public Load ( string fileName ) : void | ||
fileName | string | The name, without path or extension, of the file to load. |
return | void |
// Use for initialization. private void Start() { PhysicsRaycastMask = 1 << PhysicsLayer; remoteMeshTarget = FindObjectOfType <RemoteMeshTarget>(); #if !UNITY_EDITOR StartObserver(); #endif #if UNITY_EDITOR fileSurfaceObserver = GetComponent <FileSurfaceObserver>(); if (fileSurfaceObserver != null) { // In the Unity editor, try loading a saved mesh. fileSurfaceObserver.Load(fileSurfaceObserver.MeshFileName); if (fileSurfaceObserver.GetMeshFilters().Count > 0) { SetSpatialMappingSource(fileSurfaceObserver); } else if (remoteMeshTarget != null) { SetSpatialMappingSource(remoteMeshTarget); } } #endif }
/// <summary> /// Instructs the SurfaceObserver to start updating the SpatialMapping mesh. /// </summary> public void StartObserver() { #if !UNITY_EDITOR if (!IsObserverRunning()) { surfaceObserver.StartObserving(); StartTime = Time.time; } #elif UNITY_EDITOR fileSurfaceObserver = GetComponent <FileSurfaceObserver>(); if (fileSurfaceObserver != null) { // In the Unity editor, try loading a saved mesh. fileSurfaceObserver.Load(fileSurfaceObserver.MeshFileName); if (fileSurfaceObserver.GetMeshFilters().Count > 0) { SetSpatialMappingSource(fileSurfaceObserver); } else if (remoteMeshTarget != null) { SetSpatialMappingSource(remoteMeshTarget); } } #endif }
// Called every frame. private void Update() { // There are a few keyboard commands we will add when in the editor. #if UNITY_EDITOR // F - to use the 'file' sourced mesh. if (Input.GetKeyUp(KeyCode.B)) { SpatialMappingManager.Instance.SetSpatialMappingSource(fileSurfaceObserver); } // S - saves the active mesh if (Input.GetKeyUp(KeyCode.M)) { MeshSaver.Save(fileSurfaceObserver.MeshFileName, SpatialMappingManager.Instance.GetMeshes()); } // L - loads the previously saved mesh into the file source. if (Input.GetKeyUp(KeyCode.L)) { fileSurfaceObserver.Load(fileSurfaceObserver.MeshFileName); } #endif }