public static GameObject CreateMeshInstance(MeshInstanceData meshInstanceData)
        {
            Debug.LogFormat("Mesh Instance - Token:{0}, Name:{1} Parent:{2}, Mesh:{3}", meshInstanceData.entityToken, meshInstanceData.displayName, meshInstanceData.entityParentToken, meshInstanceData.originalMesh);

            var transform = MarshalData.GetXFormFromUnmanagedArray(meshInstanceData.xform);

            // Find mesh prefab
            Object meshPrefabObj = PackageMapper.GetObjectFromToken(meshInstanceData.originalMesh);

            // Create a new game object
            GameObject meshInst = Object.Instantiate(meshPrefabObj as GameObject);

            // Remove the "(Clone)" string from name that Unity automatically adds when instantiating
            // and apply the actual display name of the instance
            meshInst.name = meshInstanceData.displayName;

            // Find instance parent
            Object parentObj = PackageMapper.GetObjectFromToken(meshInstanceData.entityParentToken);

            SceneTransmissionProtocolUtilities.UpdateObjectHierarchy(meshInst, parentObj as GameObject, transform);

            // Add token store
            PackageMapper.AddUniqueTokenStore(meshInst, meshInstanceData.entityToken);

            return(meshInst);
        }
        public static void CreateAndSendMeshInstanceRequest(
            GameObject meshInstanceObj,
            string instanceToken,
            string meshToken,
            string parentToken)
        {
            MeshInstanceData meshInstanceData = new MeshInstanceData();

            meshInstanceData.displayName       = meshInstanceObj.name;
            meshInstanceData.entityToken       = instanceToken;
            meshInstanceData.entityParentToken = parentToken;
            meshInstanceData.originalMesh      = meshToken;

            // Add transformation
            meshInstanceData.xform = MarshalData.GetXFormToUnmanagedArray(meshInstanceObj.transform.localToWorldMatrix);

            System.IntPtr meshInstanceDataPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(System.Runtime.InteropServices.Marshal.SizeOf(meshInstanceData));
            System.Runtime.InteropServices.Marshal.StructureToPtr(meshInstanceData, meshInstanceDataPtr, false);

            Debug.LogFormat("Mesh Instance Push - Token:{0}, Parent:{1}, Mesh:{2}", meshInstanceData.entityToken, meshInstanceData.entityParentToken, meshInstanceData.originalMesh);
            ImportMenu.stpUnitySendMeshInstanceData(meshInstanceDataPtr);

            // Free allocated memory
            System.Runtime.InteropServices.Marshal.FreeHGlobal(meshInstanceData.xform);
            System.Runtime.InteropServices.Marshal.FreeHGlobal(meshInstanceDataPtr);
        }
        public static bool UpdateMeshInstance(MeshInstanceData meshInstanceData)
        {
            Debug.LogFormat("Mesh Instance Update - Token:{0}, Parent:{1}, Mesh:{2}", meshInstanceData.entityToken, meshInstanceData.entityParentToken, meshInstanceData.originalMesh);

            Object meshInstObj = PackageMapper.GetObjectFromToken(meshInstanceData.entityToken);
            var    meshInst    = meshInstObj as GameObject;

            var transform = MarshalData.GetXFormFromUnmanagedArray(meshInstanceData.xform);

            // Update the transformation of the item, ignore hierarchy updates for now
            // TODO: Work on hierarchy control systems
            Transform  parentTrs = meshInst.transform.parent;
            GameObject parent    = null;

            if (parentTrs)
            {
                parent = parentTrs.gameObject;
            }

            SceneTransmissionProtocolUtilities.UpdateObjectHierarchy(meshInst, parent, transform);

            // Update mesh filter
            Mesh mesh = PackageMapper.GetMeshFromToken(meshInstanceData.originalMesh);

            var meshFilter = meshInst.GetComponent <MeshFilter>();

            if (meshFilter)
            {
                meshFilter.sharedMesh = mesh;
            }

            // Update mesh renderer
            GameObject meshPrefab       = PackageMapper.GetObjectFromToken(meshInstanceData.originalMesh) as GameObject;
            var        meshRenderer     = meshPrefab.GetComponent <MeshRenderer>();
            var        meshInstRenderer = meshInst.GetComponent <MeshRenderer>();

            if (meshRenderer && meshInstRenderer)
            {
                meshInstRenderer.sharedMaterials = meshRenderer.sharedMaterials;
            }

            return(true);
        }
Пример #4
0
        private static void ParseMeshInstanceData(MeshInstanceData meshInstData, out bool newItemCreated)
        {
            newItemCreated = false;
            // Check if the object already exists in the package mapper
            if (PackageMapper.TokenExistsInCache(meshInstData.entityToken))
            {
                // If object exists try to update it
                MeshInstanceHandler.UpdateMeshInstance(meshInstData);
            }
            else
            {
                // Create a new GameObject in the hierarchy
                GameObject meshInst = MeshInstanceHandler.CreateMeshInstance(meshInstData);

                if (meshInst)
                {
                    PackageMapper.MapTokenToObject(meshInstData.entityToken, meshInst);
                    newItemCreated = true;
                }
            }
        }
        public static bool DependencyCheck(MeshInstanceData meshInstanceData)
        {
            if (!PackageMapper.TokenExistsInCache(meshInstanceData.originalMesh))
            {
                // TODO: messages slow down the recieve mechanism and spam the log
                //Debug.LogWarningFormat("Mesh Instance '{0}' Dependancy failed! Missing mesh item {1}!", meshInstanceData.entityToken, meshInstanceData.originalMesh);
                return(false);
            }

            if (!System.String.IsNullOrEmpty(meshInstanceData.entityParentToken))
            {
                if (!PackageMapper.TokenExistsInCache(meshInstanceData.entityParentToken))
                {
                    // TODO: messages slow down the recieve mechanism and spam the log
                    //Debug.LogWarningFormat("Mesh Instance '{0}' Dependancy failed! Missing parent item {1}!", meshInstanceData.entityToken, meshInstanceData.entityParentToken);
                    return(false);
                }
            }

            return(true);
        }
Пример #6
0
        // Iterate through mesh instance store that were missing dependants
        // and check if we can create new mesh instance objects or update existing mesh objects
        public static void IterateMeshInstanceStore(out bool newItemCreated)
        {
            newItemCreated = false;
            for (int i = meshInstanceDataStore.Count - 1; i >= 0; i--)
            {
                MeshInstanceData meshInstanceData = (MeshInstanceData)System.Runtime.InteropServices.Marshal.PtrToStructure(meshInstanceDataStore[i], typeof(MeshInstanceData));
                // If all dependants are here, create or update the mesh
                bool currentItemCreated = false;
                bool dependencySuccess  = MeshInstanceHandler.DependencyCheck(meshInstanceData);
                if (dependencySuccess)
                {
                    ParseMeshInstanceData(meshInstanceData, out currentItemCreated);

                    // Delete the data
                    ImportMenu.stpUnityDeleteMeshInstanceData(meshInstanceDataStore[i]);

                    // Remove from the store
                    meshInstanceDataStore.RemoveAt(i);
                }

                // True if at least one item was created
                newItemCreated = newItemCreated || currentItemCreated;
            }
        }