681 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			681 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
/************************************************************************************
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Filename    :   ONSPPropagationGeometry.cs
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Content     :   Geometry Functions
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                Attach to a game object with meshes and material scripts to create geometry
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                NOTE: ensure that Oculus Spatialization is enabled for AudioSource components
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Copyright   :   Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Licensed under the Oculus SDK Version 3.5 (the "License"); 
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you may not use the Oculus SDK except in compliance with the License, 
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which is provided at the time of installation or download, or which 
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.5/
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Unless required by applicable law or agreed to in writing, the Oculus SDK 
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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#define INCLUDE_TERRAIN_TREES
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using Oculus.Spatializer.Propagation;
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public class ONSPPropagationGeometry : MonoBehaviour
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{
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    public static string GeometryAssetDirectory = "AudioGeometry";
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    public static string GeometryAssetPath { get { return Application.streamingAssetsPath + "/" + GeometryAssetDirectory; } }
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    //-------
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    // PUBLIC 
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    /// The path to the serialized mesh file that holds the preprocessed mesh geometry.
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    public string filePathRelative = "";
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    public string filePath { get { return GeometryAssetPath + "/" + filePathRelative; } }
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    public bool fileEnabled = false;
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    public bool includeChildMeshes = true;
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    //-------
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    // PRIVATE 
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    private IntPtr geometryHandle = IntPtr.Zero;
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    //-------
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    // PUBLIC STATIC
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    public static int OSPSuccess = 0;
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    public const string GEOMETRY_FILE_EXTENSION = "ovramesh";
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    private static string GetPath(Transform current)
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    {
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        if (current.parent == null)
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            return current.gameObject.scene.name + "/" + current.name;
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        return GetPath(current.parent) + "-" + current.name;
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    }
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    /// <summary>
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    /// If script is attached to a gameobject, it will try to create geometry
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    /// </summary>
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    void Awake()
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    {
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        CreatePropagationGeometry();
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    }
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    /// <summary>
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    /// Call this function to create geometry handle
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    /// </summary>
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    void CreatePropagationGeometry()
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    {        
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        // Create Geometry
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        if (ONSPPropagation.Interface.CreateAudioGeometry(out geometryHandle) != OSPSuccess)
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        {
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            throw new Exception("Unable to create geometry handle");
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        }
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        // Upload Mesh
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        if (filePath != null && filePath.Length != 0 && fileEnabled && Application.isPlaying)
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        {
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            if (!ReadFile())
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            {
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                Debug.LogError("Failed to read file, attempting to regenerate audio geometry");
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                // We should not try to upload data dynamically if data already exists
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                UploadGeometry();
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            }
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        }
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        else
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        {
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            UploadGeometry();
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        }
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    }
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    /// <summary>
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    /// Update the world transform (TODO)
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    /// </summary>
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    private void Update()
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    {
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        if (geometryHandle == IntPtr.Zero)
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            return;
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        Matrix4x4 m = transform.localToWorldMatrix;
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        // Note: flip Z to convert from left-handed (+Z forward) to right-handed (+Z backward)
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        float[] matrix = { m[0,0], m[1,0], -m[2,0], m[3,0],
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                           m[0,1], m[1,1], -m[2,1], m[3,1],
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                           m[0,2], m[1,2], -m[2,2], m[3,2],
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                           m[0,3], m[1,3], -m[2,3], m[3,3] };
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        ONSPPropagation.Interface.AudioGeometrySetTransform(geometryHandle, matrix);
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    }
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    /// <summary>
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    /// Call when destroyed
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    /// </summary>
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    private void OnDestroy()
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    {
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        // DESTROY GEOMETRY
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        if (geometryHandle != IntPtr.Zero && ONSPPropagation.Interface.DestroyAudioGeometry(geometryHandle) != OSPSuccess)
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        {
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            throw new Exception("Unable to destroy geometry");
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        }
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        geometryHandle = IntPtr.Zero;
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    }
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    //
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    // FUNCTIONS FOR UPLOADING MESHES VIA GAME OBJECT 
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    //
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    static int terrainDecimation = 4;
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    private struct MeshMaterial
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    {
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        public MeshFilter meshFilter;
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        public ONSPPropagationMaterial[] materials;
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    }
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    private struct TerrainMaterial
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    {
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        public Terrain terrain;
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        public ONSPPropagationMaterial[] materials;
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        public Mesh[] treePrototypeMeshes;
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    }
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    private static void traverseMeshHierarchy(GameObject obj, ONSPPropagationMaterial[] currentMaterials, bool includeChildren,
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                                              List<MeshMaterial> meshMaterials, List<TerrainMaterial> terrainMaterials, bool ignoreStatic, ref int ignoredMeshCount)
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    {
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        if (!obj.activeInHierarchy)
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            return;
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        MeshFilter[] meshes                 = obj.GetComponents<MeshFilter>();
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        Terrain[] terrains                  = obj.GetComponents<Terrain>();
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        ONSPPropagationMaterial[] materials = obj.GetComponents<ONSPPropagationMaterial>();
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        // Initialize the current material array to a new array if there are any new materials.
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        if (materials != null && materials.Length > 0)
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        {
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            // Determine the length of the material array.
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            int maxLength = materials.Length;
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            if (currentMaterials != null)
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                maxLength = Math.Max(maxLength, currentMaterials.Length);
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            ONSPPropagationMaterial[] newMaterials = new ONSPPropagationMaterial[maxLength];
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            // Copy the previous materials into the new array.
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            if (currentMaterials != null)
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            {
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                for (int i = materials.Length; i < maxLength; i++)
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                    newMaterials[i] = currentMaterials[i];
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            }
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            currentMaterials = newMaterials;
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            // Copy the current materials.
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            for (int i = 0; i < materials.Length; i++)
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                currentMaterials[i] = materials[i];
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        }
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        // Gather the meshes.
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        foreach (MeshFilter meshFilter in meshes)
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        {
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            Mesh mesh = meshFilter.sharedMesh;
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            if (mesh == null)
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                continue;
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            if (ignoreStatic && !mesh.isReadable)
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            {
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                Debug.LogWarning("Mesh: " + meshFilter.gameObject.name + " not readable, cannot be static.", meshFilter.gameObject);
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                ++ignoredMeshCount;
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                continue;
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            }
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            MeshMaterial m = new MeshMaterial();
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            m.meshFilter = meshFilter;
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            m.materials = currentMaterials;
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            meshMaterials.Add(m);
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        }
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        // Gather the terrains.
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        foreach (Terrain terrain in terrains)
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        {
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            TerrainMaterial m = new TerrainMaterial();
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            m.terrain = terrain;
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            m.materials = currentMaterials;
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            terrainMaterials.Add(m);
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        }
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        // Traverse to the child objects.
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        if (includeChildren)
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        {
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            foreach (Transform child in obj.transform)
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            {
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                if (child.GetComponent<ONSPPropagationGeometry>() == null) // skip children which have their own component
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                    traverseMeshHierarchy(child.gameObject, currentMaterials, includeChildren, meshMaterials, terrainMaterials, ignoreStatic, ref ignoredMeshCount);
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            }
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        }
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    }
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    //
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    // CALL THIS ON GAME OBJECT THAT HAS GEOMETRY ATTACHED TO IT
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    //
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    private int uploadMesh(IntPtr geometryHandle, GameObject meshObject, Matrix4x4 worldToLocal)
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    {
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        int unused = 0;
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        return uploadMesh(geometryHandle, meshObject, worldToLocal, false, ref unused);
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    }
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    private int uploadMesh(IntPtr geometryHandle, GameObject meshObject, Matrix4x4 worldToLocal, bool ignoreStatic, ref int ignoredMeshCount)
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    {
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        // Get the child mesh objects.
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        List<MeshMaterial> meshes = new List<MeshMaterial>();
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        List<TerrainMaterial> terrains = new List<TerrainMaterial>();
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        traverseMeshHierarchy(meshObject, null, includeChildMeshes, meshes, terrains, ignoreStatic, ref ignoredMeshCount);
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        //***********************************************************************
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        // Count the number of vertices and indices.
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        int totalVertexCount = 0;
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        uint totalIndexCount = 0;
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        int totalFaceCount = 0;
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        int totalMaterialCount = 0;
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        foreach (MeshMaterial m in meshes)
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        {
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            updateCountsForMesh(ref totalVertexCount, ref totalIndexCount, ref totalFaceCount, ref totalMaterialCount, m.meshFilter.sharedMesh);
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        }
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        // TODO: expose tree material
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        ONSPPropagationMaterial[] treeMaterials = new ONSPPropagationMaterial[1];
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        for (int i = 0; i < terrains.Count; ++i)
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        {
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            TerrainMaterial t = terrains[i];
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            TerrainData terrain = t.terrain.terrainData;
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#if UNITY_2019_3_OR_NEWER
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            int w = terrain.heightmapResolution;
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            int h = terrain.heightmapResolution;
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#else
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            int w = terrain.heightmapWidth;
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            int h = terrain.heightmapHeight;
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#endif
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            int wRes = (w - 1) / terrainDecimation + 1;
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            int hRes = (h - 1) / terrainDecimation + 1;
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            int vertexCount = wRes * hRes;
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            int indexCount = (wRes - 1) * (hRes - 1) * 6;
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            totalMaterialCount++;
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            totalVertexCount += vertexCount;
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            totalIndexCount += (uint)indexCount;
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            totalFaceCount += indexCount / 3;
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#if INCLUDE_TERRAIN_TREES
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            TreePrototype[] treePrototypes = terrain.treePrototypes;
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            if (treePrototypes.Length != 0)
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            {
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                if (treeMaterials[0] == null)
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                {
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                    // Create the tree material
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                    treeMaterials[0] = gameObject.AddComponent<ONSPPropagationMaterial>();
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#if true
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                    treeMaterials[0].SetPreset(ONSPPropagationMaterial.Preset.Foliage);
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#else
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                    // Custom material that is highly transmissive
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                    treeMaterials[0].absorption.points = new List<ONSPPropagationMaterial.Point>{
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			            new ONSPPropagationMaterial.Point(125f,  .03f), 
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                        new ONSPPropagationMaterial.Point(250f,  .06f), 
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                        new ONSPPropagationMaterial.Point(500f,  .11f), 
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                        new ONSPPropagationMaterial.Point(1000f, .17f), 
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                        new ONSPPropagationMaterial.Point(2000f, .27f), 
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                        new ONSPPropagationMaterial.Point(4000f, .31f) };
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                    treeMaterials[0].scattering.points = new List<ONSPPropagationMaterial.Point>{
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			            new ONSPPropagationMaterial.Point(125f,  .20f), 
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                        new ONSPPropagationMaterial.Point(250f,  .3f), 
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                        new ONSPPropagationMaterial.Point(500f,  .4f), 
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                        new ONSPPropagationMaterial.Point(1000f, .5f), 
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                        new ONSPPropagationMaterial.Point(2000f, .7f), 
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                        new ONSPPropagationMaterial.Point(4000f, .8f) };
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                    treeMaterials[0].transmission.points = new List<ONSPPropagationMaterial.Point>(){
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			            new ONSPPropagationMaterial.Point(125f,  .95f), 
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                        new ONSPPropagationMaterial.Point(250f,  .92f), 
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                        new ONSPPropagationMaterial.Point(500f,  .87f), 
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                        new ONSPPropagationMaterial.Point(1000f, .81f), 
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                        new ONSPPropagationMaterial.Point(2000f, .71f), 
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                        new ONSPPropagationMaterial.Point(4000f, .67f) };
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#endif
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                }
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                t.treePrototypeMeshes = new Mesh[treePrototypes.Length];
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                // assume the sharedMesh with the lowest vertex is the lowest LOD
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                for (int j = 0; j < treePrototypes.Length; ++j)
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                {
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                    GameObject prefab = treePrototypes[j].prefab;
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                    MeshFilter[] meshFilters = prefab.GetComponentsInChildren<MeshFilter>();
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                    int minVertexCount = int.MaxValue;
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                    int index = -1;
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                    for (int k = 0; k < meshFilters.Length; ++k)
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                    {
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                        int count = meshFilters[k].sharedMesh.vertexCount;
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                        if (count < minVertexCount)
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                        {
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                            minVertexCount = count;
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                            index = k;
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                        }
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                    }
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                    t.treePrototypeMeshes[j] = meshFilters[index].sharedMesh;
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                }
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                TreeInstance[] trees = terrain.treeInstances;
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                foreach (TreeInstance tree in trees)
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                {
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                    updateCountsForMesh(ref totalVertexCount, ref totalIndexCount, ref totalFaceCount,
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                        ref totalMaterialCount, t.treePrototypeMeshes[tree.prototypeIndex]);
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                }
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                terrains[i] = t;
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            }
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#endif
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        }
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        //***********************************************************************
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        // Copy the mesh data.
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        List<Vector3> tempVertices = new List<Vector3>();
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        List<int> tempIndices = new List<int>();
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        MeshGroup[] groups = new MeshGroup[totalMaterialCount];
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        float[] vertices = new float[totalVertexCount * 3];
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        int[] indices = new int[totalIndexCount];
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        int vertexOffset = 0;
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        int indexOffset = 0;
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        int groupOffset = 0;
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        foreach (MeshMaterial m in meshes)
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        {
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            MeshFilter meshFilter = m.meshFilter;
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            // Compute the combined transform to go from mesh-local to geometry-local space.
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            Matrix4x4 matrix = worldToLocal * meshFilter.gameObject.transform.localToWorldMatrix;
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            uploadMeshFilter(tempVertices, tempIndices, groups, vertices, indices, ref vertexOffset, ref indexOffset, ref groupOffset, meshFilter.sharedMesh, m.materials, matrix);
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        }
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        foreach (TerrainMaterial t in terrains)
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        {
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            TerrainData terrain = t.terrain.terrainData;
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            // Compute the combined transform to go from mesh-local to geometry-local space.
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            Matrix4x4 matrix = worldToLocal * t.terrain.gameObject.transform.localToWorldMatrix;
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#if UNITY_2019_3_OR_NEWER
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            int w = terrain.heightmapResolution;
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            int h = terrain.heightmapResolution;
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#else
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            int w = terrain.heightmapWidth;
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            int h = terrain.heightmapHeight;
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#endif
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            float[,] tData = terrain.GetHeights(0, 0, w, h);
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            Vector3 meshScale = terrain.size;
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            meshScale = new Vector3(meshScale.x / (w - 1) * terrainDecimation, meshScale.y, meshScale.z / (h - 1) * terrainDecimation);
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            int wRes = (w - 1) / terrainDecimation + 1;
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            int hRes = (h - 1) / terrainDecimation + 1;
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            int vertexCount = wRes * hRes;
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            int triangleCount = (wRes - 1) * (hRes - 1) * 2;
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            // Initialize the group.
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            groups[groupOffset].faceType = FaceType.TRIANGLES;
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            groups[groupOffset].faceCount = (UIntPtr)triangleCount;
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            groups[groupOffset].indexOffset = (UIntPtr)indexOffset;
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            if (t.materials != null && 0 < t.materials.Length)
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            {
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                t.materials[0].StartInternal();
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                groups[groupOffset].material = t.materials[0].materialHandle;
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            }
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            else
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                groups[groupOffset].material = IntPtr.Zero;
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            // Build vertices and UVs
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            for (int y = 0; y < hRes; y++)
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            {
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                for (int x = 0; x < wRes; x++)
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                {
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                    int offset = (vertexOffset + y * wRes + x) * 3;
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                    Vector3 v = matrix.MultiplyPoint3x4(Vector3.Scale(meshScale, new Vector3(y, tData[x * terrainDecimation, y * terrainDecimation], x)));
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                    vertices[offset + 0] = v.x;
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                    vertices[offset + 1] = v.y;
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                    vertices[offset + 2] = v.z;
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                }
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            }
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            // Build triangle indices: 3 indices into vertex array for each triangle
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            for (int y = 0; y < hRes - 1; y++)
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            {
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                for (int x = 0; x < wRes - 1; x++)
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                {
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                    // For each grid cell output two triangles
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                    indices[indexOffset + 0] = (vertexOffset + (y * wRes) + x);
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                    indices[indexOffset + 1] = (vertexOffset + ((y + 1) * wRes) + x);
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                    indices[indexOffset + 2] = (vertexOffset + (y * wRes) + x + 1);
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                    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<Vector3> tempVertices, List<int> 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
 | 
						|
        string directoryName = filePathRelative.Substring(0, filePathRelative.LastIndexOf('/'));
 | 
						|
        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;
 | 
						|
    }
 | 
						|
}
 | 
						|
 |