Esempio n. 1
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        /// <inheritdoc />
        public override void Initialize()
        {
            base.Initialize();
            sceneEventData = new MixedRealitySpatialAwarenessEventData <SpatialAwarenessSceneObject>(EventSystem.current);
            CreateQuadFromExtents(normalizedQuadMesh, 1, 1);

            var accessStatus = SceneObserver.RequestAccessAsync().GetAwaiter().GetResult();

            if (accessStatus == SceneObserverAccessStatus.Allowed)
            {
                IsRunning     = true;
                observerState = ObserverState.Idle;
                StartUpdateTimers();
            }
            else
            {
                Debug.LogError("Something went terribly wrong getting scene observer access!");
            }

            if (UpdateOnceOnLoad)
            {
                observerState = ObserverState.GetScene;
                //doUpdateOnceOnLoad = true;
            }
        }
Esempio n. 2
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        /// <summary>
        /// Saves the <see cref="SceneUnderstanding.SceneProcessor"/>'s data stream as a file for later use
        /// </summary>
        /// <param name="sceneBuffer">the <see cref="byte[]"/></param>
        private async void SaveToFile(string prefix)
        {
            SceneQuerySettings sceneQuerySettings = new SceneQuerySettings()
            {
                EnableSceneObjectQuads         = true,
                EnableSceneObjectMeshes        = true,
                EnableOnlyObservedSceneObjects = false,
                EnableWorldMesh            = true,
                RequestedMeshLevelOfDetail = LevelOfDetailToMeshLOD(WorldMeshLevelOfDetail)
            };

            var serializedScene = SceneObserver.ComputeSerializedAsync(sceneQuerySettings, QueryRadius).GetAwaiter().GetResult();
            var bytes           = new byte[serializedScene.Size];

            serializedScene.GetData(bytes);
            var timestamp = DateTime.Now.ToString("yyyyMMdd_hhmmss");
            var filename  = $"SceneUnderStanding_{timestamp}.bytes";

            if (prefix != "")
            {
                filename = $"{prefix}_{timestamp}.bytes";
            }
            StorageFolder folderLocation = ApplicationData.Current.LocalFolder;
            IStorageFile  storageFile    = await folderLocation.CreateFileAsync(filename);

            await FileIO.WriteBytesAsync(storageFile, bytes);
        }
Esempio n. 3
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 /// <summary>
 ///
 /// </summary>
 /// <param name="sceneObserver">The observer this was build with.</param>
 public void Initialize(SceneObserver sceneObserver)
 {
     thisIsMe           = (T)this;
     instanceID         = GetInstanceID();
     this.sceneObserver = sceneObserver;
     main = transform.root.GetComponent <IInitializeMain>();
 }
Esempio n. 4
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 // Start is called before the first frame update
 private void Start()
 {
     player           = GetComponent <Rigidbody2D>();
     playerAnimations = GetComponent <Animator>();
     observer         = new SceneObserver();
     DieManager manager = new DieManager(observer, ui);
 }
Esempio n. 5
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    // Start is called before the first frame update
    private async void Start()
    {
        SceneRoot = SceneRoot == null ? new GameObject("Scene Root") : SceneRoot;

        if (!SceneObserver.IsSupported())
        {
            Debug.LogError("SceneUnderstandingManager.Start: Scene Understanding not supported.");
            return;
        }

        SceneObserverAccessStatus access = await SceneObserver.RequestAccessAsync();

        if (access != SceneObserverAccessStatus.Allowed)
        {
            Debug.LogError("SceneUnderstandingManager.Start: Access to Scene Understanding has been denied.\n" +
                           "Reason: " + access);
            return;
        }
        try
        {
#pragma warning disable CS4014
            Task.Run(() => RetrieveDataContinuously());
#pragma warning restore CS4014
        }
        catch (Exception e)
        {
            Debug.LogException(e);
        }
    }
Esempio n. 6
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        private Scene GetSceneAsync(Scene previousScene)
        {
            Scene scene = null;

            if (Application.isEditor && ShouldLoadFromFile)
            {
                if (sceneBytes == null)
                {
                    Debug.LogError("sceneBytes is null!");
                }

                // Move onto a background thread for the expensive scene loading stuff

                if (UsePersistentObjects && previousScene != null)
                {
                    scene = Scene.Deserialize(sceneBytes, previousScene);
                }
                else
                {
                    // This happens first time through as we have no history yet
                    scene = Scene.Deserialize(sceneBytes);
                }
            }
            else
            {
                SceneQuerySettings sceneQuerySettings = new SceneQuerySettings()
                {
                    EnableSceneObjectQuads         = RequestPlaneData,
                    EnableSceneObjectMeshes        = RequestMeshData,
                    EnableOnlyObservedSceneObjects = !InferRegions,
                    EnableWorldMesh            = SurfaceTypes.HasFlag(SpatialAwarenessSurfaceTypes.World),
                    RequestedMeshLevelOfDetail = LevelOfDetailToMeshLOD(WorldMeshLevelOfDetail)
                };

                // Ideally you'd call SceneObserver.ComputeAsync() like this:
                // scene = await SceneObserver.ComputeAsync(...);
                // however this has has been problematic (buggy?)
                // For the time being we force it to be synchronous with the ...GetAwaiter().GetResult() pattern

                if (UsePersistentObjects)
                {
                    if (previousScene != null)
                    {
                        scene = SceneObserver.ComputeAsync(sceneQuerySettings, QueryRadius, previousScene).GetAwaiter().GetResult();
                    }
                    else
                    {
                        // first time through, we have no history
                        scene = SceneObserver.ComputeAsync(sceneQuerySettings, QueryRadius).GetAwaiter().GetResult();
                    }
                }
                else
                {
                    scene = SceneObserver.ComputeAsync(sceneQuerySettings, QueryRadius).GetAwaiter().GetResult();
                }
            }

            return(scene);
        }
    private void OnEnable()
    {
        var sceneFetcher = SceneObserver.IsSupported()
            ? (ISceneFetcher) new SceneFetcher()
            : new BuiltInSceneFetcher(() => fallbackScene.sceneSnapshot);

        sceneManager = new SceneManager(sceneFetcher);
        sceneManager.onScene.AddListener(() => drawer.DrawScene(SceneSnapshot.Create(sceneManager.Scene)));
    }
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        SceneObserver sceneObserver = (SceneObserver)target;

        if (GUILayout.Button("GatherMains"))
        {
            sceneObserver.GatherInitializeMains();
        }
    }
Esempio n. 9
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    public Scene FetchScene()
    {
        var querySettings = Prepare();

        SceneUnderstandingState.UpdateState("Querying scene");
        var fetchSceneTask = lastScene == null
            ? SceneObserver.ComputeAsync(querySettings, SearchRadius)
            : SceneObserver.ComputeAsync(querySettings, SearchRadius, lastScene);

        var scene = fetchSceneTask.GetAwaiter().GetResult();

        SceneUnderstandingState.UpdateState("Scene bytes queried");
        return(scene);
    }
Esempio n. 10
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    public byte[] FetchSceneBytes()
    {
        var querySettings = Prepare();

        SceneUnderstandingState.UpdateState("Querying scene bytes...");
        var fetchSceneTask = SceneObserver.ComputeSerializedAsync(querySettings, SearchRadius);
        var sceneBuffer    = fetchSceneTask.GetAwaiter().GetResult();

        SceneUnderstandingState.UpdateState("Scene bytes queried");

        var data = new byte[sceneBuffer.Size];

        sceneBuffer.GetData(data);
        return(data);
    }
Esempio n. 11
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    /// <summary>
    /// Calls into the Scene Understanding APIs, to retrieve the latest scene as a byte array.
    /// </summary>
    /// <param name="enableQuads">When enabled, quad representation of scene objects is retrieved.</param>
    /// <param name="enableMeshes">When enabled, mesh representation of scene objects is retrieved.</param>
    /// <param name="enableInference">When enabled, both observed and inferred scene objects are retrieved. Otherwise, only observed scene objects are retrieved.</param>
    /// <param name="enableWorldMesh">When enabled, retrieves the world mesh.</param>
    /// <param name="lod">If world mesh is enabled, lod controls the resolution of the mesh returned.</param>
    private void RetrieveData(float boundingSphereRadiusInMeters, bool enableQuads, bool enableMeshes, bool enableInference, bool enableWorldMesh, SceneMeshLevelOfDetail lod)
    {
        Debug.Log("SceneUnderstandingManager.RetrieveData: Started.");

        System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
        stopwatch.Start();

        try
        {
            SceneQuerySettings querySettings;
            querySettings.EnableSceneObjectQuads         = enableQuads;
            querySettings.EnableSceneObjectMeshes        = enableMeshes;
            querySettings.EnableOnlyObservedSceneObjects = !enableInference;
            querySettings.EnableWorldMesh            = enableWorldMesh;
            querySettings.RequestedMeshLevelOfDetail = lod;

            // Ensure that the bounding radius is within the min/max range.
            boundingSphereRadiusInMeters = Mathf.Clamp(boundingSphereRadiusInMeters, MinBoundingSphereRadiusInMeters, MaxBoundingSphereRadiusInMeters);

            // Make sure the scene query has completed swap with latestSUSceneData under lock to ensure the application is always pointing to a valid scene.
            SceneBuffer serializedScene = SceneObserver.ComputeSerializedAsync(querySettings, boundingSphereRadiusInMeters).GetAwaiter().GetResult();
            lock (SUDataLock)
            {
                // The latest data queried from the device is stored in these variables
                LatestSUSceneData = new byte[serializedScene.Size];
                serializedScene.GetData(LatestSUSceneData);
                LatestSceneGuid = Guid.NewGuid();
            }
        }
        catch (Exception e)
        {
            Debug.LogException(e);
        }

        stopwatch.Stop();
        Debug.Log(string.Format("SceneUnderstandingManager.RetrieveData: Completed. Radius: {0}; Quads: {1}; Meshes: {2}; Inference: {3}; WorldMesh: {4}; LOD: {5}; Bytes: {6}; Time (secs): {7};",
                                boundingSphereRadiusInMeters,
                                enableQuads,
                                enableMeshes,
                                enableInference,
                                enableWorldMesh,
                                lod,
                                (LatestSUSceneData == null ? 0 : LatestSUSceneData.Length),
                                stopwatch.Elapsed.TotalSeconds));
    }
    /// <summary>
    /// This method is called right before Init and is implemented through the IInitialize interface, only let the system call this method
    /// </summary>
    /// <param name="sceneObserver">The observer this was build with.</param>
    public void Initialize(SceneObserver sceneObserver)
    {
        thisIsMe           = (T)this;
        scene              = sceneObserver.Scene;
        instanceID         = GetInstanceID();
        this.sceneObserver = sceneObserver;
        subsToAdd          = new List <IInitializeSub>();
        subsToRemove       = new List <IInitializeSub>();
        initializeSubs     = new List <IInitializeSub>();

        for (int i = 0; i < startingSubs.Count; i++)
        {
            IInitializeSub sub = (IInitializeSub)startingSubs[i];
            sub.Initialize(sceneObserver);
            sub.Init(this);
            initializeSubs.Add(sub);
        }

        startingSubs.Clear();
    }
Esempio n. 13
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    /// <summary>
    /// Use this method to instantiate IInitializeMain Objects
    /// </summary>
    /// <typeparam name="T">Reference to the asset you want instantiated.</typeparam>
    /// <typeparam name="T1">The type of the value to give to the main.</typeparam>
    /// <param name="asset">Reference to the prefab or ScriptableObject to be instantiated.</param>
    /// <param name="args">The value given to the instantiated main.</param>
    /// <param name="observer">Reference to the sceneobserver</param>
    /// <returns></returns>
    internal T Create <T, T1>(T asset, T1 args, SceneObserver observer) where T : UnityEngine.Object
    {
        IInitializeMain mainI = (IInitializeMain)asset;

        if (mainI.Scene == SceneMarker.All || mainI.Scene == observer.Scene)
        {
            T   instance = Instantiate(asset);
            var main     = (IInitializeMain)instance;
            main.Initialize(observer);
            main.Init(args);
            observer.AddMain(main);

            return(instance);
        }
        else
        {
            Debug.LogError("The asset " + asset + " cant be instantiated in this scene because it is Scenebound");
            return(null);
        }
    }
Esempio n. 14
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    private SceneQuerySettings Prepare()
    {
        SceneUnderstandingState.UpdateState("Requesting access");
        var status = SceneObserver.RequestAccessAsync().GetAwaiter().GetResult();

        if (status != SceneObserverAccessStatus.Allowed)
        {
            SceneUnderstandingState.UpdateState($"FAILED - no access: {status}");
            throw new Exception($"Expected to get access.  Actually got: " + status);
        }

        var querySettings = new SceneQuerySettings()
        {
            EnableWorldMesh                = false,
            EnableSceneObjectMeshes        = false,
            EnableSceneObjectQuads         = true,
            RequestedMeshLevelOfDetail     = SceneMeshLevelOfDetail.Coarse,
            EnableOnlyObservedSceneObjects = false
        };

        return(querySettings);
    }