예제 #1
0
 /**
  * Use this for initialization that has to be done before the Start() function of other GameObjects is invoked.
  */
 private void Awake()
 {
     if (ShapeDetection.Instance == null)
     {
         ShapeDetection.Instance = this;
     }
 }
예제 #2
0
 /**
  * This method is called when this object will be destroyed.
  */
 protected override void OnDestroy()
 {
     base.OnDestroy();
     if (ShapeDetection.Instance == this)
     {
         ShapeDetection.Instance = null;
     }
 }
예제 #3
0
        /**
         * Perform necessary calculations for the 3D asset of this artwork.
         */
        private void Perform3DAssetCalculations()
        {
            bool found = false;

#if ENABLE_WINMD_SUPPORT
            // Check if a world anchor of this artwork exists
            UnityEngine.VR.WSA.Persistence.WorldAnchorStore store = this.anchorManager.AnchorStore;
            if (store != null)
            {
                string[] ids = store.GetAllIds();

                // Try to find the world anchor of the 3D asset
                this.logger.Log("Find 3D assets's world anchor:");
                for (int index = 0; (index < ids.Length) && !found; index++)
                {
                    string anchorID = ids[index];

                    // The anchor ID should have a specific format
                    if ((anchorID.Length > ASSET_ANCHOR_PREFIX.Length) && anchorID.Substring(0, ASSET_ANCHOR_PREFIX.Length).Equals(ASSET_ANCHOR_PREFIX))
                    {
                        try {
                            int id = int.Parse(anchorID.Substring(ASSET_ANCHOR_PREFIX.Length));
                            if (id == this.artwork.artworkID)
                            {
                                this.logger.Log(" -> found: " + anchorID);
                                this._3DButton.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
                                this._3DButton.GetComponent <Button>().interactable = true;
                                found = true;
                            }
                        } catch (System.Exception ex) {
                            this.logger.Log("EXCEPTION: " + ex.Message);
                        }
                    }
                }
            }
#endif
            // Try to query SpatialUnderstanding if a world anchor was not found
            if (!found)
            {
                SpatialUnderstanding suInstance     = SpatialUnderstanding.Instance;
                ShapeDetection       shapeDetection = ShapeDetection.Instance;
                PlacementSolver      solver         = PlacementSolver.Instance;
                HoloToolkit.Unity.InputModule.InputManager inputManager = HoloToolkit.Unity.InputModule.InputManager.Instance;
                if ((suInstance != null) && (solver != null) && (shapeDetection != null) && (inputManager != null) && (suInstance.ScanState == SpatialUnderstanding.ScanStates.Done) && suInstance.AllowSpatialUnderstanding)
                {
                    switch (this.artwork.artworkID)
                    {
                    case 2:
                        inputManager.PushInputDisable();
                        this._3DButton.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
                        shapeDetection.FindTable(this.middlePoint, this.HandleArtwork2);
                        break;

                    case 3:
                        inputManager.PushInputDisable();
                        this._3DButton.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
                        solver.Query_OnFloor_NearPoint(this.middlePoint, false, this.HandleArtwork3);
                        break;
                    }
                }
            }
        }