/// <summary>
    /// WorldAnchorをシリアライズしてストレージに保存します。
    /// </summary>
    public void ExportAnchor()
    {
        string guidString = Guid.NewGuid().ToString();

        m_exportingAnchorID = guidString;

        // ローカルのストアにアンカーを保存
        var worldAnchor = m_gameObject.GetComponent <WorldAnchor>();

        if (worldAnchor != null && m_anchorStore.Save(m_exportingAnchorID, worldAnchor))
        {
            // 保存成功時
            Debug.Log("Anchor Manager: Exporting anchor " + m_exportingAnchorID);

            // WorldAnchorTransferBatchにアンカーのシリアライズを委譲
            sharedAnchorInterface = new WorldAnchorTransferBatch();
            sharedAnchorInterface.AddWorldAnchor(guidString, worldAnchor);

            WorldAnchorTransferBatch.ExportAsync(sharedAnchorInterface, WriteBuffer, ExportComplete);
        }
        else
        {
            Debug.LogWarning("Anchor Manager: Failed to export anchor, trying again...");
        }
    }
Esempio n. 2
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        public void ExportToFile(GameObject gameObjectToExport)
        {
            if (exporting)
            {
                Debug.LogWarning("Manager is currently exporting, please try again later.");
                return;
            }

            if (gameObjectToExport == null)
            {
                Debug.LogError("Invalid GameObject");
                return;
            }

            var exportAnchor = gameObjectToExport.GetComponent <WorldAnchor>();

            if (exportAnchor != null)
            {
                if (TransferBatch.anchorCount > 0)
                {
                    TransferBatch.Dispose();
                }

                TransferBatch.AddWorldAnchor(exportAnchor.name, exportAnchor);
                WorldAnchorTransferBatch.ExportAsync(TransferBatch, ExportData, ExportComplete);
                exporting = true;
            }
            else
            {
                Debug.LogError("Cannot get anchor while exporting");
            }
        }
Esempio n. 3
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        // Sets the origin and creates a world anchor
        private static WorldAnchor CreateWorldAnchor(Vector3 position, Quaternion rotation)
        {
            // Create world anchor
            GameObject anchorObject = new GameObject("Origin");

            anchorObject.transform.position = position;
            anchorObject.transform.rotation = rotation;

            WorldAnchor worldAnchor = anchorObject.AddComponent <WorldAnchor>();

#if !UNITY_EDITOR
            if (MixedRealityDisplay.currentDisplay.shareOrigin)
            {
                // Share the world anchor
                WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();
                transferBatch.AddWorldAnchor(MixedRealityDisplay.currentDisplayConfig.id, worldAnchor);

                WorldAnchorTransferBatch.ExportAsync(transferBatch, (byte[] data) => {
                    RPCManager.CallOnMaster(UniSAConfig.current, NodeConfig.current.id, "ShareOriginData", Encoding.ASCII.GetString(data));
                },
                                                     (SerializationCompletionReason completionReason) => {
                    RPCManager.CallOnMaster(UniSAConfig.current, "ShareOriginComplete", NodeConfig.current.id,
                                            completionReason == SerializationCompletionReason.Succeeded);
                });
            }
#endif

            return(worldAnchor);
        }
Esempio n. 4
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        /// <summary>
        /// If we are supposed to create the anchor for export, this is the function to call.
        /// </summary>
        public void CreateAnchor()
        {
            exportingAnchorBytes.Clear();
            GenericNetworkTransmitter.Instance.SetData(null);
            objectToAnchor = SharedCollection.Instance.gameObject;

            if (PlayerPrefs.HasKey(SavedAnchorKey) && AttachToCachedAnchor(PlayerPrefs.GetString(SavedAnchorKey)))
            {
                exportingAnchorName = PlayerPrefs.GetString(SavedAnchorKey);
                Debug.Log("found " + AnchorName + " again");
            }
            else
            {
                exportingAnchorName = Guid.NewGuid().ToString();
            }

            WorldAnchorTransferBatch watb = new WorldAnchorTransferBatch();
            WorldAnchor worldAnchor       = objectToAnchor.GetComponent <WorldAnchor>();

            if (worldAnchor == null)
            {
                worldAnchor = objectToAnchor.AddComponent <WorldAnchor>();
            }

            Debug.Log("exporting " + exportingAnchorName);
            watb.AddWorldAnchor(exportingAnchorName, worldAnchor);
            WorldAnchorTransferBatch.ExportAsync(watb, WriteBuffer, ExportComplete);
        }
Esempio n. 5
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    private void ExportWorldAnchor()
    {
        WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();

        transferBatch.AddWorldAnchor("GameRootAnchor", WorldCenter.GetComponent <WorldAnchor>());
        WorldAnchorTransferBatch.ExportAsync(transferBatch, OnExportDataAvailable, OnExportComplete);
    }
Esempio n. 6
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        /// <summary>
        /// Exports the currently created anchor.
        /// </summary>
        private void Export()
        {
            string guidString = Guid.NewGuid().ToString();

            exportingAnchorName = guidString;

            // Save the anchor to our local anchor store.
            if (thisAnchor != null && anchorStore.Save(exportingAnchorName, thisAnchor))
            {
                if (SharingStage.Instance.ShowDetailedLogs)
                {
                    Debug.Log("Anchor Manager: Exporting anchor " + exportingAnchorName);
                }

                if (AnchorDebugText != null)
                {
                    AnchorDebugText.text += string.Format("\nExporting anchor {0}", exportingAnchorName);
                }

                sharedAnchorInterface = new WorldAnchorTransferBatch();
                sharedAnchorInterface.AddWorldAnchor(guidString, thisAnchor);
                WorldAnchorTransferBatch.ExportAsync(sharedAnchorInterface, WriteBuffer, ExportComplete);
            }
            else
            {
                Debug.LogWarning("Anchor Manager: Failed to export anchor, trying again...");

                if (AnchorDebugText != null)
                {
                    AnchorDebugText.text += string.Format("\nFailed to export anchor, trying again...");
                }

                currentState = ImportExportState.InitialAnchorRequired;
            }
        }
Esempio n. 7
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    /// <summary>
    /// Exports the currently created anchor.
    /// </summary>
    void Export()
    {
        WorldAnchor anchor = GetComponent <WorldAnchor>();

        if (anchor == null)
        {
            DisplayUI.Instance.AppendText("We should have made an anchor by now...");
            return;
        }

        string guidString = Guid.NewGuid().ToString();

        exportingAnchorName = guidString;

        // Save the anchor to our local anchor store.
        if (anchorStore.Save(exportingAnchorName, anchor))
        {
            sharedAnchorInterface = new WorldAnchorTransferBatch();
            sharedAnchorInterface.AddWorldAnchor(guidString, anchor);
            WorldAnchorTransferBatch.ExportAsync(sharedAnchorInterface, WriteBuffer, ExportComplete);
        }
        else
        {
            DisplayUI.Instance.AppendText("This anchor didn't work, trying again");
            currentState = ImportExportState.InitialAnchorRequired;
        }
    }
    void TransferAnchor(string anchorName, WorldAnchor worldAnchor)
    {
        var batch = new WorldAnchorTransferBatch();

        batch.AddWorldAnchor(anchorName, worldAnchor);
        WorldAnchorTransferBatch.ExportAsync(batch, OnDataAvailable, OnDataExported);
    }
Esempio n. 9
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        /// <summary>
        /// Exports the anchor on the ObjectToAnchor.
        /// </summary>
        private void ExportAnchor()
        {
            WorldAnchorTransferBatch watb = new WorldAnchorTransferBatch();
            WorldAnchor worldAnchor       = ObjectToAnchor.GetComponent <WorldAnchor>();

            watb.AddWorldAnchor(exportingAnchorName, worldAnchor);
            WorldAnchorTransferBatch.ExportAsync(watb, WriteBuffer, ExportComplete);
        }
Esempio n. 10
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        public WorldAnchorExport(WorldAnchorTransferBatch transferBatch, UnityAction <List <byte> > callbackWhenFinished)
        {
            this.transferBatch        = transferBatch;
            toExport                  = new List <byte>();
            this.callbackWhenFinished = callbackWhenFinished;

            WorldAnchorTransferBatch.ExportAsync(transferBatch, onExportDataAvailable, onExportCompleted);
        }
Esempio n. 11
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    private void ExportWorldAnchor(string id, WorldAnchor anchor)
    {
        HololensConfigController.Instance.logMessage("Starting world anchor export 2...");
        exportedAnchorStoreData.Clear();
        WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();

        transferBatch.AddWorldAnchor(id, anchor);
        WorldAnchorTransferBatch.ExportAsync(transferBatch, OnExportDataAvailable, OnExportComplete);
    }
Esempio n. 12
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    internal void UploadWorldAnchor(WorldAnchor wa, WorldAnchorTransferBatch.SerializationDataAvailableDelegate OnExportDataAvailable,
                                    WorldAnchorTransferBatch.SerializationCompleteDelegate OnExportComplete)
    {
        // Serialise the world anchor and then send the byte array
        // to the server..
        WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();

        transferBatch.AddWorldAnchor("GameRootAnchor", wa);
        WorldAnchorTransferBatch.ExportAsync(transferBatch, OnExportDataAvailable, OnExportComplete);
    }
    IEnumerator ExportFloorAnchor(WorldAnchor worldAnchor)
    {
        while (!worldAnchor.isLocated)
        {
            yield return(new WaitForSeconds(0.5f));
        }

        WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();

        transferBatch.AddWorldAnchor(gameObject.name, worldAnchor);
        WorldAnchorTransferBatch.ExportAsync(transferBatch, OnExportDataAvailable, OnExportComplete);
    }
Esempio n. 14
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    private void Save(string filename, string anchorName, WorldAnchor anchor)
    {
        exportFilename   = filename;
        exportAnchorName = anchorName;
        exportedAnchor   = anchor;
        ms = new MemoryStream();

        WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();

        transferBatch.AddWorldAnchor(exportAnchorName, exportedAnchor);
        WorldAnchorTransferBatch.ExportAsync(transferBatch, OnExportDataAvailable, OnExportComplete);
    }
Esempio n. 15
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    public bool TrySharingAnchor(String anchorId, GameObject gameObject)
    {
        if (HolographicSettings.IsDisplayOpaque)
        {
            Debug.LogFormat("[NetworkAnchorManager] Ignoring share anchor request, as this device doesn't support anchoring. (anchor id: {0})", anchorId);
            return(false);
        }

        if (AnchorSource.AnchorId == anchorId)
        {
            Debug.LogFormat("[NetworkAnchorManager] Ignoring share anchor request, as anchor is already being shared. (anchor id: {0})", anchorId);
            return(false);
        }

        if (LastReceivedAnchor != null && LastReceivedAnchor.AnchorId == anchorId)
        {
            Debug.LogFormat("[NetworkAnchorManager] Ignoring share anchor request, as anchor was just received. (anchor id: {0})", anchorId);
            return(false);
        }

        WorldAnchor worldAnchor = gameObject.GetComponent <WorldAnchor>();

        if (worldAnchor == null)
        {
            Debug.LogErrorFormat("[NetworkAnchorManager] Unable to acquire anchor ownership. Game object is missing an anchor. (anchor id: {0})", anchorId);
            return(false);
        }

        Debug.LogFormat("[NetworkAnchorManager] Attempting to acquire anchor ownership and share anchor with other players. (new anchor id: {0}) {1} {2}", anchorId, AnchorSource.ToString(), DebugInfo());

        // The last received anchor will no longer be relevant since we're taking ownership
        LastReceivedAnchor = null;

        // Stop all pending work on the anchor transmitter
        anchorTransmitter.StopAll();

        // Export binary data
        List <byte> buffer             = new List <byte>();
        WorldAnchorTransferBatch batch = new WorldAnchorTransferBatch();

        batch.AddWorldAnchor(anchorId, worldAnchor);
        WorldAnchorTransferBatch.ExportAsync(
            batch,
            (byte[] data) => { buffer.AddRange(data); },
            (SerializationCompletionReason status) => { ExportAnchorDataComplete(status, buffer.ToArray(), anchorId, gameObject); });

        return(true);
    }
        static async Task <byte[]> ExportWorldAnchorForGameObjectAsync(
            GameObject gameObject)
        {
            byte[] bits = null;

            var worldAnchor = gameObject.GetComponent <WorldAnchor>();

            await UpdateCheckPredicate.WaitForPredicateAsync(
                gameObject,
                () => worldAnchor.isLocated);

            using (var worldAnchorBatch = new WorldAnchorTransferBatch())
            {
                worldAnchorBatch.AddWorldAnchor("anchor", worldAnchor);

                var completion = new TaskCompletionSource <bool>();

                using (var memoryStream = new MemoryStream())
                {
                    Debug.Log("Exporting world anchor...");

                    WorldAnchorTransferBatch.ExportAsync(
                        worldAnchorBatch,
                        data =>
                    {
                        memoryStream.Write(data, 0, data.Length);
                    },
                        reason =>
                    {
                        Debug.Log("Export completed - succeeded? " +
                                  (reason == SerializationCompletionReason.Succeeded));

                        if (reason != SerializationCompletionReason.Succeeded)
                        {
                            bits = null;
                        }
                        else
                        {
                            bits = memoryStream.ToArray();
                        }
                        completion.SetResult(bits != null);
                    }
                        );
                    await completion.Task;
                }
            }
            return(bits);
        }
    public void SaveAllColumnAnchorsToDisk(WorldAnchor[] columnAnchors)
    {
        OnSaveAnchorsToDiskStarted();

        WorldAnchorTransferBatch batch = new WorldAnchorTransferBatch();

        foreach (WorldAnchor anchor in columnAnchors)
        {
            batch.AddWorldAnchor(anchor.gameObject.name, anchor);
        }

        ProgressIndicator.Instance.SetProgress(0.10f);
        ProgressIndicator.Instance.SetMessage("Serializing World Anchors to bytes...");

        WorldAnchorTransferBatch.ExportAsync(batch, OnExportDataAvailable, OnExportCompleteColumn);
    }
Esempio n. 18
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        /// <summary>
        /// Exports the anchor on the objectToAnchor.
        /// </summary>
        private void ExportAnchor()
        {
            WorldAnchorTransferBatch watb = new WorldAnchorTransferBatch();
            WorldAnchor worldAnchor       = objectToAnchor.GetComponent <WorldAnchor>();

            watb.AddWorldAnchor(exportingAnchorName, worldAnchor);
            WorldAnchorTransferBatch.ExportAsync(watb, WriteBuffer, ExportComplete);

            // If we started the observer to find a good anchor position, then we need to
            // stop the observer.
            if (StartedObserver)
            {
                spatialMapping.StopObserver();
                StartedObserver = false;
            }
        }
Esempio n. 19
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    /// <summary>
    /// Exports the currently created anchor.
    /// </summary>
    private void Export()
    {
        WorldAnchor anchor = GetComponent <WorldAnchor>();

        if (anchor == null)
        {
            Debug.Log("We should have made an anchor by now...");
            return;
        }

        exportingAnchorName = "robot-placement";

        sharedAnchorInterface = new WorldAnchorTransferBatch();
        sharedAnchorInterface.AddWorldAnchor(exportingAnchorName, anchor);
        WorldAnchorTransferBatch.ExportAsync(sharedAnchorInterface, WriteBuffer, OnExportComplete);
    }
Esempio n. 20
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    /// <summary>
    /// If we are supposed to create the anchor for export, this is the function to call.
    /// </summary>
    public void CreateAnchor()
    {
        objectToAnchor = SharedCollection.Instance.gameObject;
        WorldAnchorTransferBatch watb = new WorldAnchorTransferBatch();
        WorldAnchor worldAnchor       = objectToAnchor.GetComponent <WorldAnchor>();

        if (worldAnchor == null)
        {
            worldAnchor = objectToAnchor.AddComponent <WorldAnchor>();
        }

        exportingAnchorName = Guid.NewGuid().ToString();
        Debug.Log("exporting " + exportingAnchorName);
        watb.AddWorldAnchor(exportingAnchorName, worldAnchor);
        WorldAnchorTransferBatch.ExportAsync(watb, WriteBuffer, ExportComplete);
    }
        /// <summary>
        /// If we are supposed to create the anchor for export, this is the function to call.
        /// </summary>
        public void CreateAnchor()
        {
            if (PlayerPrefs.HasKey(SavedAnchorKey) && AttachToCachedAnchor(PlayerPrefs.GetString(SavedAnchorKey)))
            {
                AnchorName = PlayerPrefs.GetString(SavedAnchorKey);
                Debug.Log("found " + AnchorName + " again");
            }
            else
            {
                Debug.Log("Could not find cached anchor.");
                AnchorName = Guid.NewGuid().ToString();
            }

            exportingAnchorBytes.Clear();
            AnchorNetworkTransmitter.Instance.SetData(null);

            WorldAnchor worldAnchor = objectToAnchor.GetComponent <WorldAnchor>();

            if (worldAnchor == null)
            {
                Debug.Log("Adding a new anchor.");
                worldAnchor = objectToAnchor.AddComponent <WorldAnchor>();
            }

            if (!AnchorEstablished)
            {
                if (worldAnchor.isLocated)
                {
                    Debug.Log("World anchor already located.");

                    Debug.Log("Saving Anchor.");
                    AnchorEstablished = true;
                    SaveAnchor(worldAnchor);
                }
                else
                {
                    worldAnchor.OnTrackingChanged += Anchor_OnTrackingChanged;
                    Anchor_OnTrackingChanged(worldAnchor, worldAnchor.isLocated);
                }
            }

            Debug.Log("exporting " + AnchorName);
            WorldAnchorTransferBatch watb = new WorldAnchorTransferBatch();

            watb.AddWorldAnchor(AnchorName, worldAnchor);
            WorldAnchorTransferBatch.ExportAsync(watb, WriteBuffer, ExportComplete);
        }
    public override void SaveWorldAnchor(GameObject gameObj, AnchorSavedDelegate anchorSaved)
    {
        if (isDisplayOpaque)
        {
            base.SaveWorldAnchor(gameObj, anchorSaved);
            return;
        }

        WorldAnchor anchor = gameObj != null?gameObj.GetComponent <WorldAnchor>() : null;

        if (anchor == null)
        {
            anchor = gameObj != null?gameObj.GetComponentInParent <WorldAnchor>() : null;
        }

        if (anchor == null)
        {
            if (anchorSaved != null)
            {
                anchorSaved(string.Empty, "AnchorNotFound");
            }
            return;
        }

        // init buffer
        InitMemBuffer(MemBufferLength);

        string anchorId = anchor.gameObject.name;
        WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();

        transferBatch.AddWorldAnchor(anchorId, anchor);

        WorldAnchorTransferBatch.ExportAsync(transferBatch,
                                             (data) =>
        {
            WriteMemBuffer(data);
        },
                                             (result) =>
        {
            if (anchorSaved != null)
            {
                anchorSaved(result == SerializationCompletionReason.Succeeded ? anchorId : string.Empty,
                            result == SerializationCompletionReason.Succeeded ? string.Empty : result.ToString());
            }
        });
    }
Esempio n. 23
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    void ExportWorldAnchor()
    {
        string guidString = Guid.NewGuid().ToString();

        exportingAnchorName = guidString;

        // Save the anchor to our local anchor store.
        if (SharingStage.Instance.ShowDetailedLogs)
        {
            Debug.Log("Anchor Manager: Exporting anchor " + exportingAnchorName);
        }

#if UNITY_WSA && !UNITY_EDITOR
        worldAnchorTransferBatch = new WorldAnchorTransferBatch();
        worldAnchorTransferBatch.AddWorldAnchor(guidString, worldAnchor);
        WorldAnchorTransferBatch.ExportAsync(worldAnchorTransferBatch, WriteBuffer, ExportComplete);
#endif // UNITY_WSA
    }
Esempio n. 24
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    public void TransferAnchor(WorldAnchor worldAnchor)
    {
        if (worldAnchor == null)
        {
            return;
        }

        exportingAnchorName = worldAnchor.gameObject.name; //Guid.NewGuid().ToString();
        _anchorStore.Delete(exportingAnchorName);

        if (_anchorStore.Save(exportingAnchorName, worldAnchor))
        {
            exportingAnchorBytes.Clear();
            var batch = new WorldAnchorTransferBatch();
            batch.AddWorldAnchor(exportingAnchorName, worldAnchor);
            WorldAnchorTransferBatch.ExportAsync(batch, OnDataAvailable, OnDataExported);
        }
    }
        protected override void Update()
        {
            if (AnchorStore == null ||
                SharingStage.Instance == null ||
                SharingStage.Instance.CurrentRoom == null ||
                !canUpdate)
            {
                return;
            }

            if (LocalAnchorOperations.Count > 0)
            {
                if (!isExportingAnchors && !isImportingAnchors)
                {
                    DoAnchorOperation(LocalAnchorOperations.Dequeue());
                }
            }
            else
            {
                if (shouldImportAnchors && !isImportingAnchors && !isExportingAnchors)
                {
                    if (AnchorDebugText != null)
                    {
                        AnchorDebugText.text += "\nStarting Anchor Download...";
                    }

                    isImportingAnchors  = true;
                    shouldImportAnchors = false;
                    WorldAnchorTransferBatch.ImportAsync(rawAnchorDownloadData, ImportComplete);
                }

                if (shouldExportAnchors && !isExportingAnchors && !isImportingAnchors)
                {
                    if (AnchorDebugText != null)
                    {
                        AnchorDebugText.text += "\nStarting Anchor Upload...";
                    }

                    isExportingAnchors  = true;
                    shouldExportAnchors = false;
                    WorldAnchorTransferBatch.ExportAsync(currentAnchorTransferBatch, WriteBuffer, ExportComplete);
                }
            }
        }
    private void ProcessNetworkAnchors()
    {
        // Send New Anchors
        if (isNewAnchor && worldAnchor != null)
        {
            isNewAnchor = false;

            Debug.LogError("AnchorControl: ProcessNetworkAnchors");

            WorldAnchorTransferBatch watb = new WorldAnchorTransferBatch();
            if (watb.AddWorldAnchor(ClientId, worldAnchor))
            {
                WorldAnchorTransferBatch.ExportAsync(watb, WriteBuffer, AnchorExportHandler);
            }
            else
            {
                Debug.LogError("WorldAnchorTransferBatch-Add Anchor Error");
            }
        }
    }
Esempio n. 27
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        /// <summary>
        /// Exports a world anchor over MQTT
        /// Attaches an anchor, if there is no attached
        /// </summary>
        public void exportAnchorToWorldAnchorExportManager()
        {
            if (Application.isEditor)
            {
                //WA does not work in editor mode
                return;
            }
            //we make sure there is an anchor attached
            attachWorldAnchorNow();

            WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();


            transferBatch.AddWorldAnchor(gameObject.name, GetComponent <WorldAnchor>());

            //reset export list
            toExport = null;

            WorldAnchorTransferBatch.ExportAsync(transferBatch, onExportDataAvailable, onExportCompleted);
        }
Esempio n. 28
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        /// <summary>
        /// Exports the currently created anchor.
        /// </summary>
        private void Export()
        {
            var anchor = GetComponent <WorldAnchor>();

            string guidString = Guid.NewGuid().ToString();

            exportingAnchorName = guidString;

            // Save the anchor to our local anchor store.
            if (anchor != null && anchorStore.Save(exportingAnchorName, anchor))
            {
                sharedAnchorInterface = new WorldAnchorTransferBatch();
                sharedAnchorInterface.AddWorldAnchor(guidString, anchor);
                WorldAnchorTransferBatch.ExportAsync(sharedAnchorInterface, WriteBuffer, ExportComplete);
            }
            else
            {
                Debug.LogWarning("Failed to export anchor, trying again...");
                currentState = ImportExportState.InitialAnchorRequired;
            }
        }
    private void StartExportingWorldAnchor()
    {
        Debug.Log("StartExportingWorldAnchor");

        if (worldAnchor == null)
        {
            worldAnchor = gameObject.GetComponent <WorldAnchor>();
        }

        if (worldAnchor == null)
        {
            return;
        }

        worldAnchorBuffer.Clear();

        WorldAnchorTransferBatch transferBatch = new WorldAnchorTransferBatch();

        transferBatch.AddWorldAnchor(gameObject.name, worldAnchor);
        WorldAnchorTransferBatch.ExportAsync(transferBatch, OnExportDataAvailable, OnExportComplete);
    }
Esempio n. 30
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        /// <summary>
        ///导出锚点数据
        /// </summary>
        /// <param name="objectToUploadAnchor"></param>
        /// <param name="anchorName"></param>
        public void ExportAnchorData(GameObject objectToUploadAnchor, string anchorName)
        {
            exportAnchorName = anchorName;
#if !UNITY_EDITOR && UNITY_WSA
            WorldAnchorTransferBatch watb = new WorldAnchorTransferBatch();
            WorldAnchor worldAnchor       = objectToUploadAnchor.GetComponent <WorldAnchor>();
            if (worldAnchor == null)
            {
                Debug.Log("物体无锚点,无法导出!!!");
            }
            else
            {
                Debug.Log("导出锚点: " + anchorName);
                MYDialog.Instance.Write("导出锚点: " + anchorName);
                watb.AddWorldAnchor(anchorName, worldAnchor);
                WorldAnchorTransferBatch.ExportAsync(watb, WriteBuffer, ExportComplete);
            }
#else
            Debug.Log("非Hololens无法导出锚点!!!");
#endif
        }