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FileSurfaceObserver.cs
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89 lines (76 loc) · 3.3 KB
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using System.Collections.Generic;
using UnityEngine;
namespace HoloToolkit.Unity
{
public class FileSurfaceObserver : SpatialMappingSource
{
[Tooltip("The file name to use when saving and loading meshes.")]
public string MeshFileName = "roombackup";
[Tooltip("Key to press in editor to load a spatial mapping mesh from a .room file.")]
public KeyCode LoadFileKey = KeyCode.L;
[Tooltip("Key to press in editor to save a spatial mapping mesh to file.")]
public KeyCode SaveFileKey = KeyCode.S;
/// <summary>
/// Loads the SpatialMapping mesh from the specified file.
/// </summary>
/// <param name="fileName">The name, without path or extension, of the file to load.</param>
public void Load(string fileName)
{
if (string.IsNullOrEmpty(fileName))
{
Debug.Log("No mesh file specified.");
return;
}
Cleanup();
List<Mesh> storedMeshes = new List<Mesh>();
try
{
storedMeshes.AddRange(MeshSaver.Load(fileName));
foreach (Mesh mesh in storedMeshes)
{
GameObject surface = AddSurfaceObject(mesh, "storedmesh-" + surfaceObjects.Count, transform);
Renderer renderer = surface.GetComponent<MeshRenderer>();
if (SpatialMappingManager.Instance.DrawVisualMeshes == false)
{
renderer.enabled = false;
}
if (SpatialMappingManager.Instance.CastShadows == false)
{
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
}
// Reset the surface mesh collider to fit the updated mesh.
// Unity tribal knowledge indicates that to change the mesh assigned to a
// mesh collider, the mesh must first be set to null. Presumably there
// is a side effect in the setter when setting the shared mesh to null.
MeshCollider collider = surface.GetComponent<MeshCollider>();
collider.sharedMesh = null;
collider.sharedMesh = surface.GetComponent<MeshFilter>().mesh;
}
}
catch
{
Debug.Log("Failed to load " + fileName);
}
}
// Called every frame.
private void Update()
{
// Keyboard commands for saving and loading a remotely generated mesh file.
#if UNITY_EDITOR
// S - saves the active mesh
if (Input.GetKeyUp(KeyCode.S))
{
MeshSaver.Save(MeshFileName, SpatialMappingManager.Instance.GetMeshes());
}
// L - loads the previously saved mesh into editor and sets it to be the spatial mapping source.
if (Input.GetKeyUp(KeyCode.L))
{
SpatialMappingManager.Instance.SetSpatialMappingSource(this);
Load(MeshFileName);
}
#endif
}
}
}