public void sendMessage(Vector3[] vertices, Vector2[] uvs, int[] triangles)
    {
        PointsMessage message = new PointsMessage();

        message.vertices  = vertices;
        message.uvs       = uvs;
        message.triangles = triangles;
        NetworkServer.SendToAll(CustomMessage.hiMessage, message);
    }
    public void sendSpatialMesh(Vector3[] vertices, Vector2[] uvs, int[] triangles)
    {
        PointsMessage message = new PointsMessage();

        message.vertices  = vertices;
        message.uvs       = uvs;
        message.triangles = triangles;
        myClient.Send(SpatialMeshMsg.meshMsg, message);
    }
    public void TransferMesh(NetworkMessage netMsg)
    {
        Debug.Log("Received spatial mesh message");
        PointsMessage message = netMsg.ReadMessage <PointsMessage>();

        // line object
        GameObject surfaceObject = new GameObject("Surface Object");

        surfaceObject.transform.SetParent(SpatialMeshVR.transform);

        Mesh mesh = new Mesh();

        surfaceObject.AddComponent <MeshFilter>().mesh = mesh;
        mesh.vertices  = message.vertices;
        mesh.uv        = message.uvs;
        mesh.triangles = message.triangles;
        surfaceObject.AddComponent <MeshRenderer>().material = surfaceMaterial;
    }
Exemple #4
0
 void Update()
 {
     if (isAtStartup)
     {
         if (Input.GetKeyDown(KeyCode.S))
         {
             Debug.Log("Server");
             SetupServer();
         }
         if (Input.GetKeyDown(KeyCode.C))
         {
             Debug.Log("Client");
             SetupClient();
         }
         if (Input.GetKeyDown(KeyCode.B))
         {
             Debug.Log("Both");
             SetupServer();
             SetupLocalClient();
         }
     }
     else
     {
         if (Input.GetKeyDown(KeyCode.M))
         {
             if (myClient == null)
             {
                 Debug.Log("Sending message from server to client");
                 Vector3[] points = new[] { new Vector3(1, 2, 3),
                                            new Vector3(4, 5, 6) };
                 // sendMessage(points);
             }
             else
             {
                 Debug.Log("Sending message from client to server");
                 Vector3[] points = new[] { new Vector3(3, 2, 1),
                                            new Vector3(6, 5, 4) };
                 PointsMessage message = new PointsMessage();
                 // message.points = points;
                 myClient.Send(CustomMessage.hiMessage, message);
             }
         }
     }
 }
    public void onClientReceiveMessage(NetworkMessage msg)
    {
        PointsMessage message = msg.ReadMessage <PointsMessage>();

        // line object
        GameObject line = new GameObject();
        Mesh       mesh = new Mesh();

        line.AddComponent <MeshFilter>().mesh = mesh;
        mesh.vertices  = message.vertices;
        mesh.uv        = message.uvs;
        mesh.triangles = message.triangles;
        line.AddComponent <MeshRenderer>().material = lineMaterial;

        //Vector3[] points = message.points;
        //Debug.Log(points.Length + " points received");
        //foreach (Vector3 point in points)
        //{
        //    Debug.Log(point);
        //}
    }
 void Update()
 {
     if (isAtStartup)
     {
         if (Input.GetKeyDown(KeyCode.S))
         {
             Debug.Log("Server");
             SetupServer();
         }
         if (Input.GetKeyDown(KeyCode.C))
         {
             Debug.Log("Client");
             SetupClient();
         }
         if (Input.GetKeyDown(KeyCode.B))
         {
             Debug.Log("Both");
             SetupServer();
             SetupLocalClient();
         }
     }
     else
     {
         if (Input.GetKeyDown(KeyCode.M))
         {
             if (myClient == null)
             {
                 Debug.Log("Sending message from server to client");
             }
             else
             {
                 Debug.Log("Sending message from client to server");
                 PointsMessage message = new PointsMessage();
                 myClient.Send(CustomMessage.hiMessage, message);
             }
         }
     }
 }