/* * 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 UnityEngine; using System.Collections.Generic; namespace Meta.XR.MRUtilityKit { public class TerrainFlattener : MonoBehaviour { [SerializeField] private MeshFilter meshToFlatten; [SerializeField] private float terrainHeight = -0.1f; public void FlattenMesh() { if (!meshToFlatten) { Debug.Log("No mesh to flatten"); return; } var vertices = meshToFlatten.mesh.vertices; var triangles = meshToFlatten.mesh.triangles; var localSpaceVertBuffer = new List(); for (var i = 0; i < triangles.Length - 2; i += 3) { var worldPos1 = meshToFlatten.transform.TransformPoint(vertices[triangles[i]]); var worldPos2 = meshToFlatten.transform.TransformPoint(vertices[triangles[i + 1]]); var worldPos3 = meshToFlatten.transform.TransformPoint(vertices[triangles[i + 2]]); foreach (var room in MRUK.Instance.Rooms) { if (room.IsPositionInRoom(worldPos1) || room.IsPositionInRoom(worldPos2) || room.IsPositionInRoom(worldPos3)) { worldPos1.y = terrainHeight; vertices[triangles[i]] = meshToFlatten.transform.InverseTransformPoint(worldPos1); worldPos2.y = terrainHeight; vertices[triangles[i + 1]] = meshToFlatten.transform.InverseTransformPoint(worldPos2); worldPos3.y = terrainHeight; vertices[triangles[i + 2]] = meshToFlatten.transform.InverseTransformPoint(worldPos3); localSpaceVertBuffer.Add(vertices[triangles[i]]); localSpaceVertBuffer.Add(vertices[triangles[i + 1]]); localSpaceVertBuffer.Add(vertices[triangles[i + 2]]); } } } // once verts have been flattened, check for affected triangles var tolerance = 0.001f; foreach (var t in triangles) { var sourceVert = vertices[t]; for (var k = 0; k < localSpaceVertBuffer.Count; k++) { var flatVert = localSpaceVertBuffer[k]; // if this vert has the same position (when viewed top down), // then it's assumed to be a vert with an identical position and should also be flattened // notice the coordinate frame isn't world space (to avoid transform math) if (Mathf.Abs(sourceVert.x - flatVert.x) <= tolerance && Mathf.Abs(sourceVert.y - flatVert.y) <= tolerance) { vertices[t].z = flatVert.z; break; } } } meshToFlatten.mesh.vertices = vertices; meshToFlatten.mesh.RecalculateNormals(); meshToFlatten.mesh.RecalculateTangents(); meshToFlatten.mesh.RecalculateBounds(); if (meshToFlatten.gameObject.GetComponent()) { meshToFlatten.gameObject.GetComponent().sharedMesh = meshToFlatten.mesh; } } } }