UpdateTangoEmulation() static private method

INTERNAL USE: Update the Tango emulation state for pose data. Make this this is only called once per frame.
static private UpdateTangoEmulation ( ) : void
return void
コード例 #1
0
ファイル: PoseListener.cs プロジェクト: imclab/Pod-Racer
        /// <summary>
        /// Raise a Tango pose event if there is new data.
        /// </summary>
        internal void SendPoseIfAvailable()
        {
#if UNITY_EDITOR
            if (TangoApplication.m_mouseEmulationViaPoseUpdates)
            {
                PoseProvider.UpdateTangoEmulation();
                lock (m_lockObject)
                {
                    if (m_onTangoPoseAvailable != null)
                    {
                        FillEmulatedPoseData(ref m_motionTrackingData,
                                             TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_START_OF_SERVICE,
                                             TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE);
                        FillEmulatedPoseData(ref m_areaLearningData,
                                             TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_AREA_DESCRIPTION,
                                             TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE);
                        m_isDirty = true;
                    }
                }
            }
#endif

            if (m_isDirty)
            {
                if (m_onTangoPoseAvailable != null)
                {
                    // NOTE: If this becomes a performance issue, this could be changed to use
                    // Interlocked.CompareExchange to "consume" the motion tracking data.
                    lock (m_lockObject)
                    {
                        if (m_motionTrackingData != null)
                        {
                            m_onTangoPoseAvailable(m_motionTrackingData);
                            m_poseDataPool.Push(m_motionTrackingData);
                            m_motionTrackingData = null;
                        }
                        if (m_areaLearningData != null)
                        {
                            m_onTangoPoseAvailable(m_areaLearningData);
                            m_poseDataPool.Push(m_areaLearningData);
                            m_areaLearningData = null;
                        }
                        if (m_relocalizationData != null)
                        {
                            m_onTangoPoseAvailable(m_relocalizationData);
                            m_poseDataPool.Push(m_relocalizationData);
                            m_relocalizationData = null;
                        }
                    }
                }

                m_isDirty = false;
            }
        }
コード例 #2
0
        /// <summary>
        /// Raise a Tango pose event if there is new data.
        /// </summary>
        /// <param name="emulateAreaDescriptions">If set, Area description poses are emulated.</param>
        internal void SendPoseIfAvailable(bool emulateAreaDescriptions)
        {
#if UNITY_EDITOR
            PoseProvider.UpdateTangoEmulation();
            lock (m_lockObject)
            {
                if (m_onTangoPoseAvailable != null)
                {
                    TangoCoordinateFramePair framePair;

                    framePair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_START_OF_SERVICE;
                    framePair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
                    PoseProvider.GetPoseAtTime(m_motionTrackingData, 0, framePair);
                    m_isMotionTrackingPoseAvailable = true;

                    if (emulateAreaDescriptions)
                    {
                        framePair.baseFrame   = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_AREA_DESCRIPTION;
                        framePair.targetFrame = TangoEnums.TangoCoordinateFrameType.TANGO_COORDINATE_FRAME_DEVICE;
                        PoseProvider.GetPoseAtTime(m_areaLearningData, 0, framePair);
                        m_isAreaLearningPoseAvailable = true;
                    }
                }
            }
#endif

            if (m_onTangoPoseAvailable != null)
            {
                // NOTE: If this becomes a performance issue, this could be changed to use
                // Interlocked.CompareExchange to "consume" the motion tracking data.
                lock (m_lockObject)
                {
                    if (m_isMotionTrackingPoseAvailable)
                    {
                        m_onTangoPoseAvailable(m_motionTrackingData);
                        m_isMotionTrackingPoseAvailable = false;
                    }

                    if (m_isAreaLearningPoseAvailable)
                    {
                        m_onTangoPoseAvailable(m_areaLearningData);
                        m_isAreaLearningPoseAvailable = false;
                    }

                    if (m_isRelocalizaitonPoseAvailable)
                    {
                        m_onTangoPoseAvailable(m_relocalizationData);
                        m_isRelocalizaitonPoseAvailable = false;
                    }
                }
            }
        }