/// <summary>
        /// Gets all active planes of the specified type(s).
        /// </summary>
        /// <param name="planeTypes">A flag which includes all plane type(s) that should be returned.</param>
        /// <returns>A collection of planes that match the expected type(s).</returns>
        public List <GameObject> GetActivePlanes(PlaneTypes planeTypes)
        {
            List <GameObject> typePlanes = new List <GameObject>();

            foreach (GameObject plane in ActivePlanes)
            {
                SurfacePlane surfacePlane = plane.GetComponent <SurfacePlane>();

                if (surfacePlane != null)
                {
                    if ((planeTypes & surfacePlane.PlaneType) == surfacePlane.PlaneType)
                    {
                        typePlanes.Add(plane);
                    }
                }
            }

            return(typePlanes);
        }
Example #2
0
 /// <summary>
 /// Sets visibility of planes based on their type.
 /// </summary>
 /// <param name="surfacePlane"></param>
 private void SetPlaneVisibility(SurfacePlane surfacePlane)
 {
     surfacePlane.IsVisible = ((drawPlanesMask & surfacePlane.PlaneType) == surfacePlane.PlaneType);
 }
Example #3
0
        /// <summary>
        /// Iterator block, analyzes surface meshes to find planes and create new 3D cubes to represent each plane.
        /// </summary>
        /// <returns>Yield result.</returns>
        private IEnumerator MakePlanesRoutine()
        {
            Debug.Log("Remove any previously existing planes, as they may no longer be valid.");
            // Remove any previously existing planes, as they may no longer be valid.
            for (int index = 0; index < ActivePlanes.Count; index++)
            {
                //TODO: zakomentowane testowo
                Destroy(ActivePlanes[index]);
            }

            // Pause our work, and continue on the next frame.
            yield return(null);

            float start = Time.realtimeSinceStartup;

            Debug.Log("ActivePlanes.Clear()");
            ActivePlanes.Clear();

            // Get the latest Mesh data from the Spatial Mapping Manager.
            List <PlaneFinding.MeshData> meshData = new List <PlaneFinding.MeshData>();
            List <MeshFilter>            filters  = SpatialMappingManager.Instance.GetMeshFilters();

            for (int index = 0; index < filters.Count; index++)
            {
                MeshFilter filter = filters[index];
                if (filter != null && filter.sharedMesh != null)
                {
                    // fix surface mesh normals so we can get correct plane orientation.
                    filter.mesh.RecalculateNormals();
                    meshData.Add(new PlaneFinding.MeshData(filter));
                }

                if ((Time.realtimeSinceStartup - start) > FrameTime)
                {
                    // Pause our work, and continue to make more PlaneFinding objects on the next frame.
                    yield return(null);

                    start = Time.realtimeSinceStartup;
                }
            }

            // Pause our work, and continue on the next frame.
            yield return(null);

#if !UNITY_EDITOR && UNITY_METRO
            // When not in the unity editor we can use a cool background task to help manage FindPlanes().
            Task <BoundedPlane[]> planeTask = Task.Run(() => PlaneFinding.FindPlanes(meshData, snapToGravityThreshold, MinArea));

            while (planeTask.IsCompleted == false)
            {
                yield return(null);
            }

            BoundedPlane[] planes = planeTask.Result;
#else
            // In the unity editor, the task class isn't available, but perf is usually good, so we'll just wait for FindPlanes to complete.
            BoundedPlane[] planes = PlaneFinding.FindPlanes(meshData, snapToGravityThreshold, MinArea);
#endif

            // Pause our work here, and continue on the next frame.
            yield return(null);

            start = Time.realtimeSinceStartup;

            float maxFloorArea   = 0.0f;
            float maxCeilingArea = 0.0f;
            FloorYPosition   = 0.0f;
            CeilingYPosition = 0.0f;
            float upNormalThreshold = 0.9f;

            if (SurfacePlanePrefab != null && SurfacePlanePrefab.GetComponent <SurfacePlane>() != null)
            {
                upNormalThreshold = SurfacePlanePrefab.GetComponent <SurfacePlane>().UpNormalThreshold;
            }

            // Find the floor and ceiling.
            // We classify the floor as the maximum horizontal surface below the user's head.
            // We classify the ceiling as the maximum horizontal surface above the user's head.
            for (int i = 0; i < planes.Length; i++)
            {
                BoundedPlane boundedPlane = planes[i];
                if (boundedPlane.Bounds.Center.y < 0 && boundedPlane.Plane.normal.y >= upNormalThreshold)
                {
                    maxFloorArea = Mathf.Max(maxFloorArea, boundedPlane.Area);
                    if (maxFloorArea == boundedPlane.Area)
                    {
                        FloorYPosition = boundedPlane.Bounds.Center.y;
                    }
                }
                else if (boundedPlane.Bounds.Center.y > 0 && boundedPlane.Plane.normal.y <= -(upNormalThreshold))
                {
                    maxCeilingArea = Mathf.Max(maxCeilingArea, boundedPlane.Area);
                    if (maxCeilingArea == boundedPlane.Area)
                    {
                        CeilingYPosition = boundedPlane.Bounds.Center.y;
                    }
                }
            }

            // Create SurfacePlane objects to represent each plane found in the Spatial Mapping mesh.
            for (int index = 0; index < planes.Length; index++)
            {
                GameObject   destPlane;
                BoundedPlane boundedPlane = planes[index];

                // Instantiate a SurfacePlane object, which will have the same bounds as our BoundedPlane object.
                if (SurfacePlanePrefab != null && SurfacePlanePrefab.GetComponent <SurfacePlane>() != null)
                {
                    destPlane = Instantiate(SurfacePlanePrefab);
                }
                else
                {
                    destPlane = GameObject.CreatePrimitive(PrimitiveType.Cube);
                    destPlane.AddComponent <SurfacePlane>();
                    destPlane.GetComponent <Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
                }

                destPlane.transform.parent = planesParent.transform;
                SurfacePlane surfacePlane = destPlane.GetComponent <SurfacePlane>();

                // Set the Plane property to adjust transform position/scale/rotation and determine plane type.
                surfacePlane.Plane = boundedPlane;

                SetPlaneVisibility(surfacePlane);

                if ((destroyPlanesMask & surfacePlane.PlaneType) == surfacePlane.PlaneType)
                {
                    DestroyImmediate(destPlane);
                }
                else
                {
                    // Set the plane to use the same layer as the SpatialMapping mesh.
                    destPlane.layer = SpatialMappingManager.Instance.PhysicsLayer;
                    ActivePlanes.Add(destPlane);
                }

                // If too much time has passed, we need to return control to the main game loop.
                if ((Time.realtimeSinceStartup - start) > FrameTime)
                {
                    // Pause our work here, and continue making additional planes on the next frame.
                    yield return(null);

                    start = Time.realtimeSinceStartup;
                }
            }

            Debug.Log("Finished making planes.");

            // We are done creating planes, trigger an event.
            EventHandler handler = MakePlanesComplete;
            if (handler != null)
            {
                handler(this, EventArgs.Empty);
            }
            else
            {
                Debug.Log("handler == null");
            }

            makingPlanes = false;
        }