Found few problems in your code:
1. std::vector<float> results;
is declared on the stack. It will be gone by the time the function has returned. Declare it as a pointer
std::vector<float> *results = new std::vector<float>(10);
but make sure to also declare a function that will free it on the C++ side.
2.The function parameter do not match.
Your C++:
getSomeFloats(float** points, int* count, CameraPose* pose)
Your C#:
getSomeFloats (ref IntPtr ptrResultItems, ref int resultItemsLength);
You either have to remove CameraPose* pose
from the C++ side or add IntPtr pose
to the C# side.
3. The use of UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API
.
You don't need that. This is used when you want to use Unity's built in functions such as GL.IssuePluginEvent
. You are not using it in this case.
This should do it:
#define DLLExport __declspec(dllexport)
extern "C"
{
DLLExport void fillArrayNative(float* data, int count, int* outValue)
{
}
}
4.C# has a garbage collector that moves variables around in the memory. You must pin C# array if you want to modify it from C++ side. You only need to pin C# array. Another option is to allocate the array on C++ side, return it to C# copy it to a temporary variable on the C# side then delete it on the C++ side.
5.Copy the result back to the array instead of assigning it.
Recommended method:
There are just many ways to do this and some of them are extremely slow. If you want to use Marshal.Copy
, you have to allocate the array on the C++ side or else you will run into some undefined behavior.
The fastest and the most efficient way to do this is to allocate the array on the C# side as a global variable. Pass the array and its length to the native side. Also pass a third parameter which C++ can use to tell C# the amount of index that has been updated or written to.
This is much more better than creating new array, copying it to C# variable then destroying it each time the function is called.
This is what you should be using:
C++:
#define DLLExport __declspec(dllexport)
extern "C"
{
DLLExport void fillArrayNative(float* data, int count, int* outValue)
{
std::vector<float> results;
for (int i = 0; i < count; i++)
{
//Fill the array
data[i] = results[i];
}
*outValue = results.size();
}
}
You can also use: std::copy ( data, data+count, results.begin() );
instead of loop to copy the data too.
C#:
[DllImport("NativePlugin", CallingConvention = CallingConvention.Cdecl)]
private static extern void fillArrayNative(IntPtr data, int count, out int outValue);
public unsafe void getFillArrayNative(float[] outArray, int count, out int outValue)
{
//Pin Memory
fixed (float* p = outArray)
{
fillArrayNative((IntPtr)p, count, out outValue);
}
}
Usage:
const int arraySize = 44500;
float[] arrayToFill = new float[arraySize];
void Start()
{
int length = arrayToFill.Length;
int filledAmount = 0;
getFillArrayNative(arrayToFill, length, out filledAmount);
//You can then loop through it with with the returned filledAmount
for (int i = 0; i < filledAmount; i++)
{
//Do something with arrayToFill[i]
}
}
This is just an example and it is faster than all other methods I've used before. Avoid doing it the way you are currently doing it with Marshal.Copy
. If you still want to do it your way or use Marshal.Copy
then here is the appropriate way to do it which requires allocation, copying data and de-allocating memory in each call.