Example #1
0
    void AnchorStoreReady(WorldAnchorStore store)
    {
        // save instance
        anchorStore = store;

        // load room meshesn
        roomMeshes  = MeshSaverOld.Load(fileName) as List <Mesh>;
        roomObjects = new List <GameObject>();

        foreach (Mesh surface in roomMeshes)
        {
            GameObject obj = Instantiate(surfaceObject) as GameObject;
            obj.GetComponent <MeshFilter>().mesh         = surface;
            obj.GetComponent <MeshCollider>().sharedMesh = surface;
            obj.transform.parent = this.transform;
            roomObjects.Add(obj);

            if (!anchorStore.Load(surface.name, obj))
            {
                Debug.Log("WorldAnchor load failed...");
            }
        }

        if (managerObject != null)
        {
            managerObject.SendMessage("RoomLoaded");
        }
    }
Example #2
0
    public void SaveRoom()
    {
        // if the anchor store is not ready then we cannot save the room mesh
        if (anchorStore == null)
        {
            return;
        }

        // delete old relevant anchors
        string[] anchorIds = anchorStore.GetAllIds();
        for (int i = 0; i < anchorIds.Length; i++)
        {
            if (anchorIds[i].Contains(anchorStoreName))
            {
                anchorStore.Delete(anchorIds[i]);
            }
        }
        // get all mesh filters used for spatial mapping meshes
        roomMeshFilters = SpatialMappingManager.Instance.GetMeshFilters() as List <MeshFilter>;

        // create new list of room meshes for serialization
        List <Mesh> roomMeshes = new List <Mesh>();

        // cycle through all room mesh filters
        foreach (MeshFilter filter in roomMeshFilters)
        {
            // increase count of meshes in room
            meshCount++;

            // make mesh name = anchor name + mesh count
            string meshName = anchorStoreName + meshCount.ToString();
            filter.mesh.name = meshName;

            // add mesh to room meshes for serialization
            roomMeshes.Add(filter.mesh);

            // save world anchor
            WorldAnchor attachingAnchor = filter.gameObject.GetComponent <WorldAnchor>();
            if (attachingAnchor == null)
            {
                attachingAnchor = filter.gameObject.AddComponent <WorldAnchor>();
            }
            else
            {
                DestroyImmediate(attachingAnchor);
                attachingAnchor = filter.gameObject.AddComponent <WorldAnchor>();
            }
            if (attachingAnchor.isLocated)
            {
                if (!anchorStore.Save(meshName, attachingAnchor))
                {
                    Debug.Log("" + meshName + ": Anchor save failed...");
                }
                else
                {
                    Debug.Log("" + meshName + ": Anchor SAVED...");
                }
            }
            else
            {
                attachingAnchor.OnTrackingChanged += AttachingAnchor_OnTrackingChanged;
            }
        }

        // serialize and save meshes
        MeshSaverOld.Save(fileName, roomMeshes);
    }