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Tango / Unity:Tango3DRExtractWholeMesh()尚未实际实现吗?

[英]Tango / Unity: is Tango3DRExtractWholeMesh() not actually implemented yet?

Playing with TangoDynamicMesh.cs and I'm looking for a more efficient way to get a single mesh out of the SDK. 在玩TangoDynamicMesh.cs时,我正在寻找一种更有效的方法来从SDK中提取单个网格。 I can walk through the children and grab data out of each of their MeshFilter components but I was hoping that the Tango3DRExtractWholeMesh() function might be a better way to grab a snapshot of the current DynamicMesh. 我可以遍历所有子级,并从其每个MeshFilter组件中获取数据,但我希望Tango3DRExtractWholeMesh()函数可能是捕获当前DynamicMesh快照的更好方法。 However, the docs on this one are pretty slim, does anyone know how to call this function properly? 但是,关于此文档的文档非常苗条,有人知道如何正确调用此函数吗? Or is this a case of a yet-to-be-implemented feature? 还是这是一个尚待实现的功能?

Yes you call it like: 是的,您这样称呼它:

private TangoApplication m_tangoApplication;
Tango3DReconstruction.Status status =
                m_tangoApplication.Tango3DRExtractWholeMesh(vertices, normals, colors, triangles, out numV, out numT);

But first you must have initiated the vec3[] vertices, vec3[] normals int[] triangles, Color32[] colors and int numV, numT 但是首先必须启动vec3[] vertices, vec3[] normals int[] triangles, Color32[] colors and int numV, numT

I have no idea how you are supposed to know which size they are to be... and sometimes the number of triangles you get back (numT) isnt divisible by 3 which means you cannot use that data to create mesh in unity if you would want that... So I guess the function is not correct or that I am missing something... 我不知道您应该如何知道它们的大小...有时返回的三角形数(numT)不能被3整除,这意味着如果您愿意,则无​​法使用该数据统一创建网格想要...所以我猜功能不正确或我遗漏了一些东西...

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