Example #1
0
    /* =====================
     * UNITY PLAYER EVENT HOOKS
     * =====================
     */

    // Function called when Unity Player is loaded.
    public IEnumerator Start()
    {
        // Check if the program should use CLI arguments (with defaults)
        if (!Application.isEditor)
        {
            pose_host  = GetArg("-pose-host", pose_host_default);
            video_host = GetArg("-video-host", video_host_default);
        }

        // Init simple splash screen
        Text text_obj = splashScreen.GetComponentInChildren <Text>(true);

        text_obj.text = "FlightGoggles Simulation Environment" + Environment.NewLine +
                        flight_goggles_version + Environment.NewLine + Environment.NewLine +
                        "Waiting for client connection..." + Environment.NewLine + Environment.NewLine +
                        "Pose input socket:" + Environment.NewLine + pose_host + Environment.NewLine + Environment.NewLine +
                        "Video output socket:" + Environment.NewLine + video_host;

        splashScreen.SetActive(true);

        // Fixes for Unity/NetMQ conflict stupidity.
        AsyncIO.ForceDotNet.Force();
        socket_lock = new object();

        // Connect sockets
        Debug.Log("Creating sockets.");
        pull_socket = new NetMQ.Sockets.SubscriberSocket();
        pull_socket.Options.ReceiveHighWatermark = 90;
        pull_socket.Connect(pose_host);

        // Setup subscriptions.
        pull_socket.Subscribe("Pose");
        push_socket = new NetMQ.Sockets.PublisherSocket();
        push_socket.Connect(video_host);
        Debug.Log("Sockets bound.");

        // Initialize Internal State
        internal_state = new UnityState_t();

        // Do not try to do any processing this frame so that we can render our splash screen.
        internal_state.screenSkipFrames = 1;

        // Wait until end of frame to transmit images
        while (true)
        {
            // Wait until all rendering + UI is done.
            // Blocks until the frame is rendered.
            yield return(new WaitForEndOfFrame());

            // Check if this frame should be rendered.
            if (internal_state.readyToRender)
            {
                // Read the frame from the GPU backbuffer and send it via ZMQ.
                sendFrameOnWire();
            }
        }
    }
    /* =====================
     * UNITY PLAYER EVENT HOOKS
     * =====================
     */

    // Function called when Unity Player is loaded.
    public IEnumerator Start()
    {
        // Make sure that this gameobject survives across scene reloads
        DontDestroyOnLoad(this.gameObject);

        // Get application version
        flight_goggles_version = Application.version;

        Debug.Log("FlightGoggles version: " + flight_goggles_version);

        // Fixes for Unity/NetMQ conflict stupidity.
        AsyncIO.ForceDotNet.Force();
        socket_lock = new object();

        // Instantiate sockets
        InstantiateSockets();

        // Check if previously saved ip exists
        client_ip = PlayerPrefs.GetString(client_ip_pref_key, client_ip_default);

        if (!Application.isEditor)
        {
            // Check if FlightGoggles should change its connection ports (for parallel operation)
            // Check if the program should use CLI arguments for IP.
            pose_client_port  = Int32.Parse(GetArg("-input-port", "10253"));
            video_client_port = Int32.Parse(GetArg("-output-port", "10254"));


            // Check if the program should use CLI arguments for IP.
            string client_ip_from_cli = GetArg("-client-ip", "");
            if (client_ip_from_cli.Length > 0)
            {
                ConnectToClient(client_ip_from_cli);
            }
            else
            {
                ConnectToClient(client_ip);
            }

            // Check if the program should use CLI arguments for IP.
            obstacle_perturbation_file = GetArg("-obstacle-perturbation-file", "");

            // Disable fullscreen.
            Screen.fullScreen = false;
            Screen.SetResolution(1024, 768, false);
        }
        else
        {
            // Try to connect to the default ip
            ConnectToClient(client_ip);
        }

        // Init simple splash screen
        Text       text_obj    = splashScreen.GetComponentInChildren <Text>(true);
        InputField textbox_obj = splashScreen.GetComponentInChildren <InputField>(true);

        text_obj.text = "FlightGoggles Simulation Environment" + Environment.NewLine +
                        flight_goggles_version + Environment.NewLine + Environment.NewLine +
                        "Waiting for connection from client...";
        textbox_obj.text = client_ip;

        splashScreen.SetActive(true);

        // Initialize Internal State
        internal_state = new UnityState_t();

        // Do not try to do any processing this frame so that we can render our splash screen.
        internal_state.screenSkipFrames = 1;

        // Wait until end of frame to transmit images
        while (true)
        {
            // Wait until all rendering + UI is done.
            // Blocks until the frame is rendered.
            yield return(new WaitForEndOfFrame());

            // Check if this frame should be rendered.
            if (internal_state.readyToRender)
            {
                // Read the frame from the GPU backbuffer and send it via ZMQ.
                sendFrameOnWire();
            }
        }
    }