/// <summary> /// Unregisters the tango pose available. /// </summary> /// <param name="handler">Handler.</param> public void UnregisterTangoPoseAvailable(OnTangoPoseAvailableEventHandler handler) { if (handler != null) { m_onTangoPoseAvailable -= handler; } }
/// <summary> /// Register a Unity main thread handler for the Tango pose event. /// </summary> /// <param name="handler">Event handler to register.</param> internal void RegisterTangoPoseAvailable(OnTangoPoseAvailableEventHandler handler) { if (handler != null) { m_onTangoPoseAvailable += handler; } }
/// <summary> /// Unregister from the Tango pose callbacks. /// /// See TangoApplication.Register for more details. /// </summary> /// <param name="handler">Event to remove.</param> internal void UnregisterOnTangoPoseEvent(OnTangoPoseAvailableEventHandler handler) { if (m_poseListener != null) { m_poseListener.UnregisterTangoPoseAvailable(handler); } }
/// <summary> /// Stop getting Tango pose callbacks. /// </summary> internal static void Reset() { // Avoid calling into tango_client_api before the correct library is loaded. if (m_poseAvailableCallback != null) { PoseProvider.ClearCallback(); } m_poseAvailableCallback = null; m_motionTrackingData = new TangoPoseData(); m_areaLearningData = new TangoPoseData(); m_relocalizationData = new TangoPoseData(); m_onTangoPoseAvailable = null; m_isMotionTrackingPoseAvailable = false; m_isAreaLearningPoseAvailable = false; m_isRelocalizaitonPoseAvailable = false; #if UNITY_EDITOR m_mostRecentEmulatedRelocalizationTimestamp = -1; #endif }
/// <summary> /// Stop getting Tango pose callbacks. /// </summary> internal static void Reset() { // Avoid calling into tango_client_api before the correct library is loaded. if (m_poseAvailableCallback != null) { PoseProvider.ClearCallback(); } m_poseAvailableCallback = null; m_motionTrackingData = new TangoPoseData(); m_areaLearningData = new TangoPoseData(); m_relocalizationData = new TangoPoseData(); m_onTangoPoseAvailable = null; m_isMotionTrackingPoseAvailable = false; m_isAreaLearningPoseAvailable = false; m_isRelocalizaitonPoseAvailable = false; #if UNITY_EDITOR m_mostRecentEmulatedRelocalizationTimestamp = -1; #endif }
/// <summary> /// Unregister a Unity main thread handler for the Tango depth event. /// </summary> /// <param name="handler">Event handler to unregister.</param> internal void UnregisterTangoPoseAvailable(OnTangoPoseAvailableEventHandler handler) { if (handler != null) { m_onTangoPoseAvailable -= handler; } }
/// <summary> /// Registers for Tango pose available. /// </summary> /// <param name="handler">Handler.</param> public void RegisterTangoPoseAvailable(OnTangoPoseAvailableEventHandler handler) { if(handler != null) { m_onTangoPoseAvailable += handler; } }
/// <summary> /// Unregisters the on tango pose event. /// </summary> /// <param name="handler">Handler.</param> public void UnregisterOnTangoPoseEvent(OnTangoPoseAvailableEventHandler handler) { if (m_poseListener != null) { m_poseListener.UnregisterTangoPoseAvailable(handler); } }
/// <summary> /// Register to get Tango pose callbacks. /// /// See TangoApplication.Register for more details. /// </summary> /// <param name="handler">Callback handler.</param> private void _RegisterOnTangoPoseEvent(OnTangoPoseAvailableEventHandler handler) { if (m_poseListener != null) { m_poseListener.RegisterTangoPoseAvailable(handler); } }