipleComponent] public class ARMeshManager : MonoBehaviour { [SerializeField] [Tooltip("The prefab to be instantiated for each generated mesh. MeshColliders are processed asynchronously and do not block the main thread.")] MeshFilter m_MeshPrefab;
/// <summary>
/// A prefab to be instantiated for each generated mesh. The prefab must have at least a
/// <c>MeshFilter</c> component on it. If it also has a <c>MeshCollider</c> component, the
/// physics bounding volume data will be generated asynchronously. This does not block the
/// main thread, but may take longer to process.
/// </summary>
public MeshFilter meshPrefab { get { return m_MeshPrefab; } set { m_MeshPrefab = value; } }
[SerializeField] [Tooltip("The density of the generated mesh [0..1]. 1 will be highly tesselated while 0 will be very low.")]
[Range(0, 1)] float m_Density = 0.5f;
/// <summary>
/// The density of the generated mesh [0..1]. 1 will be densely tesselated,
/// while 0 will have the lowest supported tesselation.
/// </summary>
public float density { get { return m_Density; } set { if (value < 0f || value > 1f) throw new ArgumentOutOfRangeException(nameof(value), value, "Mesh density must be between 0 and 1, inclusive.");
if (m_Density == value) return;
m_Density = value; if (m_Subsystem != null) m_Subsystem.meshDensity = m_Density; } }
[SerializeField] [Tooltip("If enabled, a normal is requested for each vertex.")] bool m_Normals = true;
/// <summary>
/// If <c>True</c>, requests a normal for each vertex in generated meshes.
/// </summary>
public bool normals { get { return m_Normals; } set { m_Normals = value; } }
[SerializeField] [Tooltip("If enabled, a tangent is requested for each vertex.")] bool m_Tangents;
/// <summary>
/// If <c>True</c>, requests a tangent for each vertex in generated meshes.
/// </summary>
public bool tangents { get { return m_Tangents; } set { m_Tangents = value; } }
[SerializeField] [Tooltip("If enabled, a UV texture coordinate is requested for each vertex.")] bool m_TextureCoordinates;
/// <summary>
/// If <c>True</c>, requests a texture coordinate for each vertex in generated meshes.
/// </summary>
public bool textureCoordinates { get { return m_TextureCoordinates; } set { m_TextureCoordinates = value; } }
[SerializeField] [Tooltip("If enabled, a color value is requested for each vertex.")] bool m_Colors;
/// <summary>
/// If <c>True</c>, requests a color value for each vertex in generated meshes.
/// </summary>
public bool colors { get { return m_Colors; } set { m_Colors = value; } }
[SerializeField] [Tooltip("The number of meshes to process concurrently. Higher values require more CPU time.")] int m_ConcurrentQueueSize = 4;
/// <summary>
/// The number of meshes to process concurrently. Meshes are processed on a background
/// thread. Higher numbers will require additional CPU time.
/// </summary>
public int concurrentQueueSize { get { return m_ConcurrentQueueSize; } set { m_ConcurrentQueueSize = value; } }
/// <summary>
/// Invoked whenever meshes have changed (been added, updated, or removed).
/// </summary>
public event Action<ARMeshesChangedEventArgs> meshesChanged;
/// <summary>
/// The <c>XRMeshSubsystem</c> used by this component to generate meshes.
/// </summary>
public XRMeshSubsystem subsystem { get { return m_Subsystem; } }
/// <summary>
/// Returns a collection of <c>MeshFilter</c>s representing meshes generated by this component.
/// </summary>
public IList<MeshFilter> meshes { get { return m_Meshes.Values; } }
/// <summary>
/// Destroys all generated meshes and ignores any pending meshes.
/// </summary>
public void DestroyAllMeshes() { m_Pending.Clear(); m_Generating.Clear(); foreach (var meshFilter in meshes) { if (meshFilter != null) Destroy(meshFilter.gameObject); } m_Meshes.Clear(); }
ARSessionOrigin GetSessionOrigin() { if (transform.parent == null) return null;
return transform.parent.GetComponent<ARSessionOrigin>(); }
#if UNITY_EDITOR
void Reset() { if (GetSessionOrigin() != null) transform.localScale = Vector3.one * 10f; }
void OnValidate() { if (GetSessionOrigin() == null) { UnityEditor.EditorUtility.DisplayDialog( "Hierarchy not allowed", $"An {nameof(ARMeshManager)} must be a child of an {nameof(ARSessionOrigin)}.", "Remove Component"); UnityEditor.EditorApplication.delayCall += ()=> { DestroyImmediate(this); }; } }#endif
void SetBoundingVolume() { m_Subsystem.SetBoundingVolume(transform.localPosition, transform.localScale); transform.hasChanged = false; }
void OnEnable() { if (GetSessionOrigin() == null) { enabled = false; throw new InvalidOperationException($"An {nameof(ARMeshManager)} must be a child of an {nameof(ARSessionOrigin)}."); }
if (m_Subsystem == null) m_Subsystem = CreateSubsystem();
if (m_Subsystem != null) { m_Subsystem.meshDensity = m_Density; SetBoundingVolume(); m_Subsystem.Start(); } else { enabled = false; } }
void OnDrawGizmosSelected() { Gizmos.color = new Color(0, .5f, 0, .35f); Gizmos.matrix = transform.localToWorldMatrix; Gizmos.DrawCube(Vector3.zero, Vector3.one); }
void Update() { if (m_Subsystem != null) { if (transform.hasChanged) SetBoundingVolume();
UpdateMeshInfos();
if (m_MeshPrefab != null) Generate(); }
// Invoke user callbacks
try { if (meshesChanged != null && (m_Added.Count + m_Updated.Count + m_Removed.Count > 0)) { meshesChanged(new ARMeshesChangedEventArgs(m_Added, m_Updated, m_Removed)); } } finally { // Make sure we clear the internal lists if user code throws an exception
m_Added.Clear(); m_Updated.Clear();
foreach (var meshFilter in m_Removed) { if (meshFilter != null) Destroy(meshFilter.gameObject); }
m_Removed.Clear(); } }
void Generate() { var vertexAttributes = MeshVertexAttributes.None; if (m_Normals) vertexAttributes |= MeshVertexAttributes.Normals; if (m_Tangents) vertexAttributes |= MeshVertexAttributes.Tangents; if (m_TextureCoordinates) vertexAttributes |= MeshVertexAttributes.UVs; if (m_Colors) vertexAttributes |= MeshVertexAttributes.Colors;
while ((m_Generating.Count < m_ConcurrentQueueSize) && m_Pending.TryDequeue(m_Generating, out MeshInfo meshInfo)) { var meshId = meshInfo.MeshId; var meshFilter = GetOrCreateMeshFilter(GetTrackableId(meshId)); var meshCollider = meshFilter.GetComponent<MeshCollider>(); var mesh = (meshFilter.sharedMesh != null) ? meshFilter.sharedMesh : meshFilter.mesh;
m_Generating.Add(meshId, meshInfo); m_Subsystem.GenerateMeshAsync( meshInfo.MeshId, mesh, meshCollider, vertexAttributes, m_OnMeshGeneratedDelegate); } }
void OnMeshGenerated(MeshGenerationResult result) { if (!m_Generating.TryGetValue(result.MeshId, out MeshInfo meshInfo)) return;
m_Generating.Remove(result.MeshId);
if (result.Status != MeshGenerationStatus.Success) return;
if (!m_Meshes.TryGetValue(GetTrackableId(result.MeshId), out MeshFilter meshFilter) || (meshFilter == null)) return;
meshFilter.gameObject.SetActive(true);
switch (meshInfo.ChangeState) { case MeshChangeState.Added: m_Added.Add(meshFilter); break; case MeshChangeState.Updated: m_Updated.Add(meshFilter); break;
// Removed/unchanged meshes don't get generated.
default: break; } }
void UpdateMeshInfos() { if (m_Subsystem.TryGetMeshInfos(s_MeshInfos)) { foreach (var meshInfo in s_MeshInfos) { switch (meshInfo.ChangeState) { case MeshChangeState.Added: case MeshChangeState.Updated: m_Pending.EnqueueUnique(meshInfo); break;
case MeshChangeState.Removed: // Remove from processing queues
m_Pending.Remove(meshInfo.MeshId); m_Generating.Remove(meshInfo.MeshId);
// Add to list of removed meshes
var trackableId = GetTrackableId(meshInfo.MeshId); if (m_Meshes.TryGetValue(trackableId, out MeshFilter meshFilter)) { m_Meshes.Remove(trackableId); if (meshFilter != null) m_Removed.Add(meshFilter); }
break;
default: break; } } } }
void OnDisable() { if (m_Subsystem != null) m_Subsystem.Stop(); }
void OnDestroy() { if (m_Subsystem != null) m_Subsystem.Destroy();
m_Subsystem = null; }
MeshFilter GetOrCreateMeshFilter(TrackableId trackableId) { // If the mesh filter is Destroyed by user code, then meshFilter will compare
// equal with null. In that case, we want to recreate it.
if (m_Meshes.TryGetValue(trackableId, out MeshFilter meshFilter) && (meshFilter != null)) return meshFilter;
var sessionOrigin = GetSessionOrigin(); meshFilter = (sessionOrigin == null) ? Instantiate(m_MeshPrefab) : Instantiate(m_MeshPrefab, sessionOrigin.trackablesParent);
meshFilter.gameObject.name = $"Mesh {trackableId.ToString()}";
// The GameObject should start life inactive until we've populated it
meshFilter.gameObject.SetActive(false);
m_Meshes[trackableId] = meshFilter;
return meshFilter; }
internal static unsafe TrackableId GetTrackableId(LegacyMeshId trackableId) { return *(TrackableId*)&trackableId; }
internal static unsafe LegacyMeshId GetLegacyMeshId(TrackableId trackableId) { return *(LegacyMeshId*)&trackableId; }
void Awake() { m_Added = new List<MeshFilter>(); m_Updated = new List<MeshFilter>(); m_Removed = new List<MeshFilter>(); m_Pending = new MeshQueue(); m_Generating = new Dictionary<LegacyMeshId, MeshInfo>(); m_Meshes = new SortedList<TrackableId, MeshFilter>(s_TrackableIdComparer); m_OnMeshGeneratedDelegate = new Action<MeshGenerationResult>(OnMeshGenerated); }
XRMeshSubsystem CreateSubsystem() { SubsystemManager.GetSubsystemDescriptors(s_SubsystemDescriptors); if (s_SubsystemDescriptors.Count > 0) { var descriptor = s_SubsystemDescriptors[0]; if (s_SubsystemDescriptors.Count > 1) Debug.LogWarning($"Multiple {nameof(XRMeshSubsystem)} found. Using {descriptor.id}");
return descriptor.Create(); } else { return null; } }
class TrackableIdComparer : IComparer<TrackableId> { public int Compare(TrackableId trackableIdA, TrackableId trackableIdB) { if (trackableIdA.subId1 == trackableIdB.subId1) { return trackableIdA.subId2.CompareTo(trackableIdB.subId2); } else { return trackableIdA.subId1.CompareTo(trackableIdB.subId1); } } }
List<MeshFilter> m_Added;
List<MeshFilter> m_Updated;
List<MeshFilter> m_Removed;
MeshQueue m_Pending;
Dictionary<LegacyMeshId, MeshInfo> m_Generating;
SortedList<TrackableId, MeshFilter> m_Meshes;
Action<MeshGenerationResult> m_OnMeshGeneratedDelegate;
XRMeshSubsystem m_Subsystem;
static TrackableIdComparer s_TrackableIdComparer = new TrackableIdComparer();
static List<MeshInfo> s_MeshInfos = new List<MeshInfo>();
static List<XRMeshSubsystemDescriptor> s_SubsystemDescriptors = new List<XRMeshSubsystemDescriptor>(); }}
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