/// <summary>
        /// Update the scan progress. This function will initialize the scan, update it,
        /// and issue a final mesh import, when the scan is complete.
        /// </summary>
        /// <param name="deltaTime">The amount of time that has passed since the last update (typically Time.deltaTime)</param>
        private void Update_Scan(float deltaTime)
        {
            // If we auto-start scanning, do it now
            if (AutoBeginScanning &&
                (ScanState == ScanStates.None))
            {
                RequestBeginScanning();
            }

            // Update the scan
            bool scanDone = false;

            if (((ScanState == ScanStates.ReadyToScan) ||
                 (ScanState == ScanStates.Scanning) ||
                 (ScanState == ScanStates.Finishing)) &&
                (AllowSpatialUnderstanding))
            {
                // Camera
                Vector3 camPos = Camera.main.transform.position;
                Vector3 camFwd = Camera.main.transform.forward;
                Vector3 camUp  = Camera.main.transform.up;

                // If not yet initialized, do that now
                if (ScanState == ScanStates.ReadyToScan)
                {
                    SpatialUnderstandingDll.Imports.GeneratePlayspace_InitScan(
                        camPos.x, camPos.y, camPos.z,
                        camFwd.x, camFwd.y, camFwd.z,
                        camUp.x, camUp.y, camUp.z,
                        ScanSearchDistance, ScanSearchDistance);
                    ScanState = ScanStates.Scanning;
                }

                // Update
                int    meshCount;
                IntPtr meshList;
                if (UnderstandingSourceMesh.GetInputMeshList(out meshCount, out meshList))
                {
                    scanDone = SpatialUnderstandingDll.Imports.GeneratePlayspace_UpdateScan(
                        meshCount, meshList,
                        camPos.x, camPos.y, camPos.z,
                        camFwd.x, camFwd.y, camFwd.z,
                        camUp.x, camUp.y, camUp.z,
                        deltaTime) == 1;
                }
            }

            // If it's done, finish up
            if ((ScanState == ScanStates.Finishing) &&
                (scanDone) &&
                (!UnderstandingCustomMesh.IsImportActive) &&
                (UnderstandingCustomMesh != null))
            {
                // Final mesh import
                StartCoroutine(UnderstandingCustomMesh.Import_UnderstandingMesh());

                // Mark it
                ScanState = ScanStates.Done;
            }
        }
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        /// <summary>
        /// Update the scan progress. This function will initialize the scan, update it,
        /// and issue a final mesh import, when the scan is complete.
        /// </summary>
        /// <param name="deltaTime">The amount of time that has passed since the last update (typically Time.deltaTime)</param>
        private void Update_Scan(float deltaTime)
        {
            // If we auto-start scanning, do it now
            if (AutoBeginScanning &&
                (ScanState == ScanStates.None))
            {
                RequestBeginScanning();
            }

            // Update the scan
            bool scanDone = false;

            if (((ScanState == ScanStates.ReadyToScan) ||
                 (ScanState == ScanStates.Scanning) ||
                 (ScanState == ScanStates.Finishing)) &&
                (AllowSpatialUnderstanding))
            {
                // Camera
                Vector3 camPos = Camera.main.transform.position;
                Vector3 camFwd = Camera.main.transform.forward;
                Vector3 camUp  = Camera.main.transform.up;

                // If not yet initialized, do that now
                if (ScanState == ScanStates.ReadyToScan)
                {
                    SpatialUnderstandingDll.Imports.GeneratePlayspace_InitScan(
                        camPos.x, camPos.y, camPos.z,
                        camFwd.x, camFwd.y, camFwd.z,
                        camUp.x, camUp.y, camUp.z,
                        ScanSearchDistance, ScanSearchDistance);
                    ScanState = ScanStates.Scanning;
                }

                // Update
                int    meshCount;
                IntPtr meshList;
                if (UnderstandingSourceMesh.GetInputMeshList(out meshCount, out meshList))
                {
                    var stopWatch = System.Diagnostics.Stopwatch.StartNew();

                    scanDone = SpatialUnderstandingDll.Imports.GeneratePlayspace_UpdateScan(
                        meshCount, meshList,
                        camPos.x, camPos.y, camPos.z,
                        camFwd.x, camFwd.y, camFwd.z,
                        camUp.x, camUp.y, camUp.z,
                        deltaTime) == 1;

                    stopWatch.Stop();

                    if (stopWatch.Elapsed.TotalMilliseconds > (1000.0 / 30.0))
                    {
                        Debug.LogWarningFormat("SpatialUnderstandingDll.Imports.GeneratePlayspace_UpdateScan took {0,9:N2} ms", stopWatch.Elapsed.TotalMilliseconds);
                    }
                }
            }

            // If it's done, finish up
            if ((ScanState == ScanStates.Finishing) &&
                (scanDone) &&
                (!UnderstandingCustomMesh.IsImportActive) &&
                (UnderstandingCustomMesh != null))
            {
                // Final mesh import
                StartCoroutine(UnderstandingCustomMesh.Import_UnderstandingMesh());

                // Mark it
                ScanState = ScanStates.Done;
                if (OnScanDone != null)
                {
                    OnScanDone.Invoke();
                }
            }
        }