275 lines
8.8 KiB
C#
275 lines
8.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.XR;
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using UnityEngine.XR.Management;
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namespace Unity.XR.PXR
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{
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[DisallowMultipleComponent]
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public class PXR_SpatialMeshManager : MonoBehaviour
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{
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public GameObject meshPrefab;
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private Dictionary<Guid, GameObject> meshIDToGameobject;
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private Dictionary<Guid, PxrSpatialMeshInfo> spatialMeshNeedingDraw;
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private Mesh mesh;
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private XRMeshSubsystem subsystem;
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private int objectPoolMaxSize = 200;
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private Queue<GameObject> meshObjectsPool;
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/// <summary>
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/// The drawing of the new spatial mesh is complete.
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/// </summary>
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public static Action<Guid, GameObject> MeshAdded;
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/// <summary>
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/// The drawing the updated spatial mesh is complete.
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/// </summary>
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public static Action<Guid, GameObject> MeshUpdated;
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/// <summary>
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/// The deletion of the disappeared spatial mesh is complete.
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/// </summary>
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public static Action<Guid> MeshRemoved;
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void Start()
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{
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spatialMeshNeedingDraw = new Dictionary<Guid, PxrSpatialMeshInfo>();
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meshIDToGameobject = new Dictionary<Guid, GameObject>();
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meshObjectsPool = new Queue<GameObject>();
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PXR_Manager.EnableVideoSeeThrough = true;
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InitializePool();
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}
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void Update()
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{
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DrawMesh();
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}
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void OnEnable()
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{
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if (XRGeneralSettings.Instance != null && XRGeneralSettings.Instance.Manager != null)
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{
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var pxrLoader = XRGeneralSettings.Instance.Manager.ActiveLoaderAs<PXR_Loader>();
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if (pxrLoader != null)
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{
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subsystem = pxrLoader.meshSubsystem;
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if (subsystem != null)
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{
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subsystem.Start();
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if (subsystem.running)
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{
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PXR_Manager.SpatialMeshDataUpdated += SpatialMeshDataUpdated;
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}
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}
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else
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{
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enabled = false;
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}
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}
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}
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}
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void OnDisable()
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{
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if (subsystem != null && subsystem.running)
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subsystem.Stop();
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}
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private void InitializePool()
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{
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if (meshPrefab != null)
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{
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while (meshObjectsPool.Count < objectPoolMaxSize)
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{
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GameObject obj = Instantiate(meshPrefab);
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obj.transform.SetParent(this.transform);
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obj.SetActive(false);
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meshObjectsPool.Enqueue(obj);
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}
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}
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}
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private void DrawMesh()
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{
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if (meshPrefab != null)
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{
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StartCoroutine(ForeachLoopCoroutine());
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}
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}
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private IEnumerator ForeachLoopCoroutine()
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{
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int totalWork = spatialMeshNeedingDraw.Count;
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if (totalWork > 0 )
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{
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var meshList = spatialMeshNeedingDraw.Values.ToList();
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int workPerFrame = Mathf.CeilToInt(totalWork / 15f);
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int currentIndex = 0;
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while (currentIndex < totalWork)
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{
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int workThisFrame = 0;
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while (workThisFrame < workPerFrame && currentIndex < totalWork)
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{
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CreateMeshRoutine(meshList[currentIndex]);
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currentIndex++;
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workThisFrame++;
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}
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yield return null;
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}
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}
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}
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void SpatialMeshDataUpdated(List<PxrSpatialMeshInfo> meshInfos)
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{
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for (int i = 0; i < meshInfos.Count; i++)
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{
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switch (meshInfos[i].state)
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{
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case MeshChangeState.Added:
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{
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spatialMeshNeedingDraw.Add(meshInfos[i].uuid, meshInfos[i]);
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}
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break;
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case MeshChangeState.Updated:
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{
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if (!spatialMeshNeedingDraw.ContainsKey(meshInfos[i].uuid))
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{
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spatialMeshNeedingDraw.Add(meshInfos[i].uuid, meshInfos[i]);
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}
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else
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{
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spatialMeshNeedingDraw[meshInfos[i].uuid] = meshInfos[i];
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}
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}
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break;
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case MeshChangeState.Removed:
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{
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MeshRemoved?.Invoke(meshInfos[i].uuid);
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spatialMeshNeedingDraw.Remove(meshInfos[i].uuid);
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GameObject removedGo;
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if (meshIDToGameobject.TryGetValue(meshInfos[i].uuid, out removedGo))
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{
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if (meshObjectsPool.Count < objectPoolMaxSize)
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{
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removedGo.SetActive(false);
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meshObjectsPool.Enqueue(removedGo);
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}
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else
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{
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Destroy(removedGo);
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}
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meshIDToGameobject.Remove(meshInfos[i].uuid);
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}
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}
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break;
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case MeshChangeState.Unchanged:
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{
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spatialMeshNeedingDraw.Remove(meshInfos[i].uuid);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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private void CreateMeshRoutine(PxrSpatialMeshInfo block)
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{
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GameObject meshGameObject = GetOrCreateGameObject(block.uuid);
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var meshFilter = meshGameObject.GetComponentInChildren<MeshFilter>();
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var meshCollider = meshGameObject.GetComponentInChildren<MeshCollider>();
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if (meshFilter.mesh == null)
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{
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mesh = new Mesh();
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}
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else
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{
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mesh = meshFilter.mesh;
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mesh.Clear();
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}
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Color[] normalizedColors = new Color[block.vertices.Length];
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for (int i = 0; i < block.vertices.Length; i++)
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{
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int flag = (int)block.labels[i];
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normalizedColors[i] = MeshColor[flag];
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}
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mesh.SetVertices(block.vertices);
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mesh.SetColors(normalizedColors);
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mesh.SetTriangles(block.indices, 0);
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meshFilter.mesh = mesh;
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if (meshCollider != null)
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{
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meshCollider.sharedMesh = mesh;
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}
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meshGameObject.transform.position = block.position;
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meshGameObject.transform.rotation = block.rotation;
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switch (block.state)
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{
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case MeshChangeState.Added:
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{
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MeshAdded?.Invoke(block.uuid, meshGameObject);
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}
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break;
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case MeshChangeState.Updated:
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{
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MeshUpdated?.Invoke(block.uuid, meshGameObject);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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GameObject CreateGameObject(Guid meshId)
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{
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GameObject meshObject = meshObjectsPool.Dequeue();
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meshObject.name = $"Mesh {meshId}";
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meshObject.SetActive(true);
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return meshObject;
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}
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GameObject GetOrCreateGameObject(Guid meshId)
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{
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GameObject go = null;
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if (!meshIDToGameobject.TryGetValue(meshId, out go))
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{
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go = CreateGameObject(meshId);
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meshIDToGameobject[meshId] = go;
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}
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return go;
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}
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private readonly Color[] MeshColor = {
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Color.black,
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Color.red,
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Color.green,
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Color.blue,
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Color.white,
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Color.yellow,
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Color.cyan,
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Color.magenta,
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Color.gray,
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Color.grey,
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new Color(0.8f,0.2f,0.6f)
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};
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}
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}
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