public Error Export(ComputeDevice computeDevice, SimulationSettings simulationSettings, PhononMaterialValue defaultMaterial, GlobalContext globalContext, bool exportOBJ = false) { var error = Error.None; var objects = GameObject.FindObjectsOfType <PhononGeometry>(); var totalNumVertices = 0; var totalNumTriangles = 0; var totalNumMaterials = 1; // Global material. for (var i = 0; i < objects.Length; ++i) { totalNumVertices += objects[i].GetNumVertices(); totalNumTriangles += objects[i].GetNumTriangles(); totalNumMaterials += objects[i].GetNumMaterials(); } simulationSettings.sceneType = SceneType.Phonon; // Scene type should always be Phonon when exporting. error = PhononCore.iplCreateScene(globalContext, computeDevice.GetDevice(), simulationSettings, totalNumMaterials, ref scene); if (error != Error.None) { throw new Exception("Unable to create scene for export (" + objects.Length.ToString() + " materials): [" + error.ToString() + "]"); } var staticMesh = IntPtr.Zero; error = PhononCore.iplCreateStaticMesh(scene, totalNumVertices, totalNumTriangles, ref staticMesh); if (error != Error.None) { throw new Exception("Unable to create static mesh for export (" + totalNumVertices.ToString() + " vertices, " + totalNumTriangles.ToString() + " triangles): [" + error.ToString() + "]"); } var vertices = new Vector3[totalNumVertices]; var triangles = new Triangle[totalNumTriangles]; var materialIndices = new int[totalNumTriangles]; var materials = new Material[totalNumMaterials + 1]; // Offset added to avoid creating Material // for each object and then copying it. var vertexOffset = 0; var triangleOffset = 0; var materialOffset = 1; materials[0].absorptionHigh = defaultMaterial.HighFreqAbsorption; materials[0].absorptionMid = defaultMaterial.MidFreqAbsorption; materials[0].absorptionLow = defaultMaterial.LowFreqAbsorption; materials[0].scattering = defaultMaterial.Scattering; materials[0].transmissionHigh = defaultMaterial.HighFreqTransmission; materials[0].transmissionMid = defaultMaterial.MidFreqTransmission; materials[0].transmissionLow = defaultMaterial.LowFreqTransmission; for (var i = 0; i < objects.Length; ++i) { objects[i].GetGeometry(vertices, ref vertexOffset, triangles, ref triangleOffset, materials, materialIndices, ref materialOffset); } for (var i = 0; i < totalNumMaterials; ++i) { PhononCore.iplSetSceneMaterial(scene, i, materials[i]); } PhononCore.iplSetStaticMeshVertices(scene, staticMesh, vertices); PhononCore.iplSetStaticMeshTriangles(scene, staticMesh, triangles); PhononCore.iplSetStaticMeshMaterials(scene, staticMesh, materialIndices); PhononCore.iplFinalizeScene(scene, null); #if UNITY_EDITOR if (!Directory.Exists(Application.streamingAssetsPath)) { UnityEditor.AssetDatabase.CreateFolder("Assets", "StreamingAssets"); } #endif if (exportOBJ) { PhononCore.iplDumpSceneToObjFile(scene, Common.ConvertString(ObjFileName())); Debug.Log("Scene dumped to " + ObjFileName() + "."); } else { error = PhononCore.iplSaveFinalizedScene(scene, Common.ConvertString(SceneFileName())); if (error != Error.None) { throw new Exception("Unable to save scene to " + SceneFileName() + " [" + error.ToString() + "]"); } Debug.Log("Scene exported to " + SceneFileName() + "."); } PhononCore.iplDestroyStaticMesh(ref staticMesh); PhononCore.iplDestroyScene(ref scene); return(error); }
public Error Export(ComputeDevice computeDevice, PropagationSettings simulationSettings) { var error = Error.None; var objects = GameObject.FindObjectsOfType <PhononGeometry>(); simulationSettings.sceneType = SceneType.Phonon; // Scene type should always be Phonon when exporting the scene. error = PhononCore.iplCreateScene(Context.GetContext(), computeDevice.GetDevice(), simulationSettings, objects.Length, ref scene); if (error != Error.None) { throw new Exception("Unable to create scene for export (" + objects.Length.ToString() + " materials): [" + error.ToString() + "]"); } var materials = new Material[objects.Length]; for (var i = 0; i < objects.Length; ++i) { objects[i].GetMaterial(ref materials[i]); PhononCore.iplSetSceneMaterial(scene, i, materials[i]); } var totalNumVertices = 0; var numVertices = new int[objects.Length]; var totalNumTriangles = 0; var numTriangles = new int[objects.Length]; for (var i = 0; i < objects.Length; ++i) { numVertices[i] = objects[i].GetNumVertices(); totalNumVertices += numVertices[i]; numTriangles[i] = objects[i].GetNumTriangles(); totalNumTriangles += numTriangles[i]; } var staticMesh = IntPtr.Zero; error = PhononCore.iplCreateStaticMesh(scene, totalNumVertices, totalNumTriangles, ref staticMesh); if (error != Error.None) { throw new Exception("Unable to create static mesh for export (" + totalNumVertices.ToString() + " vertices, " + totalNumTriangles.ToString() + " triangles): [" + error.ToString() + "]"); } var vertices = new Vector3[totalNumVertices]; var vertexOffset = 0; var triangles = new Triangle[totalNumTriangles]; var triangleOffset = 0; var materialIndices = new int[totalNumTriangles]; for (var i = 0; i < objects.Length; ++i) { objects[i].GetGeometry(vertices, vertexOffset, triangles, triangleOffset); for (var j = 0; j < numTriangles[i]; ++j) { materialIndices[triangleOffset + j] = i; } vertexOffset += numVertices[i]; triangleOffset += numTriangles[i]; } PhononCore.iplSetStaticMeshVertices(scene, staticMesh, vertices); PhononCore.iplSetStaticMeshTriangles(scene, staticMesh, triangles); PhononCore.iplSetStaticMeshMaterials(scene, staticMesh, materialIndices); PhononCore.iplFinalizeScene(scene, null); #if UNITY_EDITOR if (!Directory.Exists(Application.streamingAssetsPath)) { UnityEditor.AssetDatabase.CreateFolder("Assets", "StreamingAssets"); } #endif error = PhononCore.iplSaveFinalizedScene(scene, SceneFileName()); if (error != Error.None) { throw new Exception("Unable to save scene to " + SceneFileName() + " [" + error.ToString() + "]"); } PhononCore.iplDestroyStaticMesh(ref staticMesh); PhononCore.iplDestroyScene(ref scene); Debug.Log("Scene exported to " + SceneFileName() + "."); return(error); }