/// <summary>
    /// This callback function is called after user appoved or declined the permission to use Motion Tracking.
    /// </summary>
    private void _OnTangoApplicationPermissionsEvent(bool permissionsGranted)
    {
        if (permissionsGranted)
        {
            m_tangoApplication.InitApplication();
            m_tangoApplication.InitProviders(string.Empty);
            m_tangoApplication.ConnectToService();

            // Ask ARScreen to query the camera intrinsics from Tango Service.
            m_arScreen.SetCameraIntrinsics();

            // The following code is querying the camera extrinsic, for example: the transformation between
            // IMU and device frame. These extrinsics is used to transform the pose from the device frame
            // to the color camera frame. Because the extrinsic is being queried using the GetPoseAtTime()
            // with a desired frame pair, it can only be queried after the ConnectToService() is called.
            //
            // The device with respect to IMU frame is not directly queryable from API, so we use the IMU
            // frame as a temporary value to get the device frame with respect to IMU frame.
            double timestamp = 0.0;
            TangoCoordinateFramePair pair;
            TangoPoseData            poseData = new TangoPoseData();

            // Getting the transformation of device frame with respect to IMU frame.
            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
            Vector3 position = new Vector3((float)poseData.translation[0],
                                           (float)poseData.translation[1],
                                           (float)poseData.translation[2]);
            Quaternion quat = new Quaternion((float)poseData.orientation[0],
                                             (float)poseData.orientation[1],
                                             (float)poseData.orientation[2],
                                             (float)poseData.orientation[3]);
            m_imuTd = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

            // Getting the transformation of IMU frame with respect to color camera frame.
            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_CAMERA_COLOR;
            PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
            position = new Vector3((float)poseData.translation[0],
                                   (float)poseData.translation[1],
                                   (float)poseData.translation[2]);
            quat = new Quaternion((float)poseData.orientation[0],
                                  (float)poseData.orientation[1],
                                  (float)poseData.orientation[2],
                                  (float)poseData.orientation[3]);
            m_imuTc = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));
        }
        else
        {
            AndroidHelper.ShowAndroidToastMessage("Motion Tracking Permissions Needed", true);
        }
    }
Exemple #2
0
    /// <summary>
    /// Apply any needed changes to the pose.
    /// </summary>
    private void Update()
    {
        if (m_shouldInitTango)
        {
            m_tangoApplication.InitApplication();
            m_tangoApplication.InitProviders(string.Empty);
            m_tangoApplication.ConnectToService();
            m_shouldInitTango = false;

            double timestamp = 0.0;
            TangoCoordinateFramePair pair;
            TangoPoseData            poseData = new TangoPoseData();

            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
            Vector3    position = new Vector3((float)poseData.translation[0], (float)poseData.translation[1], (float)poseData.translation[2]);
            Quaternion quat     = new Quaternion((float)poseData.orientation[0], (float)poseData.orientation[1], (float)poseData.orientation[2], (float)poseData.orientation[3]);
            m_imuTd = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_CAMERA_COLOR;
            PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
            position = new Vector3((float)poseData.translation[0], (float)poseData.translation[1], (float)poseData.translation[2]);
            quat     = new Quaternion((float)poseData.orientation[0], (float)poseData.orientation[1], (float)poseData.orientation[2], (float)poseData.orientation[3]);
            m_imuTc  = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));
        }
        if (m_isDirty)
        {
            Matrix4x4 ssTd  = Matrix4x4.TRS(m_tangoPosition, m_tangoRotation, Vector3.one);
            Matrix4x4 uwTuc = m_uwTss * ssTd * Matrix4x4.Inverse(m_imuTd) * m_imuTc * m_cTuc;

            // Extract new local position
            transform.position = uwTuc.GetColumn(3);

            // Extract new local rotation
            transform.rotation = Quaternion.LookRotation(uwTuc.GetColumn(2), uwTuc.GetColumn(1));
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (m_tangoApplication != null)
            {
                m_tangoApplication.Shutdown();
            }

            // This is a temporary fix for a lifecycle issue where calling
            // Application.Quit() here, and restarting the application immediately,
            // results in a hard crash.
            AndroidHelper.AndroidQuit();
        }
    }
    /// <summary>
    /// Apply any needed changes to the pose.
    /// </summary>
    private void Update()
    {
        #if UNITY_ANDROID && !UNITY_EDITOR
        if (m_isDirty)
        {
            // This rotation needs to be put into Unity coordinate space.
            Quaternion rotationFix = Quaternion.Euler(90.0f, 0.0f, 0.0f);

            if (!m_isRelocalized)
            {
                Quaternion axisFix = Quaternion.Euler(-m_tangoRotation[0].eulerAngles.x,
                                                      -m_tangoRotation[0].eulerAngles.z,
                                                      m_tangoRotation[0].eulerAngles.y);

                transform.rotation = m_startingRotation * (rotationFix * axisFix);
                transform.position = (m_startingRotation * (m_tangoPosition[0] * m_movementScale)) + m_startingOffset;
            }
            else
            {
                Quaternion axisFix = Quaternion.Euler(-m_tangoRotation[1].eulerAngles.x,
                                                      -m_tangoRotation[1].eulerAngles.z,
                                                      m_tangoRotation[1].eulerAngles.y);

                transform.rotation = m_startingRotation * (rotationFix * axisFix);
                transform.position = (m_startingRotation * (m_tangoPosition[1] * m_movementScale)) + m_startingOffset;
            }
            m_isDirty = false;
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (m_tangoApplication != null)
            {
                m_tangoApplication.Shutdown();
            }

            // This is a temporary fix for a lifecycle issue where calling
            // Application.Quit() here, and restarting the application immediately,
            // results in a hard crash.
            AndroidHelper.AndroidQuit();
        }
        #else
        Vector3    tempPosition = transform.position;
        Quaternion tempRotation = transform.rotation;
        PoseProvider.GetMouseEmulation(ref tempPosition, ref tempRotation);
        transform.rotation = tempRotation;
        transform.position = tempPosition;
        #endif
    }
Exemple #4
0
    /// @endcond
    /// <summary>
    /// Update the transformation to the pose for that timestamp.
    /// </summary>
    /// <param name="timestamp">Time in seconds to update the transformation to.</param>
    private void _UpdateTransformation(double timestamp)
    {
        TangoPoseData            pose = new TangoPoseData();
        TangoCoordinateFramePair pair;

        if (!m_useAreaDescriptionPose)
        {
            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_START_OF_SERVICE;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
        }
        else
        {
            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_AREA_DESCRIPTION;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
        }

        PoseProvider.GetPoseAtTime(pose, timestamp, pair);

        // The callback pose is for device with respect to start of service pose.
        if (pose.status_code == TangoEnums.TangoPoseStatusType.TANGO_POSE_VALID)
        {
            // Construct matrix for the start of service with respect to device from the pose.
            Matrix4x4 ssTd = pose.ToMatrix4x4();

            // Calculate matrix for the camera in the Unity world, taking into account offsets.
            Matrix4x4 uwTuc = m_uwTss * ssTd * m_dTuc;

            // Extract final position, rotation.
            m_tangoPosition = uwTuc.GetColumn(3);
            m_tangoRotation = Quaternion.LookRotation(uwTuc.GetColumn(2), uwTuc.GetColumn(1));

            // Other pose data -- Pose count gets reset if pose status just became valid.
            if (pose.status_code != m_poseStatus)
            {
                m_poseCount = 0;
            }

            m_poseCount++;

            // Other pose data -- Pose time.
            m_poseTimestamp = timestamp;
        }

        m_poseStatus = pose.status_code;

        // Apply final position and rotation.
        transform.position = m_tangoPosition;
        transform.rotation = m_tangoRotation;
    }
    private void _OnTangoApplicationPermissionsEvent(bool permissionsGranted)
    {
        if (permissionsGranted && !m_alreadyInitialized)
        {
            Debug.Log("SampleController._OnApplicationPermissionsEvent()");
            m_tangoApplication.InitApplication();

            if (m_useADF)
            {
                // Query the full adf list.
                PoseProvider.RefreshADFList();
                // loading last recorded ADF
                string uuid = PoseProvider.GetLatestADFUUID().GetStringDataUUID();
                m_tangoApplication.InitProviders(uuid);
            }
            else
            {
                m_tangoApplication.InitProviders(string.Empty);
            }

            m_tangoApplication.ConnectToService();

            // Query extrinsics constant tranformations.
            TangoPoseData            poseData  = new TangoPoseData();
            double                   timestamp = 0.0;
            TangoCoordinateFramePair pair;

            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
            Vector3    position = new Vector3((float)poseData.translation[0], (float)poseData.translation[1], (float)poseData.translation[2]);
            Quaternion quat     = new Quaternion((float)poseData.orientation[0], (float)poseData.orientation[1], (float)poseData.orientation[2], (float)poseData.orientation[3]);
            m_deviceToIMUMatrix = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_CAMERA_COLOR;
            PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
            position            = new Vector3((float)poseData.translation[0], (float)poseData.translation[1], (float)poseData.translation[2]);
            quat                = new Quaternion((float)poseData.orientation[0], (float)poseData.orientation[1], (float)poseData.orientation[2], (float)poseData.orientation[3]);
            m_cameraToIMUMatrix = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

            m_alreadyInitialized = true;
        }
        else if (!permissionsGranted)
        {
            AndroidHelper.ShowAndroidToastMessage("Motion Tracking Permissions Needed", true);
        }
    }
    /// <summary>
    /// Thread method to save an ADF.  Make this the ThreadFunc.
    /// </summary>
    /// <param name="rawName">Name of the ADF.  Must be a string.</param>
    private void _SaveADFInBackground(object rawName)
    {
        UUIDUnityHolder adfUnityHolder = new UUIDUnityHolder();
        string          name           = (string)rawName;

        if (PoseProvider.SaveAreaDescription(adfUnityHolder) == Common.ErrorType.TANGO_SUCCESS)
        {
            PoseProvider.GetAreaDescriptionMetaData(adfUnityHolder);
            PoseProvider.AreaDescriptionMetaData_set(Common.MetaDataKeyType.KEY_NAME, name, adfUnityHolder);
            PoseProvider.SaveAreaDescriptionMetaData(adfUnityHolder);
        }
        else
        {
            // Setting a bool is atomic.
            m_adfSaveFailed = true;
        }
    }
    /// <summary>
    /// Apply any needed changes to the pose.
    /// </summary>
    private void Update()
    {
        #if UNITY_ANDROID && !UNITY_EDITOR
        if (m_shouldInitTango)
        {
            m_tangoApplication.InitApplication();
            m_tangoApplication.InitProviders(string.Empty);
            m_tangoApplication.ConnectToService();
            m_shouldInitTango = false;
        }
        if (m_isDirty)
        {
            // Construct the start of service with respect to device matrix from the pose.
            Matrix4x4 ssTd = Matrix4x4.TRS(m_tangoPosition, m_tangoRotation, Vector3.one);

            // Converting from Tango coordinate frame to Unity coodinate frame.
            Matrix4x4 uwTuc = m_uwTss * ssTd * m_dTuc;

            // Extract new local position
            transform.position = uwTuc.GetColumn(3);

            // Extract new local rotation
            transform.rotation = Quaternion.LookRotation(uwTuc.GetColumn(2), uwTuc.GetColumn(1));
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (m_tangoApplication != null)
            {
                m_tangoApplication.Shutdown();
            }

            // This is a temporary fix for a lifecycle issue where calling
            // Application.Quit() here, and restarting the application immediately,
            // results in a hard crash.
            AndroidHelper.AndroidQuit();
        }
        #else
        Vector3    tempPosition = transform.position;
        Quaternion tempRotation = transform.rotation;
        PoseProvider.GetMouseEmulation(ref tempPosition, ref tempRotation);
        transform.rotation = tempRotation;
        transform.position = tempPosition;
        #endif
    }
Exemple #8
0
    /// <summary>
    /// Internal callback when a permissions event happens.
    /// </summary>
    /// <param name="permissionsGranted">If set to <c>true</c> permissions granted.</param>
    private void _OnTangoApplicationPermissionsEvent(bool permissionsGranted)
    {
        if (permissionsGranted)
        {
            m_tangoApplication.InitApplication();

            // Load the most recent ADF.
            PoseProvider.RefreshADFList();
            string uuid = PoseProvider.GetLatestADFUUID().GetStringDataUUID();
            m_tangoApplication.InitProviders(uuid);

            m_tangoApplication.ConnectToService();
        }
        else
        {
            AndroidHelper.ShowAndroidToastMessage("Motion Tracking and Area Learning Permissions Needed", true);
        }
    }
Exemple #9
0
    // Update is called once per frame
    void Update()
    {
//        Debug.Log("Tango update: " + m_tangoPosition + " " + m_tangoRotation);

        #if UNITY_EDITOR
        PoseProvider.GetMouseEmulation(ref m_tangoPosition, ref m_tangoRotation);
        transform.position = m_tangoPosition + m_startPosition;
        transform.rotation = m_tangoRotation;
#else
        Matrix4x4 uwTuc = TransformTangoPoseToUnityCoordinateSystem(m_tangoPosition, m_tangoRotation, Vector3.one);
        // Extract new local position
        transform.position = (uwTuc.GetColumn(3));
        transform.position = transform.position + m_startPosition;

        // Extract new local rotation
        transform.rotation = Quaternion.LookRotation(uwTuc.GetColumn(2), uwTuc.GetColumn(1));
#endif
    }
    /// <summary>
    /// Sets up extrinsic matrixes and camera intrinsics for this hardware.
    /// </summary>
    private void _SetUpCameraData()
    {
        if (m_cameraDataSetUp)
        {
            return;
        }

        double timestamp = 0.0;
        TangoCoordinateFramePair pair;
        TangoPoseData            poseData = new TangoPoseData();

        // Query the extrinsics between IMU and device frame.
        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
        PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
        Vector3 position = new Vector3((float)poseData.translation[0],
                                       (float)poseData.translation[1],
                                       (float)poseData.translation[2]);
        Quaternion quat = new Quaternion((float)poseData.orientation[0],
                                         (float)poseData.orientation[1],
                                         (float)poseData.orientation[2],
                                         (float)poseData.orientation[3]);

        m_imuTDevice = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

        // Query the extrinsics between IMU and depth camera frame.
        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_CAMERA_DEPTH;
        PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
        position = new Vector3((float)poseData.translation[0],
                               (float)poseData.translation[1],
                               (float)poseData.translation[2]);
        quat = new Quaternion((float)poseData.orientation[0],
                              (float)poseData.orientation[1],
                              (float)poseData.orientation[2],
                              (float)poseData.orientation[3]);
        m_imuTDepthCamera = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

        // Also get the camera intrinsics
        m_colorCameraIntrinsics = new TangoCameraIntrinsics();
        VideoOverlayProvider.GetIntrinsics(TangoEnums.TangoCameraId.TANGO_CAMERA_COLOR, m_colorCameraIntrinsics);

        m_cameraDataSetUp = true;
    }
Exemple #11
0
    void OnGUI()
    {
        if (m_tangoApplication.HasRequestedPermissions())
        {
            Color oldColor = GUI.color;
            GUI.color = Color.white;

            if (GUI.Button(new Rect(UI_BUTTON_GAP_X,
                                    Screen.height - (UI_BUTTON_SIZE_Y + UI_LABEL_GAP_Y),
                                    UI_BUTTON_SIZE_X + 100,
                                    UI_BUTTON_SIZE_Y), "<size=20>Reset motion tracking</size>"))
            {
                PoseProvider.ResetMotionTracking();
            }

            GUI.color = Color.black;
            GUI.Label(new Rect(UI_LABEL_START_X,
                               UI_LABEL_START_Y,
                               UI_LABEL_SIZE_X,
                               UI_LABEL_SIZE_Y), UI_FONT_SIZE + String.Format(UX_TANGO_SERVICE_VERSION, m_tangoPoseController.m_tangoServiceVersionName) + "</size>");

            GUI.Label(new Rect(UI_LABEL_START_X,
                               UI_FPS_LABEL_START_Y,
                               UI_LABEL_SIZE_X,
                               UI_LABEL_SIZE_Y), UI_FONT_SIZE + m_FPSText + "</size>");
            // MOTION TRACKING
            GUI.Label(new Rect(UI_LABEL_START_X,
                               UI_POSE_LABEL_START_Y - UI_LABEL_OFFSET,
                               UI_LABEL_SIZE_X,
                               UI_LABEL_SIZE_Y), UI_FONT_SIZE + String.Format(UX_TARGET_TO_BASE_FRAME,
                                                                              "Device",
                                                                              "Start") + "</size>");

            GUI.Label(new Rect(UI_LABEL_START_X,
                               UI_POSE_LABEL_START_Y,
                               UI_LABEL_SIZE_X,
                               UI_LABEL_SIZE_Y), UI_FONT_SIZE + String.Format(UX_STATUS,
                                                                              _GetLoggingStringFromPoseStatus(m_tangoPoseController.m_status),
                                                                              _GetLoggingStringFromFrameCount(m_tangoPoseController.m_frameCount),
                                                                              _GetLoggingStringFromVec3(m_tangoPoseController.transform.position),
                                                                              _GetLoggingStringFromQuaternion(m_tangoPoseController.transform.rotation)) + "</size>");
            GUI.color = oldColor;
        }
    }
    /// <summary>
    /// Sets up extrinsic matrixes and camera intrinsics for this hardware.
    /// </summary>
    private void _SetUpCameraData()
    {
        if (m_cameraDataSetUp)
        {
            return;
        }

        double timestamp = 0.0;
        TangoCoordinateFramePair pair;
        TangoPoseData            poseData = new TangoPoseData();

#if UNITY_EDITOR
        // Constant matrixes representing just the convention swap.
        m_imuTDevice.SetColumn(0, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
        m_imuTDevice.SetColumn(1, new Vector4(-1.0f, 0.0f, 0.0f, 0.0f));
        m_imuTDevice.SetColumn(2, new Vector4(0.0f, 0.0f, 1.0f, 0.0f));
        m_imuTDevice.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));

        m_imuTDepthCamera.SetColumn(0, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
        m_imuTDepthCamera.SetColumn(1, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
        m_imuTDepthCamera.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f));
        m_imuTDepthCamera.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
#else
        // Query the extrinsics between IMU and device frame.
        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
        PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
        m_imuTDevice = poseData.ToMatrix4x4();

        // Query the extrinsics between IMU and depth camera frame.
        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_CAMERA_DEPTH;
        PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
        m_imuTDepthCamera = poseData.ToMatrix4x4();
#endif

        // Also get the camera intrinsics
        m_colorCameraIntrinsics = new TangoCameraIntrinsics();
        VideoOverlayProvider.GetIntrinsics(TangoEnums.TangoCameraId.TANGO_CAMERA_COLOR, m_colorCameraIntrinsics);

        m_cameraDataSetUp = true;
    }
Exemple #13
0
    /// <summary>
    /// The function is for querying the camera extrinsic, for example: the transformation between
    /// IMU and device frame. These extrinsics is used to transform the pose from the color camera frame
    /// to the device frame. Because the extrinsic is being queried using the GetPoseAtTime()
    /// with a desired frame pair, it can only be queried after the ConnectToService() is called.
    ///
    /// The device with respect to IMU frame is not directly queryable from API, so we use the IMU
    /// frame as a temporary value to get the device frame with respect to IMU frame.
    /// </summary>
    private void _SetCameraExtrinsics()
    {
        double timestamp = 0.0;
        TangoCoordinateFramePair pair;
        TangoPoseData            poseData = new TangoPoseData();

        // Get the transformation of device frame with respect to IMU frame.
        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
        PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
        Vector3 position = new Vector3((float)poseData.translation[0],
                                       (float)poseData.translation[1],
                                       (float)poseData.translation[2]);
        Quaternion quat = new Quaternion((float)poseData.orientation[0],
                                         (float)poseData.orientation[1],
                                         (float)poseData.orientation[2],
                                         (float)poseData.orientation[3]);
        Matrix4x4 imuTd = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

        // Get the transformation of IMU frame with respect to color camera frame.
        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_CAMERA_COLOR;
        PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
        position = new Vector3((float)poseData.translation[0],
                               (float)poseData.translation[1],
                               (float)poseData.translation[2]);
        quat = new Quaternion((float)poseData.orientation[0],
                              (float)poseData.orientation[1],
                              (float)poseData.orientation[2],
                              (float)poseData.orientation[3]);
        Matrix4x4 imuTc = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

        // Get the transform of the Unity Camera frame with respect to the Color Camera frame.
        Matrix4x4 cTuc = new Matrix4x4();

        cTuc.SetColumn(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
        cTuc.SetColumn(1, new Vector4(0.0f, -1.0f, 0.0f, 0.0f));
        cTuc.SetColumn(2, new Vector4(0.0f, 0.0f, 1.0f, 0.0f));
        cTuc.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));

        m_dTuc = Matrix4x4.Inverse(imuTd) * imuTc * cTuc;
    }
Exemple #14
0
    /// <summary>
    /// The function is for querying the camera extrinsic, for example: the transformation between
    /// IMU and device frame. These extrinsics is used to transform the pose from the color camera frame
    /// to the device frame. Because the extrinsic is being queried using the GetPoseAtTime()
    /// with a desired frame pair, it can only be queried after the ConnectToService() is called.
    ///
    /// The device with respect to IMU frame is not directly queryable from API, so we use the IMU
    /// frame as a temporary value to get the device frame with respect to IMU frame.
    /// </summary>
    private void _SetCameraExtrinsics()
    {
        double timestamp = 0.0;
        TangoCoordinateFramePair pair;
        TangoPoseData            poseData = new TangoPoseData();

        // Getting the transformation of device frame with respect to IMU frame.
        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
        PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
        Vector3 position = new Vector3((float)poseData.translation[0],
                                       (float)poseData.translation[1],
                                       (float)poseData.translation[2]);
        Quaternion quat = new Quaternion((float)poseData.orientation[0],
                                         (float)poseData.orientation[1],
                                         (float)poseData.orientation[2],
                                         (float)poseData.orientation[3]);

        m_imuTd = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

        // Getting the transformation of IMU frame with respect to color camera frame.
        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_CAMERA_COLOR;
        PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
        position = new Vector3((float)poseData.translation[0],
                               (float)poseData.translation[1],
                               (float)poseData.translation[2]);
        quat = new Quaternion((float)poseData.orientation[0],
                              (float)poseData.orientation[1],
                              (float)poseData.orientation[2],
                              (float)poseData.orientation[3]);
        //transform.right;
        //testPosition = position
        Vector3 right = Vector3.right * 1000;

        position += right;
        m_imuTc   = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));


        m_dTuc = Matrix4x4.Inverse(m_imuTd) * m_imuTc * m_cTuc;
    }
    /// <summary>
    /// An event notifying when new depth data is available. OnTangoDepthAvailable events are thread safe.
    /// </summary>
    /// <param name="tangoDepth">Depth data that we get from API.</param>
    public void OnTangoDepthAvailable(TangoUnityDepth tangoDepth)
    {
        // Fill in the data to draw the point cloud.
        if (tangoDepth != null)
        {
            m_occupancyManager.depthPointCount = tangoDepth.m_pointCount;
            for (int i = 0; i < tangoDepth.m_pointCount; i += 3)
            {
                m_depthPoints[3 * i]     = tangoDepth.m_points[i * 3];
                m_depthPoints[3 * i + 1] = tangoDepth.m_points[i * 3 + 1];
                m_depthPoints[3 * i + 2] = tangoDepth.m_points[i * 3 + 2];
            }
            m_currTangoDepth.m_timestamp  = tangoDepth.m_timestamp;
            m_currTangoDepth.m_pointCount = tangoDepth.m_pointCount;

            PoseProvider.GetPoseAtTime(m_poseAtDepthTimestamp, m_currTangoDepth.m_timestamp, m_coordinatePair);

            m_isDirty = true;
        }
        return;
    }
    private void Start()
    {
        m_tangoApplication = FindObjectOfType <TangoApplication>();

        if (m_tangoApplication != null)
        {
            // Request Tango permissions
            m_tangoApplication.RequestNecessaryPermissions();

            if (TangoApplication.HasGrantedPermissions())
            {
                m_tangoApplication.InitApplication();

                if (m_useADF)
                {
                    // Query the full adf list.
                    PoseProvider.RefreshADFList();
                    // loading last recorded ADF
                    string uuid = PoseProvider.GetLatestADFUUID().GetStringDataUUID();
                    m_tangoApplication.InitProviders(uuid);
                }
                else
                {
                    m_tangoApplication.InitProviders(string.Empty);
                }

                m_tangoApplication.ConnectToService();
            }
            else
            {
                Debug.Log("Tango can't be initialized because of invalid permissions");
            }
        }
        else
        {
            Debug.Log("No Tango Manager found in scene.");
        }

        m_tangoServiceVersionName = TangoApplication.GetTangoServiceVersion();
    }
    /// <summary>
    /// Update the camera gameobject's transformation to the pose that on current timestamp.
    /// </summary>
    private void _UpdateTransformation(double timestamp)
    {
        TangoPoseData            pose = new TangoPoseData();
        TangoCoordinateFramePair pair;

        pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_START_OF_SERVICE;
        pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
        PoseProvider.GetPoseAtTime(pose, timestamp, pair);

        m_status = pose.status_code;
        if (pose.status_code == TangoEnums.TangoPoseStatusType.TANGO_POSE_VALID)
        {
            Vector3 m_tangoPosition = new Vector3((float)pose.translation [0],
                                                  (float)pose.translation [1],
                                                  (float)pose.translation [2]);

            Quaternion m_tangoRotation = new Quaternion((float)pose.orientation [0],
                                                        (float)pose.orientation [1],
                                                        (float)pose.orientation [2],
                                                        (float)pose.orientation [3]);

            Matrix4x4 ssTd = Matrix4x4.TRS(m_tangoPosition, m_tangoRotation, Vector3.one);

            // Here we are getting the pose of Unity camera frame with respect to Unity world.
            // This is the transformation of our current pose within the Unity coordinate frame.
            Matrix4x4 uwTuc = m_uwTss * ssTd * m_dTuc;

            // Extract new local position
            m_renderCamera.transform.position = uwTuc.GetColumn(3);

            // Extract new local rotation
            m_renderCamera.transform.rotation = Quaternion.LookRotation(uwTuc.GetColumn(2), uwTuc.GetColumn(1));
            m_frameCount++;
        }
        else
        {
            m_frameCount = 0;
        }
    }
Exemple #18
0
    /// <summary>
    /// Callback that gets called when depth is available
    /// from the Tango Service.
    /// DO NOT USE THE UNITY API FROM INSIDE THIS FUNCTION!
    /// </summary>
    /// <param name="callbackContext">Callback context.</param>
    /// <param name="xyzij">Xyzij.</param>
    public void OnTangoDepthAvailable(TangoUnityDepth tangoDepth)
    {
        // Fill in the data to draw the point cloud.
        if (tangoDepth != null)
        {
            occupancyManager.depthPointCount = tangoDepth.m_pointCount;
            for (int i = 0; i < tangoDepth.m_pointCount; i += 3)
            {
                depthPoints[3 * i]     = tangoDepth.m_vertices[i].x;
                depthPoints[3 * i + 1] = tangoDepth.m_vertices[i].y;
                depthPoints[3 * i + 2] = tangoDepth.m_vertices[i].z;
            }
            currXYZij.timestamp = tangoDepth.m_timestamp;
            currXYZij.xyz_count = tangoDepth.m_pointCount;

            PoseProvider.GetPoseAtTime(poseAtDepthTimestamp, currXYZij.timestamp, coordinatePair);

            //minimize things happening in the callback
            isDirty = true;
        }
        return;
    }
    void Update()
    {
        if (startedSaving)
        {
            if (keyboard.done)
            {
                savedAdfHolder = new UUIDUnityHolder();
                keyboardString = keyboard.text;
                PoseProvider.SaveAreaDescription(savedAdfHolder);
                PoseProvider.GetAreaDescriptionMetaData(savedAdfHolder);
                PoseProvider.AreaDescriptionMetaData_set(Common.MetaDataKeyType.KEY_NAME, keyboardString, savedAdfHolder);
                PoseProvider.SaveAreaDescriptionMetaData(savedAdfHolder);

                // Null terminator will cause invalid argument in the file system.
                string uuid = savedAdfHolder.GetStringDataUUID().Replace("\0", "");
                string path = Application.persistentDataPath + "/" + uuid;
                FileParser.SaveBuildingDataToPath(BuildingManager.instance.buildingList, path);
                EventManager.instance.GameDataSaved(true);
                startedSaving = false;
            }
        }
    }
    /// <summary>
    /// An event notifying when new depth data is available. OnTangoDepthAvailable events are thread safe.
    /// </summary>
    /// <param name="tangoDepth">Depth data that we get from API.</param>
    public void OnTangoDepthAvailable(TangoUnityDepth tangoDepth)
    {
        // Fill in the data to draw the point cloud.
        if (tangoDepth != null)
        {
            if (tangoDepth.m_points == null)
            {
                Debug.Log("Depth points are null");
                return;
            }

            if (tangoDepth.m_pointCount > m_currTangoDepth.m_points.Length)
            {
                m_currTangoDepth.m_points = new float[3 * (int)(1.5f * tangoDepth.m_pointCount)];
            }

            for (int i = 0; i < tangoDepth.m_pointCount; i += 3)
            {
                m_currTangoDepth.m_points[(3 * i) + 0] = tangoDepth.m_points[(i * 3) + 0];
                m_currTangoDepth.m_points[(3 * i) + 1] = tangoDepth.m_points[(i * 3) + 1];
                m_currTangoDepth.m_points[(3 * i) + 2] = tangoDepth.m_points[(i * 3) + 2];
            }

            m_currTangoDepth.m_timestamp  = tangoDepth.m_timestamp;
            m_currTangoDepth.m_pointCount = tangoDepth.m_pointCount;

            PoseProvider.GetPoseAtTime(m_poseAtDepthTimestamp, m_currTangoDepth.m_timestamp, m_coordinatePair);

            if (m_poseAtDepthTimestamp.status_code != TangoEnums.TangoPoseStatusType.TANGO_POSE_VALID)
            {
                return;
            }

            m_isDirty = true;
        }

        return;
    }
Exemple #21
0
    /// <summary>
    /// Apply any needed changes to the pose.
    /// </summary>
    private void Update()
    {
        #if UNITY_ANDROID && !UNITY_EDITOR
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (m_tangoApplication != null)
            {
                m_tangoApplication.Shutdown();
            }

            // This is a temporary fix for a lifecycle issue where calling
            // Application.Quit() here, and restarting the application immediately,
            // results in a hard crash.
            AndroidHelper.AndroidQuit();
        }
        #else
        Vector3    tempPosition = transform.position;
        Quaternion tempRotation = transform.rotation;
        PoseProvider.GetMouseEmulation(ref tempPosition, ref tempRotation);
        transform.rotation = tempRotation;
        transform.position = tempPosition;
        #endif
    }
    /// <summary>
    /// Apply any needed changes to the pose.
    /// </summary>
    private void Update()
    {
        #if UNITY_ANDROID && !UNITY_EDITOR
        if (m_isDirty)
        {
            // This rotation needs to be put into Unity coordinate space.
            Quaternion rotationFix = Quaternion.Euler(90.0f, 0.0f, 0.0f);

            if (!m_isRelocalized)
            {
                Quaternion axisFix = Quaternion.Euler(-m_tangoRotation[0].eulerAngles.x,
                                                      -m_tangoRotation[0].eulerAngles.z,
                                                      m_tangoRotation[0].eulerAngles.y);

                transform.rotation = rotationFix * axisFix;
                transform.position = (m_tangoPosition[0] * m_movementScale) + m_startingOffset;
            }
            else
            {
                Quaternion axisFix = Quaternion.Euler(-m_tangoRotation[1].eulerAngles.x,
                                                      -m_tangoRotation[1].eulerAngles.z,
                                                      m_tangoRotation[1].eulerAngles.y);

                transform.rotation = rotationFix * axisFix;
                transform.position = (m_tangoPosition[1] * m_movementScale) + m_startingOffset;
            }
            m_isDirty = false;
        }
        #else
        Vector3    tempPosition = transform.position;
        Quaternion tempRotation = transform.rotation;
        PoseProvider.GetMouseEmulation(ref tempPosition, ref tempRotation);

        transform.rotation = tempRotation;
        transform.position = tempPosition;
        #endif
    }
Exemple #23
0
    /// <summary>
    /// Update is called once per frame.
    /// </summary>
    private void Update()
    {
        if (m_isDirty)
        {
            // Query pose to transform point cloud to world coordinates.
            TangoPoseData            poseData = new TangoPoseData();
            TangoCoordinateFramePair pair;
            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_START_OF_SERVICE;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            PoseProvider.GetPoseAtTime(poseData, m_previousDepthDeltaTime, pair);
            Vector3    position = new Vector3((float)poseData.translation[0], (float)poseData.translation[1], (float)poseData.translation[2]);
            Quaternion quat     = new Quaternion((float)poseData.orientation[0], (float)poseData.orientation[1], (float)poseData.orientation[2], (float)poseData.orientation[3]);
            m_deviceToStartServiceMatrix = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

            Matrix4x4 pointcloudTRS = m_startServiceToUnityWorldMatrix * m_deviceToStartServiceMatrix *
                                      Matrix4x4.Inverse(m_poseController.m_deviceToIMUMatrix) * m_poseController.m_cameraToIMUMatrix * m_unityCameraToCameraMatrix;

            renderer.material.SetMatrix("local_transformation", pointcloudTRS);

            // Update the point cloud.
            _UpdateMesh();
            m_isDirty = false;
        }
    }
Exemple #24
0
 /// <summary>
 /// Enables keyboard when the save button is pressed and saves the ADF with required metadata when Keyboard is
 /// done.
 /// </summary>
 private void KeyBoardBehaviour()
 {
     if (m_keyboardState == KeyboardState.OPEN)
     {
         m_keyboard      = TouchScreenKeyboard.Open(m_keyboardString, TouchScreenKeyboardType.Default, false);
         m_keyboardState = KeyboardState.ACTIVE;
     }
     if (m_keyboard != null)
     {
         if (m_keyboard.done && m_keyboardState != KeyboardState.DONE)
         {
             m_keyboardState  = KeyboardState.DONE;
             m_keyboardString = m_keyboard.text;
             PoseProvider.SaveAreaDescription(m_adfUnityHolder);
             PoseProvider.GetAreaDescriptionMetaData(m_adfUnityHolder);
             PoseProvider.AreaDescriptionMetaData_set(Common.MetaDataKeyType.KEY_NAME, m_keyboardString, m_adfUnityHolder);
             PoseProvider.SaveAreaDescriptionMetaData(m_adfUnityHolder);
         }
         else
         {
             m_keyboardString = m_keyboard.text;
         }
     }
 }
    /// <summary>
    /// Callback that gets called when depth is available from the Tango Service.
    /// </summary>
    /// <param name="tangoDepth">Depth information from Tango.</param>
    public void OnTangoDepthAvailable(TangoUnityDepth tangoDepth)
    {
        // Calculate the time since the last successful depth data
        // collection.
        if (m_previousDepthDeltaTime == 0.0)
        {
            m_previousDepthDeltaTime = tangoDepth.m_timestamp;
        }
        else
        {
            m_depthDeltaTime         = (float)((tangoDepth.m_timestamp - m_previousDepthDeltaTime) * 1000.0);
            m_previousDepthDeltaTime = tangoDepth.m_timestamp;
        }

        // Fill in the data to draw the point cloud.
        if (tangoDepth != null && tangoDepth.m_points != null)
        {
            m_pointsCount = tangoDepth.m_pointCount;
            if (m_pointsCount > 0)
            {
                _SetUpExtrinsics();
                TangoCoordinateFramePair pair;
                TangoPoseData            poseData = new TangoPoseData();

                // Query pose to transform point cloud to world coordinates, here we are using the timestamp
                // that we get from depth.
                pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_START_OF_SERVICE;
                pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
                PoseProvider.GetPoseAtTime(poseData, m_previousDepthDeltaTime, pair);
                if (poseData.status_code != TangoEnums.TangoPoseStatusType.TANGO_POSE_VALID)
                {
                    return;
                }

                Vector3 position = new Vector3((float)poseData.translation[0],
                                               (float)poseData.translation[1],
                                               (float)poseData.translation[2]);
                Quaternion quat = new Quaternion((float)poseData.orientation[0],
                                                 (float)poseData.orientation[1],
                                                 (float)poseData.orientation[2],
                                                 (float)poseData.orientation[3]);
                m_startServiceTDevice = Matrix4x4.TRS(position, quat, Vector3.one);

                // The transformation matrix that represents the pointcloud's pose.
                // Explanation:
                // The pointcloud which is in Depth camera's frame, is put in unity world's
                // coordinate system(wrt unity world).
                // Then we are extracting the position and rotation from uwTuc matrix and applying it to
                // the PointCloud's transform.
                Matrix4x4 unityWorldTDepthCamera = m_unityWorldTStartService * m_startServiceTDevice * Matrix4x4.Inverse(m_imuTDevice) * m_imuTDepthCamera;
                transform.position = Vector3.zero;
                transform.rotation = Quaternion.identity;

                // Converting points array to world space.
                m_overallZ = 0;
                for (int i = 0; i < m_pointsCount; ++i)
                {
                    float x = tangoDepth.m_points[(i * 3) + 0];
                    float y = tangoDepth.m_points[(i * 3) + 1];
                    float z = tangoDepth.m_points[(i * 3) + 2];

                    m_points[i] = unityWorldTDepthCamera.MultiplyPoint(new Vector3(x, y, z));
                    m_overallZ += z;
                }
                m_overallZ = m_overallZ / m_pointsCount;

                if (m_updatePointsMesh)
                {
                    // Need to update indicies too!
                    int[] indices = new int[m_pointsCount];
                    for (int i = 0; i < m_pointsCount; ++i)
                    {
                        indices[i] = i;
                    }

                    m_mesh.Clear();
                    m_mesh.vertices = m_points;
                    m_mesh.SetIndices(indices, MeshTopology.Points, 0);
                }

                // The color should be pose relative, we need to store enough info to go back to pose values.
                m_renderer.material.SetMatrix("depthCameraTUnityWorld", unityWorldTDepthCamera.inverse);
            }
            else
            {
                m_overallZ = 0;
            }
        }
    }
    /// @endcond
    /// <summary>
    /// Updates the transformation to the pose for that timestamp.
    /// </summary>
    /// <param name="timestamp">Time in seconds to update the transformation to.</param>
    private void _UpdateTransformation(double timestamp)
    {
        TangoPoseData            pose = new TangoPoseData();
        TangoCoordinateFramePair pair;

        // Choose the proper pair according to the properties of this controller
        if (m_useAreaDescriptionPose)
        {
            if (m_tangoApplication.m_enableCloudADF)
            {
                pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_GLOBAL_WGS84;
                pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            }
            else
            {
                pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_AREA_DESCRIPTION;
                pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            }
        }
        else
        {
            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_START_OF_SERVICE;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
        }

        PoseProvider.GetPoseAtTime(pose, timestamp, pair);

        // Update properties from pose
        if (pose.status_code == TangoEnums.TangoPoseStatusType.TANGO_POSE_VALID)
        {
            DMatrix4x4 globalTLocal;
            bool       success = m_tangoApplication.GetGlobalTLocal(out globalTLocal);
            if (!success)
            {
                Debug.LogError("Unable to obtain GlobalTLocal from TangoApplication.");
                return;
            }

            DMatrix4x4 uwTDevice = DMatrix4x4.FromMatrix4x4(TangoSupport.UNITY_WORLD_T_START_SERVICE) *
                                   globalTLocal.Inverse * DMatrix4x4.TR(pose.translation, pose.orientation);

            // Calculate matrix for the camera in the Unity world, taking into account offsets.
            Matrix4x4 uwTuc = uwTDevice.ToMatrix4x4() * m_dTuc * TangoSupport.m_colorCameraPoseRotation;

            // Extract final position, rotation.
            m_tangoPosition = uwTuc.GetColumn(3);
            m_tangoRotation = Quaternion.LookRotation(uwTuc.GetColumn(2), uwTuc.GetColumn(1));

            // Other pose data -- Pose count gets reset if pose status just became valid.
            if (pose.status_code != m_poseStatus)
            {
                m_poseCount = 0;
            }

            m_poseCount++;

            // Other pose data -- Pose time.
            m_poseTimestamp = timestamp;
        }

        m_poseStatus = pose.status_code;

        // Apply final position and rotation.
        transform.position = m_tangoPosition;
        transform.rotation = m_tangoRotation;
    }
Exemple #27
0
 /// <summary>
 /// Callback when the Tango service is initialized.
 /// </summary>
 private void HandleEventTangoInitialized()
 {
     PoseProvider.RefreshADFList();
     RefreshADFPickerList(PoseProvider.GetCachedADFList());
 }
Exemple #28
0
    /// <summary>
    /// Updates the transformation to the latest pose.
    /// </summary>
    private void _UpdatePose()
    {
        // Query a new pose.
        TangoPoseData pose           = new TangoPoseData();
        double        queryTimestamp = IsTargetingColorCamera ? m_tangoARScreen.m_screenUpdateTime : 0.0f;

        PoseProvider.GetPoseAtTime(pose, queryTimestamp, _GetFramePair());

        // Do not update with invalide poses.
        if (pose.status_code != TangoEnums.TangoPoseStatusType.TANGO_POSE_VALID)
        {
            return;
        }

        // Do not update if the last update was for the same timestamp.
        if (pose.timestamp == LastPoseTimestamp)
        {
            return;
        }

        LastPoseTimestamp = pose.timestamp;

        DMatrix4x4 globalTLocal;

        if (!m_tangoApplication.GetGlobalTLocal(out globalTLocal))
        {
            Debug.LogError("Unable to obtain GlobalTLocal from TangoApplication.");
            return;
        }

        DMatrix4x4 unityWorld_T_device =
            DMatrix4x4.FromMatrix4x4(TangoSupport.UNITY_WORLD_T_START_SERVICE) * globalTLocal.Inverse * DMatrix4x4.TR(pose.translation, pose.orientation);

        // Calculate matrix for the camera in the Unity world
        if (IsTargetingColorCamera)
        {
            m_unityWorld_T_unityCamera =
                unityWorld_T_device.ToMatrix4x4() * TangoSupport.COLOR_CAMERA_T_UNITY_CAMERA * TangoSupport.m_colorCameraPoseRotation;
        }
        else
        {
            m_unityWorld_T_unityCamera =
                unityWorld_T_device.ToMatrix4x4() * TangoSupport.DEVICE_T_UNITY_CAMERA * TangoSupport.m_devicePoseRotation;
        }

        // Extract final position and rotation from matrix.
        Matrix4x4  unityWorldOffset_T_unityCamera = m_unityWorldTransformOffset_T_unityWorld * m_unityWorld_T_unityCamera;
        Vector3    finalPosition = unityWorldOffset_T_unityCamera.GetColumn(3);
        Quaternion finalRotation = Quaternion.LookRotation(unityWorldOffset_T_unityCamera.GetColumn(2), unityWorldOffset_T_unityCamera.GetColumn(1));

        // Filter out yaw if the clutch is enabled.
        if (m_clutchEnabled)
        {
            finalPosition = transform.position;
            finalRotation = Quaternion.Euler(finalRotation.eulerAngles.x, transform.eulerAngles.y, finalRotation.eulerAngles.z);
        }

        // Apply the final position.
        if (m_characterController)
        {
            m_characterController.Move(finalPosition - transform.position);
        }
        else
        {
            transform.position = finalPosition;
        }

        transform.rotation = finalRotation;
    }
Exemple #29
0
    /// <summary>
    /// Apply any needed changes to the pose.
    /// </summary>
    private void Update()
    {
        #if UNITY_ANDROID && !UNITY_EDITOR
        if (m_shouldInitTango)
        {
            m_tangoApplication.InitApplication();

            if (m_useADF)
            {
                // Query the full adf list.
                PoseProvider.RefreshADFList();
                // loading last recorded ADF
                string uuid = PoseProvider.GetLatestADFUUID().GetStringDataUUID();
                m_tangoApplication.InitProviders(uuid);
            }
            else
            {
                m_tangoApplication.InitProviders(string.Empty);
            }

            // Query extrinsics constant tranformations.
            TangoPoseData            poseData  = new TangoPoseData();
            double                   timestamp = 0.0;
            TangoCoordinateFramePair pair;

            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
            Vector3    position = new Vector3((float)poseData.translation[0], (float)poseData.translation[1], (float)poseData.translation[2]);
            Quaternion quat     = new Quaternion((float)poseData.orientation[0], (float)poseData.orientation[1], (float)poseData.orientation[2], (float)poseData.orientation[3]);
            m_deviceToIMUMatrix = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

            pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_IMU;
            pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_CAMERA_COLOR;
            PoseProvider.GetPoseAtTime(poseData, timestamp, pair);
            position            = new Vector3((float)poseData.translation[0], (float)poseData.translation[1], (float)poseData.translation[2]);
            quat                = new Quaternion((float)poseData.orientation[0], (float)poseData.orientation[1], (float)poseData.orientation[2], (float)poseData.orientation[3]);
            m_cameraToIMUMatrix = Matrix4x4.TRS(position, quat, new Vector3(1.0f, 1.0f, 1.0f));

            m_alreadyInitialized = true;
            m_shouldInitTango    = false;

            m_tangoApplication.ConnectToService();
        }

        if (m_isDirty)
        {
            // This rotation needs to be put into Unity coordinate space.
            Quaternion rotationFix = Quaternion.Euler(90.0f, 0.0f, 0.0f);

            if (!m_isRelocalized)
            {
                Quaternion axisFix = Quaternion.Euler(-m_tangoRotation[0].eulerAngles.x,
                                                      -m_tangoRotation[0].eulerAngles.z,
                                                      m_tangoRotation[0].eulerAngles.y);

                transform.rotation = m_startingRotation * (rotationFix * axisFix);
                transform.position = (m_startingRotation * (m_tangoPosition[0] * m_movementScale)) + m_startingOffset;
            }
            else
            {
                Quaternion axisFix = Quaternion.Euler(-m_tangoRotation[1].eulerAngles.x,
                                                      -m_tangoRotation[1].eulerAngles.z,
                                                      m_tangoRotation[1].eulerAngles.y);

                transform.rotation = m_startingRotation * (rotationFix * axisFix);
                transform.position = (m_startingRotation * (m_tangoPosition[1] * m_movementScale)) + m_startingOffset;
            }
            m_isDirty = false;
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (m_tangoApplication != null)
            {
                m_tangoApplication.Shutdown();
            }

            // This is a temporary fix for a lifecycle issue where calling
            // Application.Quit() here, and restarting the application immediately,
            // results in a hard crash.
            AndroidHelper.AndroidQuit();
        }
        #else
        Vector3    tempPosition = transform.position;
        Quaternion tempRotation = transform.rotation;
        PoseProvider.GetMouseEmulation(ref tempPosition, ref tempRotation);
        transform.rotation = tempRotation;
        transform.position = tempPosition;
        #endif
    }
Exemple #30
0
    /// <summary>
    /// Callback that gets called when depth is available from the Tango Service.
    /// </summary>
    /// <param name="pointCloud">Depth information from Tango.</param>
    public void OnTangoPointCloudAvailable(TangoPointCloudData pointCloud)
    {
        // Calculate the time since the last successful depth data
        // collection.
        if (m_depthTimestamp != 0.0)
        {
            m_depthDeltaTime = (float)((pointCloud.m_timestamp - m_depthTimestamp) * 1000.0);
        }

        // Fill in the data to draw the point cloud.
        m_pointsCount = pointCloud.m_numPoints;
        if (m_pointsCount > 0)
        {
            _SetUpCameraData();
            TangoCoordinateFramePair pair;
            TangoPoseData            poseData = new TangoPoseData();

            // Query pose to transform point cloud to world coordinates, here we are using the timestamp
            // that we get from depth.
            if (m_useAreaDescriptionPose)
            {
                pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_AREA_DESCRIPTION;
                pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            }
            else
            {
                pair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_START_OF_SERVICE;
                pair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
            }

            PoseProvider.GetPoseAtTime(poseData, pointCloud.m_timestamp, pair);
            if (poseData.status_code != TangoEnums.TangoPoseStatusType.TANGO_POSE_VALID)
            {
                return;
            }

            Matrix4x4 startServiceTDevice = poseData.ToMatrix4x4();

            // The transformation matrix that represents the pointcloud's pose.
            // Explanation:
            // The pointcloud which is in Depth camera's frame, is put in unity world's
            // coordinate system(wrt unity world).
            // Then we are extracting the position and rotation from uwTuc matrix and applying it to
            // the PointCloud's transform.
            Matrix4x4 unityWorldTDepthCamera = m_unityWorldTStartService * startServiceTDevice * Matrix4x4.Inverse(m_imuTDevice) * m_imuTDepthCamera;
            transform.position = Vector3.zero;
            transform.rotation = Quaternion.identity;

            // Add offset to the pointcloud depending on the offset from TangoDeltaPoseController
            Matrix4x4 unityWorldOffsetTDepthCamera;
            if (m_tangoDeltaPoseController != null)
            {
                unityWorldOffsetTDepthCamera = m_tangoDeltaPoseController.UnityWorldOffset * unityWorldTDepthCamera;
            }
            else
            {
                unityWorldOffsetTDepthCamera = unityWorldTDepthCamera;
            }

            // Converting points array to world space.
            m_overallZ = 0;
            for (int i = 0; i < m_pointsCount; ++i)
            {
                Vector3 point = pointCloud[i];
                m_points[i] = unityWorldOffsetTDepthCamera.MultiplyPoint3x4(point);
                m_overallZ += point.z;
            }

            m_overallZ       = m_overallZ / m_pointsCount;
            m_depthTimestamp = pointCloud.m_timestamp;

            if (m_updatePointsMesh)
            {
                // Need to update indicies too!
                int[] indices = new int[m_pointsCount];
                for (int i = 0; i < m_pointsCount; ++i)
                {
                    indices[i] = i;
                }

                m_mesh.Clear();
                m_mesh.vertices = m_points;
                m_mesh.SetIndices(indices, MeshTopology.Points, 0);
            }

            // The color should be pose relative, we need to store enough info to go back to pose values.
            m_renderer.material.SetMatrix("depthCameraTUnityWorld", unityWorldOffsetTDepthCamera.inverse);

            // Try to find the floor using this set of depth points if requested.
            if (m_findFloorWithDepth)
            {
                _FindFloorWithDepth();
            }
        }
        else
        {
            m_overallZ = 0;
        }
    }