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 { /// /// A manager for triangle meshes generated by an AR device. /// Creates, updates, and removes GameObjects in response to /// the environment. For each mesh, a is /// instantiated which must contain at least a MeshFilter. /// If the 's GameObject also has a /// MeshCollider, then a physics mesh is generated asynchronously, /// without blocking the main thread. /// [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; /// /// A prefab to be instantiated for each generated mesh. The prefab must have at least a /// MeshFilter component on it. If it also has a MeshCollider component, the /// physics bounding volume data will be generated asynchronously. This does not block the /// main thread, but may take longer to process. /// 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; /// /// The density of the generated mesh [0..1]. 1 will be densely tesselated, /// while 0 will have the lowest supported tesselation. /// 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; /// /// If True, requests a normal for each vertex in generated meshes. /// 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; /// /// If True, requests a tangent for each vertex in generated meshes. /// 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; /// /// If True, requests a texture coordinate for each vertex in generated meshes. /// 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; /// /// If True, requests a color value for each vertex in generated meshes. /// 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; /// /// The number of meshes to process concurrently. Meshes are processed on a background /// thread. Higher numbers will require additional CPU time. /// public int concurrentQueueSize { get { return m_ConcurrentQueueSize; } set { m_ConcurrentQueueSize = value; } } /// /// Invoked whenever meshes have changed (been added, updated, or removed). /// public event Action meshesChanged; /// /// The XRMeshSubsystem used by this component to generate meshes. /// public XRMeshSubsystem subsystem { get { return m_Subsystem; } } /// /// Returns a collection of MeshFilters representing meshes generated by this component. /// public IList meshes { get { return m_Meshes.Values; } } /// /// Destroys all generated meshes and ignores any pending meshes. /// 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(); } #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(); 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 = $"Mesh {trackableId.ToString()}"; // The GameObject should start life inactive until we've populated it meshFilter.gameObject.SetActive(false); m_Meshes[trackableId] = meshFilter; return meshFilter; } internal static unsafe TrackableId GetTrackableId(LegacyMeshId trackableId) { return *(TrackableId*)&trackableId; } internal static unsafe LegacyMeshId GetLegacyMeshId(TrackableId trackableId) { return *(LegacyMeshId*)&trackableId; } void Awake() { m_Added = new List(); m_Updated = new List(); m_Removed = new List(); m_Pending = new MeshQueue(); m_Generating = new Dictionary(); m_Meshes = new SortedList(s_TrackableIdComparer); m_OnMeshGeneratedDelegate = new Action(OnMeshGenerated); } XRMeshSubsystem CreateSubsystem() { SubsystemManager.GetSubsystemDescriptors(s_SubsystemDescriptors); if (s_SubsystemDescriptors.Count > 0) { var descriptor = s_SubsystemDescriptors[0]; if (s_SubsystemDescriptors.Count > 1) Debug.LogWarning($"Multiple {nameof(XRMeshSubsystem)} found. Using {descriptor.id}"); return descriptor.Create(); } else { return null; } } class TrackableIdComparer : IComparer { 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 m_Added; List m_Updated; List m_Removed; MeshQueue m_Pending; Dictionary m_Generating; SortedList m_Meshes; Action m_OnMeshGeneratedDelegate; XRMeshSubsystem m_Subsystem; static TrackableIdComparer s_TrackableIdComparer = new TrackableIdComparer(); static List s_MeshInfos = new List(); static List s_SubsystemDescriptors = new List(); } }