Esempio n. 1
0
        public void GetMatrixData(string roomName, string matrixArrayFilepath, out Matrix4x4[] worldToCameraMatrixArray, out Matrix4x4[] projectionMatrixArray, out Matrix4x4[] localToWorldMatrixArray)
        {
            // Try loading from file
            bool loaded = MatrixArray.LoadMatrixArrays_AssetsStored(out worldToCameraMatrixArray, out projectionMatrixArray, out localToWorldMatrixArray);

            // If file not available, try loading from asset bundle
            if (!loaded)
            {
                // NOTE: If running into an error with the asset bundle here, you MUST DELETE THE BUNDLE, and rebundle it so the open reference closes
                AssetBundle bundle      = AssetBundle.LoadFromFile(Config.AssetBundle.RoomPackage.CompileAbsoluteAssetPath(Config.AssetBundle.RoomPackage.CompileFilename(), roomName));
                TextAsset   matrixAsset = bundle.LoadAsset <TextAsset>("RoomMatrices".ToLower());
                MatrixArray.LoadMatrixArrays_FromAssetBundle(matrixAsset, out worldToCameraMatrixArray, out projectionMatrixArray, out localToWorldMatrixArray);
                loaded = true;
            }
            else
            {
                Debug.Log("RoomModel matrix data loaded from stored assets.");
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Handles the logic of stopping the active webcam mode for the Hololens.
        /// Disposes and nulls out the webcam object and disables voice commands.
        /// Re-enables the start voice command to restart the process of taking
        /// room textures if the user desires.
        /// </summary>
        /// <param name="result">
        /// The success of stopping the OnStoppedPhotoMode.
        /// </param>
        static void OnStoppedPhotoMode(PhotoCapture.PhotoCaptureResult result)
        {
            // Disables the ability to take pictures, and cleans up/disposes of
            // the photo capture object.
            VoiceManager.DisableVoiceCommand(VoiceCommands.Photo);
            photoCaptureObj.Dispose();
            photoCaptureObj = null;

            // Sets locally stored matrices and supplementary info required for
            // correct texture placement, then saves them along with the mesh
            SetLocalToWorldMatrices(); // Must be called before SaveMatrixArrays
            SetMeshSupplementaryInfo();
            string roomName = Config.RoomObject.GameObjectName;

            MatrixArray.SaveMatrixArrays(WorldToCameraMatrixArray, ProjectionMatrixArray, LocalToWorldMatrixArray, currentPhoto);
            CustomMesh.SaveMesh(MeshArray);
            CustomOrientation.Save(PositionArray, RotationArray);
            // ERROR TESTING - REMOVE // CustomMesh.SaveSupplementaryInfo(PositionArray, RotationArray);

            // Disable the ability to end the photo capture process
            VoiceManager.DisableVoiceCommand(VoiceCommands.End);
            VoiceManager.EnableVoiceCommand(VoiceCommands.Start);
            isEndingPhotoCapture = false;


            TextManager.SetText("Finished!");

            if (currentPhoto < MaxPhotoNum)
            {
                TextManager.SetText(Messages.PhotoCaptureEnded);
            }
            else
            {
                TextManager.SetText(Messages.MaxPhotosTaken);
            }
        }