XRFaceMesh.cs
6.54 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
using System;
using System.Text;
using Unity.Collections;
namespace UnityEngine.XR.ARSubsystems
{
/// <summary>
/// Container for mesh data associated with an <see cref="XRFace"/>. Not all implementations
/// support all data. Check for existence with <c>NativeArray</c>'s <c>IsCreated</c> property.
/// </summary>
public struct XRFaceMesh : IEquatable<XRFaceMesh>, IDisposable
{
/// <summary>
/// Attributes associated with the face mesh, such as normals and texture coordinates.
/// Vertex positions and triangle indices are assumed to exist already. These are
/// optional attributes. Used with <see cref="Resize(int, int, Attributes, Allocator)"/>.
/// </summary>
[Flags]
public enum Attributes
{
/// <summary>
/// No attributes specified.
/// </summary>
None = 0,
/// <summary>
/// The face mesh contains normals.
/// </summary>
Normals = 1 << 0,
/// <summary>
/// The face mesh contains texture coordinates.
/// </summary>
UVs = 1 << 1
}
/// <summary>
/// Resize the <c>NativeArray</c>s held by this struct. This method will deallocate
/// the <c>NativeArray</c>s if they are not needed or if they are not the correct size.
/// If they are already the correct size, this method does not mutate those <c>NativeArray</c>s.
/// This facilitate memory reuse when the number of vertices or triangles in the face does
/// not change frequently.
/// </summary>
/// <param name="vertexCount">The number of vertices in the mesh.</param>
/// <param name="triangleCount">The number of triangles in the mesh.</param>
/// <param name="attributes">Optional mesh attributes. This affects whether <see cref="normals"/>
/// and <see cref="uvs"/> will be (re)allocated or disposed.</param>
/// <param name="allocator">If a reallocation is required, this allocator will be used.</param>
public void Resize(
int vertexCount,
int triangleCount,
Attributes attributes,
Allocator allocator)
{
Resize(vertexCount, allocator, ref m_Vertices, true);
Resize(vertexCount, allocator, ref m_Normals, (attributes & Attributes.Normals) != 0);
Resize(vertexCount, allocator, ref m_UVs, (attributes & Attributes.UVs) != 0);
Resize(triangleCount * 3, allocator, ref m_Indices, true);
}
/// <summary>
/// The vertices in the mesh. This is a parallel array to
/// <see cref="normals"/> and <see cref="uvs"/>.
/// </summary>
public NativeArray<Vector3> vertices
{
get { return m_Vertices; }
}
NativeArray<Vector3> m_Vertices;
/// <summary>
/// The normals in the mesh. This is a parallel array to
/// <see cref="vertices"/> and <see cref="uvs"/>.
/// </summary>
public NativeArray<Vector3> normals
{
get { return m_Normals; }
}
NativeArray<Vector3> m_Normals;
/// <summary>
/// The triangle indices of the mesh. There are three times as many indices as triangles.
/// </summary>
public NativeArray<int> indices
{
get { return m_Indices; }
}
NativeArray<int> m_Indices;
/// <summary>
/// The texture coordinates for the mesh. This is a parallel
/// array to <see cref="vertices"/> and <see cref="normals"/>.
/// </summary>
public NativeArray<Vector2> uvs
{
get { return m_UVs; }
}
NativeArray<Vector2> m_UVs;
/// <summary>
/// Disposes of the all four native arrays:
/// <see cref="vertices"/>, <see cref="normals"/>, <see cref="uvs"/>, and <see cref="indices"/>
/// Checking for creation before calling Dispose.
/// </summary>
public void Dispose()
{
if (m_Vertices.IsCreated)
m_Vertices.Dispose();
if (m_Normals.IsCreated)
m_Normals.Dispose();
if (m_Indices.IsCreated)
m_Indices.Dispose();
if (m_UVs.IsCreated)
m_UVs.Dispose();
}
public override int GetHashCode()
{
unchecked
{
var hash = m_Vertices.GetHashCode();
hash = hash * 486187739 + m_Normals.GetHashCode();
hash = hash * 486187739 + m_Indices.GetHashCode();
hash = hash * 486187739 + m_UVs.GetHashCode();
return hash;
}
}
public override bool Equals(object obj)
{
if (!(obj is XRFaceMesh))
return false;
return Equals((XRFaceMesh)obj);
}
public override string ToString()
{
return string.Format("XRFaceMesh: {0} vertices {1} normals {2} indices {3} uvs",
m_Vertices.Length, m_Normals.Length, m_Indices.Length, m_UVs.Length);
}
public bool Equals(XRFaceMesh other)
{
return
m_Vertices.Equals(other.m_Vertices) &&
m_Normals.Equals(other.m_Normals) &&
m_Indices.Equals(other.m_Indices) &&
m_UVs.Equals(other.m_UVs);
}
public static bool operator ==(XRFaceMesh lhs, XRFaceMesh rhs)
{
return lhs.Equals(rhs);
}
public static bool operator !=(XRFaceMesh lhs, XRFaceMesh rhs)
{
return !lhs.Equals(rhs);
}
static void Resize<T>(int length, Allocator allocator, ref NativeArray<T> array, bool shouldExist) where T : struct
{
if (shouldExist)
{
if (array.IsCreated)
{
if (array.Length != length)
{
array.Dispose();
array = new NativeArray<T>(length, allocator);
}
}
else
{
array = new NativeArray<T>(length, allocator);
}
}
else if (array.IsCreated)
{
array.Dispose();
}
}
}
}