private void Start() { // Make sure we have all the components in the scene we need. anchorManager = WorldAnchorManager.Instance; if (anchorManager == null) { Debug.LogError("This script expects that you have a WorldAnchorManager component in your scene."); } spatialMappingManager = SpatialMappingManager.Instance; if (spatialMappingManager == null) { Debug.LogError("This script expects that you have a SpatialMappingManager component in your scene."); } if (anchorManager != null && spatialMappingManager != null) { anchorManager.AttachAnchor(this.gameObject, SavedAnchorFriendlyName); } else { // If we don't have what we need to proceed, we may as well remove ourselves. Destroy(this); } }
// Called by GazeGestureManager when the user performs a tap gesture. public void OnSelect() { // On each tap gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { foreach (Rigidbody rb in this.GetComponentsInChildren <Rigidbody>()) { rb.isKinematic = true; } spatialMappingManager.DrawVisualMeshes = true; Debug.Log(gameObject.name + " : Removing existing world anchor if any."); anchorManager.RemoveAnchor(gameObject); } // If the user is not in placing mode, hide the spatial mapping mesh. else { spatialMappingManager.DrawVisualMeshes = false; // Add world anchor when object placement is done. anchorManager.AttachAnchor(gameObject, SavedAnchorFriendlyName); foreach (Rigidbody rb in this.GetComponentsInChildren <Rigidbody>()) { rb.isKinematic = false; } } }
public void OnInputClicked(InputEventData eventData) { // On each tap gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { spatialMappingManager.DrawVisualMeshes = true; Debug.Log(gameObject.name + " : Removing existing world anchor if any."); // * Make sure anchor store is ready. Otherwise you will get "remove anchor called before anchor store is ready" warning. if (anchorManager.AnchorStore != null) { anchorManager.RemoveAnchor(gameObject); } } // If the user is not in placing mode, hide the spatial mapping mesh. else { spatialMappingManager.DrawVisualMeshes = false; // Add world anchor when object placement is done. anchorManager.AttachAnchor(gameObject, SavedAnchorFriendlyName); // * Automaticaly disable script after being placed. this.enabled = false; } }
// Called by GazeGestureManager when the user performs a tap gesture. public void OnSelect() { // On each tap gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { spatialMappingManager.DrawVisualMeshes = true; Debug.Log(gameObject.name + " : Removing existing world anchor if any."); anchorManager.RemoveAnchor(gameObject); // 6-WORLD-COORDS - override the focused object so it moves with // your gaze as the cursor would GestureManager.Instance.OverrideFocusedObject = gameObject; } // If the user is not in placing mode, hide the spatial mapping mesh. else { spatialMappingManager.DrawVisualMeshes = false; // Add world anchor when object placement is done. anchorManager.AttachAnchor(gameObject, SavedAnchorFriendlyName); // 6-WORLD-COORDS - enable physics on the bottles now that we // are placed. Also, clear overriding the focused object //var stack = GetComponentInChildren<StackedBottlesScript>(); //stack.InitPhysics(); //GestureManager.Instance.OverrideFocusedObject = null; } }
// Called by GazeGestureManager when the user performs a tap gesture. public void OnSelect() { if (FurnitureManipulationManager.IsManipulating && !placing) { return; } // On each tap gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { FurnitureManipulationManager.IsManipulating = true; spatialMappingManager.DrawVisualMeshes = true; Debug.Log(gameObject.name + " : Removing existing world anchor if any."); anchorManager.RemoveAnchor(gameObject); source.PlayOneShot(pickupSound); } // If the user is not in placing mode, hide the spatial mapping mesh. else { FurnitureManipulationManager.IsManipulating = false; spatialMappingManager.DrawVisualMeshes = false; // Add world anchor when object placement is done. anchorManager.AttachAnchor(gameObject, SavedAnchorFriendlyName); source.PlayOneShot(putdownSound); } }
// Called by GazeGestureManager when the user performs a tap gesture. public void OnSelect() { // On each tap gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { spatialMappingManager.DrawVisualMeshes = true; Debug.Log(gameObject.name + " : Removing existing world anchor if any."); anchorManager.RemoveAnchor(gameObject); // delegate if (PlacingStart != null) { PlacingStart.Invoke(gameObject); } } // If the user is not in placing mode, hide the spatial mapping mesh. else { spatialMappingManager.DrawVisualMeshes = false; // Add world anchor when object placement is done. anchorManager.AttachAnchor(gameObject, SavedAnchorFriendlyName); // delegate if (PlacingEnd != null) { PlacingEnd(); } } }
public void OnInputClicked(InputEventData eventData) { // On each tap gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { spatialMappingManager.DrawVisualMeshes = true; Debug.Log(gameObject.name + " : Removing existing world anchor if any."); anchorManager.RemoveAnchor(gameObject); } // If the user is not in placing mode, hide the spatial mapping mesh. else { spatialMappingManager.DrawVisualMeshes = false; // Add world anchor when object placement is done. anchorManager.AttachAnchor(gameObject, SavedAnchorFriendlyName); } }