/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/************************************************************************************
* Filename : ONSPPropagationGeometry.cs
* Content : Geometry Functions
Attach to a game object with meshes and material scripts to create geometry
NOTE: ensure that Oculus Spatialization is enabled for AudioSource components
***********************************************************************************/
#define INCLUDE_TERRAIN_TREES
using UnityEngine;
using System;
using System.Collections.Generic;
using Oculus.Spatializer.Propagation;
public class ONSPPropagationGeometry : MonoBehaviour
{
public static string GeometryAssetDirectory = "AudioGeometry";
public static string GeometryAssetPath { get { return Application.streamingAssetsPath + "/" + GeometryAssetDirectory; } }
//-------
// PUBLIC
/// The path to the serialized mesh file that holds the preprocessed mesh geometry.
public string filePathRelative = "";
public string filePath { get { return GeometryAssetPath + "/" + filePathRelative; } }
public bool fileEnabled = false;
public bool includeChildMeshes = true;
//-------
// PRIVATE
private IntPtr geometryHandle = IntPtr.Zero;
//-------
// PUBLIC STATIC
public static int OSPSuccess = 0;
public const string GEOMETRY_FILE_EXTENSION = "ovramesh";
private static string GetPath(Transform current)
{
if (current.parent == null)
return current.gameObject.scene.name + "/" + current.name;
return GetPath(current.parent) + "-" + current.name;
}
///
/// If script is attached to a gameobject, it will try to create geometry
///
void Awake()
{
CreatePropagationGeometry();
}
///
/// Call this function to create geometry handle
///
void CreatePropagationGeometry()
{
// Create Geometry
if (ONSPPropagation.Interface.CreateAudioGeometry(out geometryHandle) != OSPSuccess)
{
throw new Exception("Unable to create geometry handle");
}
// Upload Mesh
if (filePath != null && filePath.Length != 0 && fileEnabled && Application.isPlaying)
{
if (!ReadFile())
{
Debug.LogError("Failed to read file, attempting to regenerate audio geometry");
// We should not try to upload data dynamically if data already exists
UploadGeometry();
}
}
else
{
UploadGeometry();
}
}
///
/// Update the world transform (TODO)
///
private void Update()
{
if (geometryHandle == IntPtr.Zero)
return;
Matrix4x4 m = transform.localToWorldMatrix;
// Note: flip Z to convert from left-handed (+Z forward) to right-handed (+Z backward)
float[] matrix = { m[0,0], m[1,0], -m[2,0], m[3,0],
m[0,1], m[1,1], -m[2,1], m[3,1],
m[0,2], m[1,2], -m[2,2], m[3,2],
m[0,3], m[1,3], -m[2,3], m[3,3] };
ONSPPropagation.Interface.AudioGeometrySetTransform(geometryHandle, matrix);
}
///
/// Call when destroyed
///
private void OnDestroy()
{
// DESTROY GEOMETRY
if (geometryHandle != IntPtr.Zero && ONSPPropagation.Interface.DestroyAudioGeometry(geometryHandle) != OSPSuccess)
{
throw new Exception("Unable to destroy geometry");
}
geometryHandle = IntPtr.Zero;
}
//
// FUNCTIONS FOR UPLOADING MESHES VIA GAME OBJECT
//
static int terrainDecimation = 4;
private struct MeshMaterial
{
public MeshFilter meshFilter;
public ONSPPropagationMaterial[] materials;
}
private struct TerrainMaterial
{
public Terrain terrain;
public ONSPPropagationMaterial[] materials;
public Mesh[] treePrototypeMeshes;
}
private static void traverseMeshHierarchy(GameObject obj, ONSPPropagationMaterial[] currentMaterials, bool includeChildren,
List meshMaterials, List terrainMaterials, bool ignoreStatic, ref int ignoredMeshCount)
{
if (!obj.activeInHierarchy)
return;
// Check for LOD. If present, use only the highest LOD and don't recurse to children.
// Without this, we can accidentally get all LODs merged together.
LODGroup lodGroup = obj.GetComponent(typeof(LODGroup)) as LODGroup;
if ( lodGroup != null )
{
LOD [] lods = lodGroup.GetLODs();
if ( lods.Length > 0 )
{
// Get renderers for highest LOD.
Renderer [] lodRenderers = lods[0].renderers;
if ( lodRenderers.Length > 0 )
{
// Use the rendered game object to get the mesh instead, and don't go to children.
obj = lodRenderers[0].gameObject;
includeChildren = false;
}
}
}
MeshFilter[] meshes = obj.GetComponents();
Terrain[] terrains = obj.GetComponents();
ONSPPropagationMaterial[] materials = obj.GetComponents();
// Initialize the current material array to a new array if there are any new materials.
if (materials != null && materials.Length > 0)
{
// Determine the length of the material array.
int maxLength = materials.Length;
if (currentMaterials != null)
maxLength = Math.Max(maxLength, currentMaterials.Length);
ONSPPropagationMaterial[] newMaterials = new ONSPPropagationMaterial[maxLength];
// Copy the previous materials into the new array.
if (currentMaterials != null)
{
for (int i = materials.Length; i < maxLength; i++)
newMaterials[i] = currentMaterials[i];
}
currentMaterials = newMaterials;
// Copy the current materials.
for (int i = 0; i < materials.Length; i++)
currentMaterials[i] = materials[i];
}
// Gather the meshes.
foreach (MeshFilter meshFilter in meshes)
{
Mesh mesh = meshFilter.sharedMesh;
if (mesh == null)
continue;
if (ignoreStatic && !mesh.isReadable)
{
Debug.LogWarning("Mesh: " + meshFilter.gameObject.name + " not readable, cannot be static.", meshFilter.gameObject);
++ignoredMeshCount;
continue;
}
MeshMaterial m = new MeshMaterial();
m.meshFilter = meshFilter;
m.materials = currentMaterials;
meshMaterials.Add(m);
}
// Gather the terrains.
foreach (Terrain terrain in terrains)
{
TerrainMaterial m = new TerrainMaterial();
m.terrain = terrain;
m.materials = currentMaterials;
terrainMaterials.Add(m);
}
// Traverse to the child objects.
if (includeChildren)
{
foreach (Transform child in obj.transform)
{
if (child.GetComponent() == null) // skip children which have their own component
traverseMeshHierarchy(child.gameObject, currentMaterials, includeChildren, meshMaterials, terrainMaterials, ignoreStatic, ref ignoredMeshCount);
}
}
}
//
// CALL THIS ON GAME OBJECT THAT HAS GEOMETRY ATTACHED TO IT
//
private int uploadMesh(IntPtr geometryHandle, GameObject meshObject, Matrix4x4 worldToLocal)
{
int unused = 0;
return uploadMesh(geometryHandle, meshObject, worldToLocal, false, ref unused);
}
private int uploadMesh(IntPtr geometryHandle, GameObject meshObject, Matrix4x4 worldToLocal, bool ignoreStatic, ref int ignoredMeshCount)
{
// Get the child mesh objects.
List meshes = new List();
List terrains = new List();
traverseMeshHierarchy(meshObject, null, includeChildMeshes, meshes, terrains, ignoreStatic, ref ignoredMeshCount);
//***********************************************************************
// Count the number of vertices and indices.
int totalVertexCount = 0;
uint totalIndexCount = 0;
int totalFaceCount = 0;
int totalMaterialCount = 0;
foreach (MeshMaterial m in meshes)
{
updateCountsForMesh(ref totalVertexCount, ref totalIndexCount, ref totalFaceCount, ref totalMaterialCount, m.meshFilter.sharedMesh);
}
// TODO: expose tree material
ONSPPropagationMaterial[] treeMaterials = new ONSPPropagationMaterial[1];
for (int i = 0; i < terrains.Count; ++i)
{
TerrainMaterial t = terrains[i];
TerrainData terrain = t.terrain.terrainData;
#if UNITY_2019_3_OR_NEWER
int w = terrain.heightmapResolution;
int h = terrain.heightmapResolution;
#else
int w = terrain.heightmapWidth;
int h = terrain.heightmapHeight;
#endif
int wRes = (w - 1) / terrainDecimation + 1;
int hRes = (h - 1) / terrainDecimation + 1;
int vertexCount = wRes * hRes;
int indexCount = (wRes - 1) * (hRes - 1) * 6;
totalMaterialCount++;
totalVertexCount += vertexCount;
totalIndexCount += (uint)indexCount;
totalFaceCount += indexCount / 3;
#if INCLUDE_TERRAIN_TREES
TreePrototype[] treePrototypes = terrain.treePrototypes;
if (treePrototypes.Length != 0)
{
if (treeMaterials[0] == null)
{
// Create the tree material
treeMaterials[0] = gameObject.AddComponent();
#if true
treeMaterials[0].SetPreset(ONSPPropagationMaterial.Preset.Foliage);
#else
// Custom material that is highly transmissive
treeMaterials[0].absorption.points = new List{
new ONSPPropagationMaterial.Point(125f, .03f),
new ONSPPropagationMaterial.Point(250f, .06f),
new ONSPPropagationMaterial.Point(500f, .11f),
new ONSPPropagationMaterial.Point(1000f, .17f),
new ONSPPropagationMaterial.Point(2000f, .27f),
new ONSPPropagationMaterial.Point(4000f, .31f) };
treeMaterials[0].scattering.points = new List{
new ONSPPropagationMaterial.Point(125f, .20f),
new ONSPPropagationMaterial.Point(250f, .3f),
new ONSPPropagationMaterial.Point(500f, .4f),
new ONSPPropagationMaterial.Point(1000f, .5f),
new ONSPPropagationMaterial.Point(2000f, .7f),
new ONSPPropagationMaterial.Point(4000f, .8f) };
treeMaterials[0].transmission.points = new List(){
new ONSPPropagationMaterial.Point(125f, .95f),
new ONSPPropagationMaterial.Point(250f, .92f),
new ONSPPropagationMaterial.Point(500f, .87f),
new ONSPPropagationMaterial.Point(1000f, .81f),
new ONSPPropagationMaterial.Point(2000f, .71f),
new ONSPPropagationMaterial.Point(4000f, .67f) };
#endif
}
t.treePrototypeMeshes = new Mesh[treePrototypes.Length];
// assume the sharedMesh with the lowest vertex is the lowest LOD
for (int j = 0; j < treePrototypes.Length; ++j)
{
GameObject prefab = treePrototypes[j].prefab;
MeshFilter[] meshFilters = prefab.GetComponentsInChildren();
int minVertexCount = int.MaxValue;
int index = -1;
for (int k = 0; k < meshFilters.Length; ++k)
{
int count = meshFilters[k].sharedMesh.vertexCount;
if (count < minVertexCount)
{
minVertexCount = count;
index = k;
}
}
t.treePrototypeMeshes[j] = meshFilters[index].sharedMesh;
}
TreeInstance[] trees = terrain.treeInstances;
foreach (TreeInstance tree in trees)
{
updateCountsForMesh(ref totalVertexCount, ref totalIndexCount, ref totalFaceCount,
ref totalMaterialCount, t.treePrototypeMeshes[tree.prototypeIndex]);
}
terrains[i] = t;
}
#endif
}
//***********************************************************************
// Copy the mesh data.
List tempVertices = new List();
List tempIndices = new List();
MeshGroup[] groups = new MeshGroup[totalMaterialCount];
float[] vertices = new float[totalVertexCount * 3];
int[] indices = new int[totalIndexCount];
int vertexOffset = 0;
int indexOffset = 0;
int groupOffset = 0;
foreach (MeshMaterial m in meshes)
{
MeshFilter meshFilter = m.meshFilter;
// Compute the combined transform to go from mesh-local to geometry-local space.
Matrix4x4 matrix = worldToLocal * meshFilter.gameObject.transform.localToWorldMatrix;
uploadMeshFilter(tempVertices, tempIndices, groups, vertices, indices, ref vertexOffset, ref indexOffset, ref groupOffset, meshFilter.sharedMesh, m.materials, matrix);
}
foreach (TerrainMaterial t in terrains)
{
TerrainData terrain = t.terrain.terrainData;
// Compute the combined transform to go from mesh-local to geometry-local space.
Matrix4x4 matrix = worldToLocal * t.terrain.gameObject.transform.localToWorldMatrix;
#if UNITY_2019_3_OR_NEWER
int w = terrain.heightmapResolution;
int h = terrain.heightmapResolution;
#else
int w = terrain.heightmapWidth;
int h = terrain.heightmapHeight;
#endif
float[,] tData = terrain.GetHeights(0, 0, w, h);
Vector3 meshScale = terrain.size;
meshScale = new Vector3(meshScale.x / (w - 1) * terrainDecimation, meshScale.y, meshScale.z / (h - 1) * terrainDecimation);
int wRes = (w - 1) / terrainDecimation + 1;
int hRes = (h - 1) / terrainDecimation + 1;
int vertexCount = wRes * hRes;
int triangleCount = (wRes - 1) * (hRes - 1) * 2;
// Initialize the group.
groups[groupOffset].faceType = FaceType.TRIANGLES;
groups[groupOffset].faceCount = (UIntPtr)triangleCount;
groups[groupOffset].indexOffset = (UIntPtr)indexOffset;
if (t.materials != null && 0 < t.materials.Length)
{
t.materials[0].StartInternal();
groups[groupOffset].material = t.materials[0].materialHandle;
}
else
groups[groupOffset].material = IntPtr.Zero;
// Build vertices and UVs
for (int y = 0; y < hRes; y++)
{
for (int x = 0; x < wRes; x++)
{
int offset = (vertexOffset + y * wRes + x) * 3;
Vector3 v = matrix.MultiplyPoint3x4(Vector3.Scale(meshScale, new Vector3(y, tData[x * terrainDecimation, y * terrainDecimation], x)));
vertices[offset + 0] = v.x;
vertices[offset + 1] = v.y;
vertices[offset + 2] = v.z;
}
}
// Build triangle indices: 3 indices into vertex array for each triangle
for (int y = 0; y < hRes - 1; y++)
{
for (int x = 0; x < wRes - 1; x++)
{
// For each grid cell output two triangles
indices[indexOffset + 0] = (vertexOffset + (y * wRes) + x);
indices[indexOffset + 1] = (vertexOffset + ((y + 1) * wRes) + x);
indices[indexOffset + 2] = (vertexOffset + (y * wRes) + x + 1);
indices[indexOffset + 3] = (vertexOffset + ((y + 1) * wRes) + x);
indices[indexOffset + 4] = (vertexOffset + ((y + 1) * wRes) + x + 1);
indices[indexOffset + 5] = (vertexOffset + (y * wRes) + x + 1);
indexOffset += 6;
}
}
vertexOffset += vertexCount;
groupOffset++;
#if INCLUDE_TERRAIN_TREES
TreeInstance[] trees = terrain.treeInstances;
foreach (TreeInstance tree in trees)
{
Vector3 pos = Vector3.Scale(tree.position, terrain.size);
Matrix4x4 treeLocalToWorldMatrix = t.terrain.gameObject.transform.localToWorldMatrix;
treeLocalToWorldMatrix.SetColumn(3, treeLocalToWorldMatrix.GetColumn(3) + new Vector4(pos.x, pos.y, pos.z, 0.0f));
// TODO: tree rotation
Matrix4x4 treeMatrix = worldToLocal * treeLocalToWorldMatrix;
uploadMeshFilter(tempVertices, tempIndices, groups, vertices, indices, ref vertexOffset, ref indexOffset, ref groupOffset, t.treePrototypeMeshes[tree.prototypeIndex], treeMaterials, treeMatrix);
}
#endif
}
// Upload mesh data
return ONSPPropagation.Interface.AudioGeometryUploadMeshArrays(geometryHandle,
vertices, totalVertexCount,
indices, indices.Length,
groups, groups.Length);
}
private static void uploadMeshFilter(List tempVertices, List tempIndices, MeshGroup[] groups, float[] vertices, int[] indices,
ref int vertexOffset, ref int indexOffset, ref int groupOffset, Mesh mesh, ONSPPropagationMaterial[] materials, Matrix4x4 matrix)
{
// Get the mesh vertices.
tempVertices.Clear();
mesh.GetVertices(tempVertices);
// Copy the Vector3 vertices into a packed array of floats for the API.
int meshVertexCount = tempVertices.Count;
for (int i = 0; i < meshVertexCount; i++)
{
// Transform into the parent space.
Vector3 v = matrix.MultiplyPoint3x4(tempVertices[i]);
int offset = (vertexOffset + i) * 3;
vertices[offset + 0] = v.x;
vertices[offset + 1] = v.y;
vertices[offset + 2] = v.z;
}
// Copy the data for each submesh.
for (int i = 0; i < mesh.subMeshCount; i++)
{
MeshTopology topology = mesh.GetTopology(i);
if (topology == MeshTopology.Triangles || topology == MeshTopology.Quads)
{
// Get the submesh indices.
tempIndices.Clear();
mesh.GetIndices(tempIndices, i);
int subMeshIndexCount = tempIndices.Count;
// Copy and adjust the indices.
for (int j = 0; j < subMeshIndexCount; j++)
indices[indexOffset + j] = tempIndices[j] + vertexOffset;
// Initialize the group.
if (topology == MeshTopology.Triangles)
{
groups[groupOffset + i].faceType = FaceType.TRIANGLES;
groups[groupOffset + i].faceCount = (UIntPtr)(subMeshIndexCount / 3);
}
else if (topology == MeshTopology.Quads)
{
groups[groupOffset + i].faceType = FaceType.QUADS;
groups[groupOffset + i].faceCount = (UIntPtr)(subMeshIndexCount / 4);
}
groups[groupOffset + i].indexOffset = (UIntPtr)indexOffset;
if (materials != null && materials.Length != 0)
{
int matIndex = i;
if (matIndex >= materials.Length)
matIndex = materials.Length - 1;
materials[matIndex].StartInternal();
groups[groupOffset + i].material = materials[matIndex].materialHandle;
}
else
groups[groupOffset + i].material = IntPtr.Zero;
indexOffset += subMeshIndexCount;
}
}
vertexOffset += meshVertexCount;
groupOffset += mesh.subMeshCount;
}
private static void updateCountsForMesh(ref int totalVertexCount, ref uint totalIndexCount, ref int totalFaceCount, ref int totalMaterialCount, Mesh mesh)
{
totalMaterialCount += mesh.subMeshCount;
totalVertexCount += mesh.vertexCount;
for (int i = 0; i < mesh.subMeshCount; i++)
{
MeshTopology topology = mesh.GetTopology(i);
if (topology == MeshTopology.Triangles || topology == MeshTopology.Quads)
{
uint meshIndexCount = mesh.GetIndexCount(i);
totalIndexCount += meshIndexCount;
if (topology == MeshTopology.Triangles)
totalFaceCount += (int)meshIndexCount / 3;
else if (topology == MeshTopology.Quads)
totalFaceCount += (int)meshIndexCount / 4;
}
}
}
//***********************************************************************
// UploadGeometry
public void UploadGeometry()
{
int ignoredMeshCount = 0;
if (uploadMesh(geometryHandle, gameObject, gameObject.transform.worldToLocalMatrix, true, ref ignoredMeshCount) != OSPSuccess)
throw new Exception("Unable to upload audio mesh geometry");
if (ignoredMeshCount != 0)
{
Debug.LogError("Failed to upload meshes, " + ignoredMeshCount + " static meshes ignored. Turn on \"File Enabled\" to process static meshes offline", gameObject);
}
}
#if UNITY_EDITOR
//***********************************************************************
// WriteFile - Write the serialized mesh file.
public bool WriteFile()
{
if (filePathRelative == "")
{
filePathRelative = GetPath(transform);
string modifier = "";
int counter = 0;
while (System.IO.File.Exists(filePath + modifier))
{
modifier = "-" + counter;
++counter;
if (counter > 10000)
{
// sanity check to prevent hang
throw new Exception("Unable to find sutiable file name");
}
}
filePathRelative = filePathRelative + modifier;
Debug.Log("No file path specified, autogenerated: " + filePathRelative);
}
// Create the directory
int directoriesEnd = filePathRelative.LastIndexOf('/');
if ( directoriesEnd >= 0 )
{
string directoryName = filePathRelative.Substring(0, directoriesEnd);
System.IO.Directory.CreateDirectory(GeometryAssetPath + "/" + directoryName);
}
// Create a temporary geometry.
IntPtr tempGeometryHandle = IntPtr.Zero;
if (ONSPPropagation.Interface.CreateAudioGeometry(out tempGeometryHandle) != OSPSuccess)
{
throw new Exception("Failed to create temp geometry handle");
}
// Upload the mesh geometry.
if (uploadMesh(tempGeometryHandle, gameObject, gameObject.transform.worldToLocalMatrix) != OSPSuccess)
{
Debug.LogError("Error uploading mesh " + gameObject.name);
return false;
}
// Write the mesh to a file.
if (ONSPPropagation.Interface.AudioGeometryWriteMeshFile(tempGeometryHandle, filePath) != OSPSuccess)
{
Debug.LogError("Error writing mesh file " + filePath);
return false;
}
// Destroy the geometry.
if (ONSPPropagation.Interface.DestroyAudioGeometry(tempGeometryHandle) != OSPSuccess)
{
throw new Exception("Failed to destroy temp geometry handle");
}
return true;
}
#endif
//***********************************************************************
// ReadFile - Read the serialized mesh file.
public bool ReadFile()
{
if (filePath == null || filePath.Length == 0)
{
Debug.LogError("Invalid mesh file path");
return false;
}
if (ONSPPropagation.Interface.AudioGeometryReadMeshFile(geometryHandle, filePath) != OSPSuccess)
{
Debug.LogError("Error reading mesh file " + filePath);
return false;
}
return true;
}
public bool WriteToObj()
{
// Create a temporary geometry.
IntPtr tempGeometryHandle = IntPtr.Zero;
if (ONSPPropagation.Interface.CreateAudioGeometry(out tempGeometryHandle) != OSPSuccess)
{
throw new Exception("Failed to create temp geometry handle");
}
// Upload the mesh geometry.
if (uploadMesh(tempGeometryHandle, gameObject, gameObject.transform.worldToLocalMatrix) != OSPSuccess)
{
Debug.LogError("Error uploading mesh " + gameObject.name);
return false;
}
// Write the mesh to a .obj file.
if (ONSPPropagation.Interface.AudioGeometryWriteMeshFileObj(tempGeometryHandle, filePath + ".obj") != OSPSuccess)
{
Debug.LogError("Error writing .obj file " + filePath + ".obj");
return false;
}
// Destroy the geometry.
if (ONSPPropagation.Interface.DestroyAudioGeometry(tempGeometryHandle) != OSPSuccess)
{
throw new Exception("Failed to destroy temp geometry handle");
}
return true;
}
}