VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Unity/UnityCanvas/CanvasMesh.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

162 lines
5.4 KiB
C#

/*
* 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.
*/
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
namespace Oculus.Interaction.UnityCanvas
{
/// <summary>
/// Dynamically creates and resizes a mesh to fit a Unity canvas. There are two types of CanvasMesh components included in the Interaction SDK, <cref="CanvasCylinder" /> and <cref="CanvasRect" />.
/// </summary>
[DisallowMultipleComponent]
public abstract class CanvasMesh : MonoBehaviour
{
/// <summary>
/// Mesh construction will be driven by this texture.
/// </summary>
[Tooltip("Mesh construction will be driven by this texture.")]
[SerializeField]
protected CanvasRenderTexture _canvasRenderTexture;
/// <summary>
/// The mesh filter that will be driven.
/// </summary>
[Tooltip("The mesh filter that will be driven.")]
[SerializeField]
protected MeshFilter _meshFilter;
/// <summary>
/// Optional mesh collider that will be driven.
/// </summary>
[Tooltip("Optional mesh collider that will be driven.")]
[SerializeField, Optional]
protected MeshCollider _meshCollider = null;
protected bool _started = false;
protected abstract Vector3 MeshInverseTransform(Vector3 localPosition);
protected abstract void GenerateMesh(out List<Vector3> verts, out List<int> tris, out List<Vector2> uvs);
/// <summary>
/// Transform a position in world space relative to the imposter to an associated position relative
/// to the original canvas in world space.
/// </summary>
public Vector3 ImposterToCanvasTransformPoint(Vector3 worldPosition)
{
Vector3 localToImposter =
_meshFilter.transform.InverseTransformPoint(worldPosition);
Vector3 canvasLocalPosition = MeshInverseTransform(localToImposter) /
_canvasRenderTexture.transform.localScale.x;
Vector3 transformedWorldPosition = _canvasRenderTexture.transform.TransformPoint(canvasLocalPosition);
return transformedWorldPosition;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(_meshFilter, nameof(_meshFilter));
this.AssertField(_canvasRenderTexture, nameof(_canvasRenderTexture));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
UpdateImposter();
_canvasRenderTexture.OnUpdateRenderTexture += HandleUpdateRenderTexture;
if (_canvasRenderTexture.Texture != null)
{
HandleUpdateRenderTexture(_canvasRenderTexture.Texture);
}
}
}
protected virtual void OnDisable()
{
if (_started)
{
_canvasRenderTexture.OnUpdateRenderTexture -= HandleUpdateRenderTexture;
}
}
protected virtual void HandleUpdateRenderTexture(Texture texture)
{
UpdateImposter();
}
protected virtual void UpdateImposter()
{
Profiler.BeginSample("InterfaceRenderer.UpdateImposter");
try
{
GenerateMesh(out List<Vector3> verts, out List<int> tris, out List<Vector2> uvs);
Mesh mesh = new Mesh();
mesh.SetVertices(verts);
mesh.SetUVs(0, uvs);
mesh.SetTriangles(tris, 0);
mesh.RecalculateBounds();
mesh.RecalculateNormals();
_meshFilter.mesh = mesh;
if (_meshCollider != null)
{
_meshCollider.sharedMesh = _meshFilter.sharedMesh;
}
}
finally
{
Profiler.EndSample();
}
}
#region Inject
public void InjectAllCanvasMesh(CanvasRenderTexture canvasRenderTexture, MeshFilter meshFilter)
{
InjectCanvasRenderTexture(canvasRenderTexture);
InjectMeshFilter(meshFilter);
}
public void InjectCanvasRenderTexture(CanvasRenderTexture canvasRenderTexture)
{
_canvasRenderTexture = canvasRenderTexture;
}
public void InjectMeshFilter(MeshFilter meshFilter)
{
_meshFilter = meshFilter;
}
public void InjectOptionalMeshCollider(MeshCollider meshCollider)
{
_meshCollider = meshCollider;
}
#endregion
}
}