// // Copyright 2017-2023 Valve Corporation. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // 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. // #if STEAMAUDIO_ENABLED using System; using System.Runtime.InteropServices; namespace SteamAudio { public class StaticMesh { Context mContext = null; IntPtr mStaticMesh = IntPtr.Zero; public StaticMesh(Context context, Scene scene, Vector3[] vertices, Triangle[] triangles, int[] materialIndices, Material[] materials) { mContext = context; var verticesBuffer = Marshal.AllocHGlobal(vertices.Length * Marshal.SizeOf(typeof(Vector3))); var trianglesBuffer = Marshal.AllocHGlobal(triangles.Length * Marshal.SizeOf(typeof(Triangle))); var materialIndicesBuffer = Marshal.AllocHGlobal(materialIndices.Length * Marshal.SizeOf(typeof(int))); var materialsBuffer = Marshal.AllocHGlobal(materials.Length * Marshal.SizeOf(typeof(Material))); for (var i = 0; i < vertices.Length; ++i) { Marshal.StructureToPtr(vertices[i], new IntPtr(verticesBuffer.ToInt64() + i * Marshal.SizeOf(typeof(Vector3))), false); } for (var i = 0; i < triangles.Length; ++i) { Marshal.StructureToPtr(triangles[i], new IntPtr(trianglesBuffer.ToInt64() + i * Marshal.SizeOf(typeof(Triangle))), false); } Marshal.Copy(materialIndices, 0, materialIndicesBuffer, triangles.Length); for (var i = 0; i < materials.Length; ++i) { Marshal.StructureToPtr(materials[i], new IntPtr(materialsBuffer.ToInt64() + i * Marshal.SizeOf(typeof(Material))), false); } var staticMeshSettings = new StaticMeshSettings { }; staticMeshSettings.numVertices = vertices.Length; staticMeshSettings.numTriangles = triangles.Length; staticMeshSettings.numMaterials = materials.Length; staticMeshSettings.vertices = verticesBuffer; staticMeshSettings.triangles = trianglesBuffer; staticMeshSettings.materialIndices = materialIndicesBuffer; staticMeshSettings.materials = materialsBuffer; var status = API.iplStaticMeshCreate(scene.Get(), ref staticMeshSettings, out mStaticMesh); if (status != Error.Success) { throw new Exception(string.Format("Unable to create static mesh for export ({0} vertices, {1} triangles, {2} materials): [{3}]", staticMeshSettings.numVertices.ToString(), staticMeshSettings.numTriangles.ToString(), staticMeshSettings.numMaterials.ToString(), status.ToString())); } Marshal.FreeHGlobal(verticesBuffer); Marshal.FreeHGlobal(trianglesBuffer); Marshal.FreeHGlobal(materialIndicesBuffer); Marshal.FreeHGlobal(materialsBuffer); } public StaticMesh(Context context, Scene scene, SerializedData dataAsset) { mContext = context; var serializedObject = new SerializedObject(context, dataAsset); var status = API.iplStaticMeshLoad(scene.Get(), serializedObject.Get(), null, IntPtr.Zero, out mStaticMesh); if (status != Error.Success) throw new Exception(string.Format("Unable to load static mesh ({0}). [{1}]", dataAsset.name, status)); serializedObject.Release(); } public StaticMesh(StaticMesh staticMesh) { mContext = staticMesh.mContext; mStaticMesh = API.iplStaticMeshRetain(staticMesh.mStaticMesh); } ~StaticMesh() { Release(); } public void Release() { API.iplStaticMeshRelease(ref mStaticMesh); mContext = null; } public IntPtr Get() { return mStaticMesh; } public void Save(SerializedData dataAsset) { var serializedObject = new SerializedObject(mContext); API.iplStaticMeshSave(mStaticMesh, serializedObject.Get()); serializedObject.WriteToFile(dataAsset); serializedObject.Release(); } public void AddToScene(Scene scene) { API.iplStaticMeshAdd(mStaticMesh, scene.Get()); scene.NotifyAddObject(); } public void RemoveFromScene(Scene scene) { API.iplStaticMeshRemove(mStaticMesh, scene.Get()); scene.NotifyRemoveObject(); } } } #endif