2025-05-19 04:03:28 +02:00

104 lines
4.1 KiB
C#

/*
* 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<Vector3>();
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<MeshCollider>())
{
meshToFlatten.gameObject.GetComponent<MeshCollider>().sharedMesh = meshToFlatten.mesh;
}
}
}
}