コード例 #1
0
    // Update is called once per frame
    void Update()
    {
#if ENABLE_WINMD_SUPPORT
        if (!_isReadyToRender)
        {
            return;
        }

        // The HolographicFrame has information that the app needs in order
        // to update and render the current frame. The app begins each new
        // frame by calling CreateNextFrame.
        //HolographicFrame ^ holographicFrame = m_holographicSpace->CreateNextFrame();

        // Get a prediction of where holographic cameras will be when this frame
        // is presented.
        //HolographicFramePrediction prediction = holographicFrame->CurrentPrediction;

        IntPtr spatialCoordinateSystemPtr               = WorldManager.GetNativeISpatialCoordinateSystemPtr();
        SpatialCoordinateSystem unityWorldOrigin        = Marshal.GetObjectForIUnknown(spatialCoordinateSystemPtr) as SpatialCoordinateSystem;
        SpatialCoordinateSystem currentCoordinateSystem = unityWorldOrigin;

        _isTrackingFaces = _faceTrackerProcessor.IsTrackingFaces();

        if (_isTrackingFaces)
        {
            MediaFrameReference frame = _videoFrameProcessor.GetLatestFrame();
            if (frame == null)
            {
                return;
            }
            var faces = _faceTrackerProcessor.GetLatestFaces();
            ProcessFaces(faces, frame, currentCoordinateSystem);


            TimeSpan currentTimeStamp = frame.SystemRelativeTime.Value.Duration();
            if (currentTimeStamp > _previousFrameTimestamp)
            {
                // TODO: copy to texture
                _previousFrameTimestamp = frame.SystemRelativeTime.Value.Duration();
            }
        }

        SpatialPointerPose pointerPose = SpatialPointerPose.TryGetAtTimestamp(currentCoordinateSystem, PerceptionTimestampHelper.FromHistoricalTargetTime(DateTimeOffset.Now));
#endif
    }
コード例 #2
0
        /// <summary>
        /// Updates the application state once per frame.
        /// </summary>
        public HolographicFrame Update(HolographicFrame previousFrame)
        {
            // TODO: Put CPU work that does not depend on the HolographicCameraPose here.

            // Apps should wait for the optimal time to begin pose-dependent work.
            // The platform will automatically adjust the wakeup time to get
            // the lowest possible latency at high frame rates. For manual
            // control over latency, use the WaitForNextFrameReadyWithHeadStart
            // API.
            // WaitForNextFrameReady and WaitForNextFrameReadyWithHeadStart are the
            // preferred frame synchronization APIs for Windows Mixed Reality. When
            // running on older versions of the OS that do not include support for
            // these APIs, your app can use the WaitForFrameToFinish API for similar
            // (but not as optimal) behavior.
            if (canUseWaitForNextFrameReadyAPI)
            {
                try
                {
                    holographicSpace.WaitForNextFrameReady();
                }
                catch (NotImplementedException)
                {
                    // Catch a specific case where WaitForNextFrameReady() is present but not implemented
                    // and default back to WaitForFrameToFinish() in that case.
                    canUseWaitForNextFrameReadyAPI = false;
                }
            }
            else if (previousFrame != null)
            {
                previousFrame.WaitForFrameToFinish();
            }

            // Before doing the timer update, there is some work to do per-frame
            // to maintain holographic rendering. First, we will get information
            // about the current frame.

            // The HolographicFrame has information that the app needs in order
            // to update and render the current frame. The app begins each new
            // frame by calling CreateNextFrame.
            HolographicFrame holographicFrame = holographicSpace.CreateNextFrame();

            // Get a prediction of where holographic cameras will be when this frame
            // is presented.
            HolographicFramePrediction prediction = holographicFrame.CurrentPrediction;

            // Back buffers can change from frame to frame. Validate each buffer, and recreate
            // resource views and depth buffers as needed.
            deviceResources.EnsureCameraResources(holographicFrame, prediction);

#if DRAW_SAMPLE_CONTENT
            if (stationaryReferenceFrame != null)
            {
                // Check for new input state since the last frame.
                for (int i = 0; i < gamepads.Count; ++i)
                {
                    bool buttonDownThisUpdate = (gamepads[i].gamepad.GetCurrentReading().Buttons & GamepadButtons.A) == GamepadButtons.A;
                    if (buttonDownThisUpdate && !gamepads[i].buttonAWasPressedLastFrame)
                    {
                        pointerPressed = true;
                    }
                    gamepads[i].buttonAWasPressedLastFrame = buttonDownThisUpdate;
                }

                SpatialInteractionSourceState pointerState = spatialInputHandler.CheckForInput();
                SpatialPointerPose            pose         = null;
                if (null != pointerState)
                {
                    pose = pointerState.TryGetPointerPose(stationaryReferenceFrame.CoordinateSystem);
                }
                else if (pointerPressed)
                {
                    pose = SpatialPointerPose.TryGetAtTimestamp(stationaryReferenceFrame.CoordinateSystem, prediction.Timestamp);
                }
                pointerPressed = false;

                // When a Pressed gesture is detected, the sample hologram will be repositioned
                // two meters in front of the user.
                // spinningCubeRenderer.PositionHologram(pose); // TODO Temporarily disabled

                SpatialCoordinateSystem currentCoordinateSystem = stationaryReferenceFrame.CoordinateSystem;

                if (videoFrameProcessor != null && faceTrackerProcessor != null)
                {
                    bool isTrackingFaces = faceTrackerProcessor.IsTrackingFaces();
                    if (isTrackingFaces)
                    {
                        MediaFrameReference frame = videoFrameProcessor.GetLatestFrame(); // can return null
                        if (frame != null)
                        {
                            var faces = faceTrackerProcessor.GetLatestFaces();
                            ProcessFaces(faces, frame, currentCoordinateSystem);

                            TimeSpan currentTimeStamp = frame.SystemRelativeTime.Value.Duration();
                            if (currentTimeStamp > previousFrameTimestamp)
                            {
                                previousFrameTimestamp = currentTimeStamp;
                            }
                        }
                    }
                }
            }
#endif

            timer.Tick(() =>
            {
                //
                // TODO: Update scene objects.
                //
                // Put time-based updates here. By default this code will run once per frame,
                // but if you change the StepTimer to use a fixed time step this code will
                // run as many times as needed to get to the current step.
                //

#if DRAW_SAMPLE_CONTENT
                spinningCubeRenderer.Update(timer);
#endif
            });

            // On HoloLens 2, the platform can achieve better image stabilization results if it has
            // a stabilization plane and a depth buffer.
            // Note that the SetFocusPoint API includes an override which takes velocity as a
            // parameter. This is recommended for stabilizing holograms in motion.
            foreach (var cameraPose in prediction.CameraPoses)
            {
#if DRAW_SAMPLE_CONTENT
                // The HolographicCameraRenderingParameters class provides access to set
                // the image stabilization parameters.
                HolographicCameraRenderingParameters renderingParameters = holographicFrame.GetRenderingParameters(cameraPose);

                // SetFocusPoint informs the system about a specific point in your scene to
                // prioritize for image stabilization. The focus point is set independently
                // for each holographic camera. When setting the focus point, put it on or
                // near content that the user is looking at.
                // In this example, we put the focus point at the center of the sample hologram.
                // You can also set the relative velocity and facing of the stabilization
                // plane using overloads of this method.
                if (stationaryReferenceFrame != null)
                {
                    renderingParameters.SetFocusPoint(
                        stationaryReferenceFrame.CoordinateSystem,
                        spinningCubeRenderer.Position
                        );
                }
#endif
            }

            // The holographic frame will be used to get up-to-date view and projection matrices and
            // to present the swap chain.
            return(holographicFrame);
        }