holopy3/Assets/SteamVR/Scripts/SteamVR_RenderModel.cs

875 lines
34 KiB
C#
Raw Permalink Normal View History

2020-12-10 14:25:12 +00:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Render model of associated tracked object
//
//=============================================================================
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Valve.VR;
namespace Valve.VR
{
[ExecuteInEditMode]
public class SteamVR_RenderModel : MonoBehaviour
{
public SteamVR_TrackedObject.EIndex index = SteamVR_TrackedObject.EIndex.None;
protected SteamVR_Input_Sources inputSource;
public const string modelOverrideWarning = "Model override is really only meant to be used in " +
"the scene view for lining things up; using it at runtime is discouraged. Use tracked device " +
"index instead to ensure the correct model is displayed for all users.";
[Tooltip(modelOverrideWarning)]
public string modelOverride;
[Tooltip("Shader to apply to model.")]
public Shader shader;
[Tooltip("Enable to print out when render models are loaded.")]
public bool verbose = false;
[Tooltip("If available, break down into separate components instead of loading as a single mesh.")]
public bool createComponents = true;
[Tooltip("Update transforms of components at runtime to reflect user action.")]
public bool updateDynamically = true;
// Additional controller settings for showing scrollwheel, etc.
public RenderModel_ControllerMode_State_t controllerModeState;
// Name of the sub-object which represents the "local" coordinate space for each component.
public const string k_localTransformName = "attach";
// Cached name of this render model for updating component transforms at runtime.
public string renderModelName { get; private set; }
public bool initializedAttachPoints { get; set; }
private Dictionary<string, Transform> componentAttachPoints = new Dictionary<string, Transform>();
private List<MeshRenderer> meshRenderers = new List<MeshRenderer>();
// If someone knows how to keep these from getting cleaned up every time
// you exit play mode, let me know. I've tried marking the RenderModel
// class below as [System.Serializable] and switching to normal public
// variables for mesh and material to get them to serialize properly,
// as well as tried marking the mesh and material objects as
// DontUnloadUnusedAsset, but Unity was still unloading them.
// The hashtable is preserving its entries, but the mesh and material
// variables are going null.
public class RenderModel
{
public RenderModel(Mesh mesh, Material material)
{
this.mesh = mesh;
this.material = material;
}
public Mesh mesh { get; private set; }
public Material material { get; private set; }
}
public static Hashtable models = new Hashtable();
public static Hashtable materials = new Hashtable();
// Helper class to load render models interface on demand and clean up when done.
public sealed class RenderModelInterfaceHolder : System.IDisposable
{
private bool needsShutdown, failedLoadInterface;
private CVRRenderModels _instance;
public CVRRenderModels instance
{
get
{
if (_instance == null && !failedLoadInterface)
{
if (Application.isEditor && Application.isPlaying == false)
needsShutdown = SteamVR.InitializeTemporarySession();
_instance = OpenVR.RenderModels;
if (_instance == null)
{
Debug.LogError("<b>[SteamVR]</b> Failed to load IVRRenderModels interface version " + OpenVR.IVRRenderModels_Version);
failedLoadInterface = true;
}
}
return _instance;
}
}
public void Dispose()
{
if (needsShutdown)
SteamVR.ExitTemporarySession();
}
}
private void OnModelSkinSettingsHaveChanged(VREvent_t vrEvent)
{
if (!string.IsNullOrEmpty(renderModelName))
{
renderModelName = "";
UpdateModel();
}
}
public void SetMeshRendererState(bool state)
{
for (int rendererIndex = 0; rendererIndex < meshRenderers.Count; rendererIndex++)
{
MeshRenderer renderer = meshRenderers[rendererIndex];
if (renderer != null)
renderer.enabled = state;
}
}
private void OnHideRenderModels(bool hidden)
{
SetMeshRendererState(!hidden);
}
private void OnDeviceConnected(int i, bool connected)
{
if (i != (int)index)
return;
if (connected)
{
UpdateModel();
}
}
public void UpdateModel()
{
var system = OpenVR.System;
if (system == null || index == SteamVR_TrackedObject.EIndex.None)
return;
var error = ETrackedPropertyError.TrackedProp_Success;
var capacity = system.GetStringTrackedDeviceProperty((uint)index, ETrackedDeviceProperty.Prop_RenderModelName_String, null, 0, ref error);
if (capacity <= 1)
{
Debug.LogError("<b>[SteamVR]</b> Failed to get render model name for tracked object " + index);
return;
}
var buffer = new System.Text.StringBuilder((int)capacity);
system.GetStringTrackedDeviceProperty((uint)index, ETrackedDeviceProperty.Prop_RenderModelName_String, buffer, capacity, ref error);
var s = buffer.ToString();
if (renderModelName != s)
{
StartCoroutine(SetModelAsync(s));
}
}
IEnumerator SetModelAsync(string newRenderModelName)
{
meshRenderers.Clear();
if (string.IsNullOrEmpty(newRenderModelName))
yield break;
// Preload all render models before asking for the data to create meshes.
using (RenderModelInterfaceHolder holder = new RenderModelInterfaceHolder())
{
CVRRenderModels renderModels = holder.instance;
if (renderModels == null)
yield break;
// Gather names of render models to preload.
string[] renderModelNames;
uint count = renderModels.GetComponentCount(newRenderModelName);
if (count > 0)
{
renderModelNames = new string[count];
for (int componentIndex = 0; componentIndex < count; componentIndex++)
{
uint capacity = renderModels.GetComponentName(newRenderModelName, (uint)componentIndex, null, 0);
if (capacity == 0)
continue;
var componentNameStringBuilder = new System.Text.StringBuilder((int)capacity);
if (renderModels.GetComponentName(newRenderModelName, (uint)componentIndex, componentNameStringBuilder, capacity) == 0)
continue;
string componentName = componentNameStringBuilder.ToString();
capacity = renderModels.GetComponentRenderModelName(newRenderModelName, componentName, null, 0);
if (capacity == 0)
continue;
var nameStringBuilder = new System.Text.StringBuilder((int)capacity);
if (renderModels.GetComponentRenderModelName(newRenderModelName, componentName, nameStringBuilder, capacity) == 0)
continue;
var s = nameStringBuilder.ToString();
// Only need to preload if not already cached.
RenderModel model = models[s] as RenderModel;
if (model == null || model.mesh == null)
{
renderModelNames[componentIndex] = s;
}
}
}
else
{
// Only need to preload if not already cached.
RenderModel model = models[newRenderModelName] as RenderModel;
if (model == null || model.mesh == null)
{
renderModelNames = new string[] { newRenderModelName };
}
else
{
renderModelNames = new string[0];
}
}
// Keep trying every 100ms until all components finish loading.
while (true)
{
var loading = false;
for (int renderModelNameIndex = 0; renderModelNameIndex < renderModelNames.Length; renderModelNameIndex++)
{
if (string.IsNullOrEmpty(renderModelNames[renderModelNameIndex]))
continue;
var pRenderModel = System.IntPtr.Zero;
var error = renderModels.LoadRenderModel_Async(renderModelNames[renderModelNameIndex], ref pRenderModel);
//Debug.Log("<b>[SteamVR]</b> renderModels.LoadRenderModel_Async(" + renderModelNames[renderModelNameIndex] + ": " + error.ToString());
if (error == EVRRenderModelError.Loading)
{
loading = true;
}
else if (error == EVRRenderModelError.None)
{
// Preload textures as well.
var renderModel = MarshalRenderModel(pRenderModel);
// Check the cache first.
var material = materials[renderModel.diffuseTextureId] as Material;
if (material == null || material.mainTexture == null)
{
var pDiffuseTexture = System.IntPtr.Zero;
error = renderModels.LoadTexture_Async(renderModel.diffuseTextureId, ref pDiffuseTexture);
//Debug.Log("<b>[SteamVR]</b> renderModels.LoadRenderModel_Async(" + renderModelNames[renderModelNameIndex] + ": " + error.ToString());
if (error == EVRRenderModelError.Loading)
{
loading = true;
}
}
}
}
if (loading)
{
yield return new WaitForSecondsRealtime(0.1f);
}
else
{
break;
}
}
}
bool success = SetModel(newRenderModelName);
this.renderModelName = newRenderModelName;
SteamVR_Events.RenderModelLoaded.Send(this, success);
}
private bool SetModel(string renderModelName)
{
StripMesh(gameObject);
using (var holder = new RenderModelInterfaceHolder())
{
if (createComponents)
{
componentAttachPoints.Clear();
if (LoadComponents(holder, renderModelName))
{
UpdateComponents(holder.instance);
return true;
}
Debug.Log("<b>[SteamVR]</b> [" + gameObject.name + "] Render model does not support components, falling back to single mesh.");
}
if (!string.IsNullOrEmpty(renderModelName))
{
var model = models[renderModelName] as RenderModel;
if (model == null || model.mesh == null)
{
var renderModels = holder.instance;
if (renderModels == null)
return false;
if (verbose)
Debug.Log("<b>[SteamVR]</b> Loading render model " + renderModelName);
model = LoadRenderModel(renderModels, renderModelName, renderModelName);
if (model == null)
return false;
models[renderModelName] = model;
}
gameObject.AddComponent<MeshFilter>().mesh = model.mesh;
MeshRenderer newRenderer = gameObject.AddComponent<MeshRenderer>();
newRenderer.sharedMaterial = model.material;
meshRenderers.Add(newRenderer);
return true;
}
}
return false;
}
RenderModel LoadRenderModel(CVRRenderModels renderModels, string renderModelName, string baseName)
{
var pRenderModel = System.IntPtr.Zero;
EVRRenderModelError error;
while (true)
{
error = renderModels.LoadRenderModel_Async(renderModelName, ref pRenderModel);
if (error != EVRRenderModelError.Loading)
break;
Sleep();
}
if (error != EVRRenderModelError.None)
{
Debug.LogError(string.Format("<b>[SteamVR]</b> Failed to load render model {0} - {1}", renderModelName, error.ToString()));
return null;
}
var renderModel = MarshalRenderModel(pRenderModel);
var vertices = new Vector3[renderModel.unVertexCount];
var normals = new Vector3[renderModel.unVertexCount];
var uv = new Vector2[renderModel.unVertexCount];
var type = typeof(RenderModel_Vertex_t);
for (int iVert = 0; iVert < renderModel.unVertexCount; iVert++)
{
var ptr = new System.IntPtr(renderModel.rVertexData.ToInt64() + iVert * Marshal.SizeOf(type));
var vert = (RenderModel_Vertex_t)Marshal.PtrToStructure(ptr, type);
vertices[iVert] = new Vector3(vert.vPosition.v0, vert.vPosition.v1, -vert.vPosition.v2);
normals[iVert] = new Vector3(vert.vNormal.v0, vert.vNormal.v1, -vert.vNormal.v2);
uv[iVert] = new Vector2(vert.rfTextureCoord0, vert.rfTextureCoord1);
}
int indexCount = (int)renderModel.unTriangleCount * 3;
var indices = new short[indexCount];
Marshal.Copy(renderModel.rIndexData, indices, 0, indices.Length);
var triangles = new int[indexCount];
for (int iTri = 0; iTri < renderModel.unTriangleCount; iTri++)
{
triangles[iTri * 3 + 0] = (int)indices[iTri * 3 + 2];
triangles[iTri * 3 + 1] = (int)indices[iTri * 3 + 1];
triangles[iTri * 3 + 2] = (int)indices[iTri * 3 + 0];
}
var mesh = new Mesh();
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uv;
mesh.triangles = triangles;
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
mesh.Optimize();
#endif
//mesh.hideFlags = HideFlags.DontUnloadUnusedAsset;
// Check cache before loading texture.
var material = materials[renderModel.diffuseTextureId] as Material;
if (material == null || material.mainTexture == null)
{
var pDiffuseTexture = System.IntPtr.Zero;
while (true)
{
error = renderModels.LoadTexture_Async(renderModel.diffuseTextureId, ref pDiffuseTexture);
if (error != EVRRenderModelError.Loading)
break;
Sleep();
}
if (error == EVRRenderModelError.None)
{
var diffuseTexture = MarshalRenderModel_TextureMap(pDiffuseTexture);
var texture = new Texture2D(diffuseTexture.unWidth, diffuseTexture.unHeight, TextureFormat.RGBA32, false);
if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Direct3D11)
{
texture.Apply();
System.IntPtr texturePointer = texture.GetNativeTexturePtr();
while (true)
{
error = renderModels.LoadIntoTextureD3D11_Async(renderModel.diffuseTextureId, texturePointer);
if (error != EVRRenderModelError.Loading)
break;
Sleep();
}
}
else
{
var textureMapData = new byte[diffuseTexture.unWidth * diffuseTexture.unHeight * 4]; // RGBA
Marshal.Copy(diffuseTexture.rubTextureMapData, textureMapData, 0, textureMapData.Length);
var colors = new Color32[diffuseTexture.unWidth * diffuseTexture.unHeight];
int iColor = 0;
for (int iHeight = 0; iHeight < diffuseTexture.unHeight; iHeight++)
{
for (int iWidth = 0; iWidth < diffuseTexture.unWidth; iWidth++)
{
var r = textureMapData[iColor++];
var g = textureMapData[iColor++];
var b = textureMapData[iColor++];
var a = textureMapData[iColor++];
colors[iHeight * diffuseTexture.unWidth + iWidth] = new Color32(r, g, b, a);
}
}
texture.SetPixels32(colors);
texture.Apply();
}
#if UNITY_URP
material = new Material(shader != null ? shader : Shader.Find("Universal Render Pipeline/Lit"));
#else
material = new Material(shader != null ? shader : Shader.Find("Standard"));
#endif
material.mainTexture = texture;
//material.hideFlags = HideFlags.DontUnloadUnusedAsset;
materials[renderModel.diffuseTextureId] = material;
renderModels.FreeTexture(pDiffuseTexture);
}
else
{
Debug.Log("<b>[SteamVR]</b> Failed to load render model texture for render model " + renderModelName + ". Error: " + error.ToString());
}
}
// Delay freeing when we can since we'll often get multiple requests for the same model right
// after another (e.g. two controllers or two basestations).
#if UNITY_EDITOR
if (!Application.isPlaying)
renderModels.FreeRenderModel(pRenderModel);
else
#endif
StartCoroutine(FreeRenderModel(pRenderModel));
return new RenderModel(mesh, material);
}
IEnumerator FreeRenderModel(System.IntPtr pRenderModel)
{
yield return new WaitForSeconds(1.0f);
using (var holder = new RenderModelInterfaceHolder())
{
var renderModels = holder.instance;
renderModels.FreeRenderModel(pRenderModel);
}
}
public Transform FindTransformByName(string componentName, Transform inTransform = null)
{
if (inTransform == null)
inTransform = this.transform;
for (int childIndex = 0; childIndex < inTransform.childCount; childIndex++)
{
Transform child = inTransform.GetChild(childIndex);
if (child.name == componentName)
return child;
}
return null;
}
public Transform GetComponentTransform(string componentName)
{
if (componentName == null)
return this.transform;
if (componentAttachPoints.ContainsKey(componentName))
return componentAttachPoints[componentName];
return null;
}
private void StripMesh(GameObject go)
{
var meshRenderer = go.GetComponent<MeshRenderer>();
if (meshRenderer != null)
DestroyImmediate(meshRenderer);
var meshFilter = go.GetComponent<MeshFilter>();
if (meshFilter != null)
DestroyImmediate(meshFilter);
}
private bool LoadComponents(RenderModelInterfaceHolder holder, string renderModelName)
{
// Disable existing components (we will re-enable them if referenced by this new model).
// Also strip mesh filter and renderer since these will get re-added if the new component needs them.
var t = transform;
for (int childIndex = 0; childIndex < t.childCount; childIndex++)
{
var child = t.GetChild(childIndex);
child.gameObject.SetActive(false);
StripMesh(child.gameObject);
}
// If no model specified, we're done; return success.
if (string.IsNullOrEmpty(renderModelName))
return true;
var renderModels = holder.instance;
if (renderModels == null)
return false;
var count = renderModels.GetComponentCount(renderModelName);
if (count == 0)
return false;
for (int i = 0; i < count; i++)
{
var capacity = renderModels.GetComponentName(renderModelName, (uint)i, null, 0);
if (capacity == 0)
continue;
System.Text.StringBuilder componentNameStringBuilder = new System.Text.StringBuilder((int)capacity);
if (renderModels.GetComponentName(renderModelName, (uint)i, componentNameStringBuilder, capacity) == 0)
continue;
string componentName = componentNameStringBuilder.ToString();
// Create (or reuse) a child object for this component (some components are dynamic and don't have meshes).
t = FindTransformByName(componentName);
if (t != null)
{
t.gameObject.SetActive(true);
componentAttachPoints[componentName] = FindTransformByName(k_localTransformName, t);
}
else
{
t = new GameObject(componentName).transform;
t.parent = transform;
t.gameObject.layer = gameObject.layer;
// Also create a child 'attach' object for attaching things.
var attach = new GameObject(k_localTransformName).transform;
attach.parent = t;
attach.localPosition = Vector3.zero;
attach.localRotation = Quaternion.identity;
attach.localScale = Vector3.one;
attach.gameObject.layer = gameObject.layer;
componentAttachPoints[componentName] = attach;
}
// Reset transform.
t.localPosition = Vector3.zero;
t.localRotation = Quaternion.identity;
t.localScale = Vector3.one;
capacity = renderModels.GetComponentRenderModelName(renderModelName, componentName, null, 0);
if (capacity == 0)
continue;
var componentRenderModelNameStringBuilder = new System.Text.StringBuilder((int)capacity);
if (renderModels.GetComponentRenderModelName(renderModelName, componentName, componentRenderModelNameStringBuilder, capacity) == 0)
continue;
string componentRenderModelName = componentRenderModelNameStringBuilder.ToString();
// Check the cache or load into memory.
var model = models[componentRenderModelName] as RenderModel;
if (model == null || model.mesh == null)
{
if (verbose)
Debug.Log("<b>[SteamVR]</b> Loading render model " + componentRenderModelName);
model = LoadRenderModel(renderModels, componentRenderModelName, renderModelName);
if (model == null)
continue;
models[componentRenderModelName] = model;
}
t.gameObject.AddComponent<MeshFilter>().mesh = model.mesh;
MeshRenderer newRenderer = t.gameObject.AddComponent<MeshRenderer>();
newRenderer.sharedMaterial = model.material;
meshRenderers.Add(newRenderer);
}
return true;
}
SteamVR_Events.Action deviceConnectedAction, hideRenderModelsAction, modelSkinSettingsHaveChangedAction;
SteamVR_RenderModel()
{
deviceConnectedAction = SteamVR_Events.DeviceConnectedAction(OnDeviceConnected);
hideRenderModelsAction = SteamVR_Events.HideRenderModelsAction(OnHideRenderModels);
modelSkinSettingsHaveChangedAction = SteamVR_Events.SystemAction(EVREventType.VREvent_ModelSkinSettingsHaveChanged, OnModelSkinSettingsHaveChanged);
}
void OnEnable()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return;
#endif
if (!string.IsNullOrEmpty(modelOverride))
{
Debug.Log("<b>[SteamVR]</b> " + modelOverrideWarning);
enabled = false;
return;
}
var system = OpenVR.System;
if (system != null && system.IsTrackedDeviceConnected((uint)index))
{
UpdateModel();
}
deviceConnectedAction.enabled = true;
hideRenderModelsAction.enabled = true;
modelSkinSettingsHaveChangedAction.enabled = true;
}
void OnDisable()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return;
#endif
deviceConnectedAction.enabled = false;
hideRenderModelsAction.enabled = false;
modelSkinSettingsHaveChangedAction.enabled = false;
}
#if UNITY_EDITOR
Hashtable values;
#endif
void Update()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
// See if anything has changed since this gets called whenever anything gets touched.
var fields = GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public);
bool modified = false;
if (values == null)
{
modified = true;
}
else
{
foreach (var f in fields)
{
if (!values.Contains(f))
{
modified = true;
break;
}
var v0 = values[f];
var v1 = f.GetValue(this);
if (v1 != null)
{
if (!v1.Equals(v0))
{
modified = true;
break;
}
}
else if (v0 != null)
{
modified = true;
break;
}
}
}
if (modified)
{
if (renderModelName != modelOverride)
{
renderModelName = modelOverride;
SetModel(modelOverride);
}
values = new Hashtable();
foreach (var f in fields)
values[f] = f.GetValue(this);
}
return; // Do not update transforms (below) when not playing in Editor (to avoid keeping OpenVR running all the time).
}
#endif
// Update component transforms dynamically.
if (updateDynamically)
UpdateComponents(OpenVR.RenderModels);
}
Dictionary<int, string> nameCache;
public void UpdateComponents(CVRRenderModels renderModels)
{
if (renderModels == null)
return;
if (transform.childCount == 0)
return;
if (nameCache == null)
nameCache = new Dictionary<int, string>();
for (int childIndex = 0; childIndex < transform.childCount; childIndex++)
{
Transform child = transform.GetChild(childIndex);
// Cache names since accessing an object's name allocates memory.
string componentName;
if (!nameCache.TryGetValue(child.GetInstanceID(), out componentName))
{
componentName = child.name;
nameCache.Add(child.GetInstanceID(), componentName);
}
var componentState = new RenderModel_ComponentState_t();
if (!renderModels.GetComponentStateForDevicePath(renderModelName, componentName, SteamVR_Input_Source.GetHandle(inputSource), ref controllerModeState, ref componentState))
continue;
child.localPosition = componentState.mTrackingToComponentRenderModel.GetPosition();
child.localRotation = componentState.mTrackingToComponentRenderModel.GetRotation();
Transform attach = null;
for (int childChildIndex = 0; childChildIndex < child.childCount; childChildIndex++)
{
Transform childChild = child.GetChild(childChildIndex);
int childInstanceID = childChild.GetInstanceID();
string childName;
if (!nameCache.TryGetValue(childInstanceID, out childName))
{
childName = childChild.name;
nameCache.Add(childInstanceID, componentName);
}
if (childName == SteamVR_RenderModel.k_localTransformName)
attach = childChild;
}
if (attach != null)
{
attach.position = transform.TransformPoint(componentState.mTrackingToComponentLocal.GetPosition());
attach.rotation = transform.rotation * componentState.mTrackingToComponentLocal.GetRotation();
initializedAttachPoints = true;
}
bool visible = (componentState.uProperties & (uint)EVRComponentProperty.IsVisible) != 0;
if (visible != child.gameObject.activeSelf)
{
child.gameObject.SetActive(visible);
}
}
}
public void SetDeviceIndex(int newIndex)
{
this.index = (SteamVR_TrackedObject.EIndex)newIndex;
modelOverride = "";
if (enabled)
{
UpdateModel();
}
}
public void SetInputSource(SteamVR_Input_Sources newInputSource)
{
inputSource = newInputSource;
}
private static void Sleep()
{
#if !UNITY_METRO
//System.Threading.Thread.SpinWait(1); //faster napping
System.Threading.Thread.Sleep(1);
#endif
}
/// <summary>
/// Helper function to handle the inconvenient fact that the packing for RenderModel_t is
/// different on Linux/OSX (4) than it is on Windows (8)
/// </summary>
/// <param name="pRenderModel">native pointer to the RenderModel_t</param>
/// <returns></returns>
private RenderModel_t MarshalRenderModel(System.IntPtr pRenderModel)
{
if ((System.Environment.OSVersion.Platform == System.PlatformID.MacOSX) ||
(System.Environment.OSVersion.Platform == System.PlatformID.Unix))
{
var packedModel = (RenderModel_t_Packed)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_t_Packed));
RenderModel_t model = new RenderModel_t();
packedModel.Unpack(ref model);
return model;
}
else
{
return (RenderModel_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_t));
}
}
/// <summary>
/// Helper function to handle the inconvenient fact that the packing for RenderModel_TextureMap_t is
/// different on Linux/OSX (4) than it is on Windows (8)
/// </summary>
/// <param name="pRenderModel">native pointer to the RenderModel_TextureMap_t</param>
/// <returns></returns>
private RenderModel_TextureMap_t MarshalRenderModel_TextureMap(System.IntPtr pRenderModel)
{
if ((System.Environment.OSVersion.Platform == System.PlatformID.MacOSX) ||
(System.Environment.OSVersion.Platform == System.PlatformID.Unix))
{
var packedModel = (RenderModel_TextureMap_t_Packed)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t_Packed));
RenderModel_TextureMap_t model = new RenderModel_TextureMap_t();
packedModel.Unpack(ref model);
return model;
}
else
{
return (RenderModel_TextureMap_t)Marshal.PtrToStructure(pRenderModel, typeof(RenderModel_TextureMap_t));
}
}
}
}