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using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation
{
/// <summary>
/// Generates a mesh for an <see cref="ARFace"/>.
/// </summary>
/// <remarks>
/// If this <c>GameObject</c> has a <c>MeshFilter</c> and/or <c>MeshCollider</c>,
/// this component will generate a mesh from the underlying <c>XRFace</c>.
/// </remarks>
[RequireComponent(typeof(ARFace))]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@3.0/api/UnityEngine.XR.ARFoundation.ARFaceMeshVisualizer.html")]
public sealed class ARFaceMeshVisualizer : MonoBehaviour
{
/// <summary>
/// Get the <c>Mesh</c> that this visualizer creates and manages.
/// </summary>
public Mesh mesh { get; private set; }
void SetVisible(bool visible)
{
m_MeshRenderer = GetComponent<MeshRenderer>();
if (m_MeshRenderer == null)
{
return;
}
//if it is getting visible after being invisible for a while, set its topology
if (visible && !m_MeshRenderer.enabled)
{
SetMeshTopology();
}
m_MeshRenderer.enabled = visible;
}
static bool TryCopyToList<T>(NativeArray<T> array, List<T> list) where T : struct
{
list.Clear();
if (!array.IsCreated || array.Length == 0)
return false;
foreach (var item in array)
list.Add(item);
return true;
}
void SetMeshTopology()
{
if (mesh == null)
{
return;
}
mesh.Clear();
if (TryCopyToList(m_Face.vertices, s_Vertices) && TryCopyToList(m_Face.indices, s_Indices))
{
mesh.SetVertices(s_Vertices);
mesh.SetTriangles(s_Indices, 0);
mesh.RecalculateBounds();
if (TryCopyToList(m_Face.normals, s_Vertices))
{
mesh.SetNormals(s_Vertices);
}
else
{
mesh.RecalculateNormals();
}
}
if (TryCopyToList(m_Face.uvs, s_UVs))
{
mesh.SetUVs(0, s_UVs);
}
var meshFilter = GetComponent<MeshFilter>();
if (meshFilter != null)
{
meshFilter.sharedMesh = mesh;
}
var meshCollider = GetComponent<MeshCollider>();
if (meshCollider != null)
{
meshCollider.sharedMesh = mesh;
}
m_TopologyUpdatedThisFrame = true;
}
void UpdateVisibility()
{
var visible = enabled &&
(m_Face.trackingState != TrackingState.None) &&
(ARSession.state > ARSessionState.Ready);
SetVisible(visible);
}
void OnUpdated(ARFaceUpdatedEventArgs eventArgs)
{
UpdateVisibility();
if (!m_TopologyUpdatedThisFrame)
{
SetMeshTopology();
}
m_TopologyUpdatedThisFrame = false;
}
void OnSessionStateChanged(ARSessionStateChangedEventArgs eventArgs)
{
UpdateVisibility();
}
void Awake()
{
mesh = new Mesh();
m_MeshRenderer = GetComponent<MeshRenderer>();
m_Face = GetComponent<ARFace>();
s_Indices = new List<int>();
s_Vertices = new List<Vector3>();
s_UVs = new List<Vector2>();
}
void OnEnable()
{
m_Face.updated += OnUpdated;
ARSession.stateChanged += OnSessionStateChanged;
UpdateVisibility();
}
void OnDisable()
{
m_Face.updated -= OnUpdated;
ARSession.stateChanged -= OnSessionStateChanged;
}
ARFace m_Face;
MeshRenderer m_MeshRenderer;
bool m_TopologyUpdatedThisFrame;
static List<Vector3> s_Vertices;
static List<Vector2> s_UVs;
static List<int> s_Indices;
}
}