void InitializeBarcodeScanning()
        {
            ScanSettings settings = ScanSettings.Create();

            int[] symbologiesToEnable =
            {
                Barcode.SymbologyEan13,
                Barcode.SymbologyEan8,
                Barcode.SymbologyUpca,
                Barcode.SymbologyCode39,
                Barcode.SymbologyCode128,
                Barcode.SymbologyInterleaved2Of5,
                Barcode.SymbologyUpce
            };

            ScanAreaSettings scanAreaSettings = new ScanAreaSettings();

            scanAreaSettings.SquareCodeLocationConstraint = BarcodeScannerSettings.CodeLocationRestrict;
            scanAreaSettings.WideCodeLocationConstraint   = BarcodeScannerSettings.CodeLocationRestrict;
            scanAreaSettings.WideCodeLocationArea         = new RectF(0f, 0.475f, 1f, 0.525f);
            scanAreaSettings.SquareCodeLocationArea       = new RectF(0f, 0.3f, 1f, 0.7f);
            settings.AreaSettingsPortrait  = scanAreaSettings;
            settings.AreaSettingsLandscape = scanAreaSettings;
            settings.CodeDuplicateFilter   = 1000;

            foreach (int symbology in symbologiesToEnable)
            {
                settings.SetSymbologyEnabled(symbology, true);
            }

            barcodePicker = new BarcodePicker(this, settings);
            barcodePicker.OverlayView.SetGuiStyle(ScanOverlay.GuiStyleLaser);
            barcodePicker.SetOnScanListener(this);
            (FindViewById(Resource.Id.picker_container) as FrameLayout).AddView(barcodePicker, 0);
        }
Exemplo n.º 2
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 public CalculateNeighborsJob(NativeArray <NodeNeighbor> neighbors, NativeArray <NodeTransform> nodesTransforms, ScanAreaSettings scanSettings, float maxWalkableStep)
 {
     this.neighbors       = neighbors;
     this.nodesTransforms = nodesTransforms;
     this.scanSettings    = scanSettings;
     this.maxWalkableStep = maxWalkableStep;
 }
Exemplo n.º 3
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 public CalculateNeighborsJob(NativeArray <NodeNeighbor> neighbors, NativeArray <NodeTransform> nodesTransforms, ScanAreaSettings scanSettings, CalculateNeighborSettings neighborSettings)
 {
     this.neighbors        = neighbors;
     this.nodesTransforms  = nodesTransforms;
     this.scanSettings     = scanSettings;
     this.neighborSettings = neighborSettings;
 }
Exemplo n.º 4
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        /// <summary>
        /// Creates the grid of nodes.
        /// </summary>
        public void CreateGrid()
        {
            DestroyGrid();

            // TODO: Perhaps we might want to snap the extents value when editing the bounding box
            // in the editor?
            Bounds           scanBounds   = scanCollider.bounds;
            ScanAreaSettings scanSettings = new ScanAreaSettings((float3)scanBounds.center, (float3)scanBounds.extents, walkableMask);
            int expectedGridDimension     = scanSettings.gridDimension;

            // TODO: Could I use nodesTypes invalid to avoid any kind of computation from them?
            nodesTransforms = new NativeArray <NodeTransform>(expectedGridDimension, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            nodesTypes      = new NativeArray <NodeType>(expectedGridDimension, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
            nodesNeighbors  = new NativeArray <NodeNeighbor>(expectedGridDimension * NodeNumNeighbors, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);

            // calculate the initial raycast commands
            NativeArray <RaycastCommand> mainCommands = new NativeArray <RaycastCommand>(expectedGridDimension, Allocator.TempJob);

            JobHandle createNodesHandle = new CalculateRaycastCommandsJob
            {
                commands     = mainCommands,
                scanSettings = scanSettings,
            }
            .ScheduleParallel(expectedGridDimension, 64, default(JobHandle));

            // schedule the commands to retrieve the initial hits
            NativeArray <RaycastHit> nodeHits = new NativeArray <RaycastHit>(expectedGridDimension, Allocator.TempJob);

            createNodesHandle = RaycastCommand.ScheduleBatch(mainCommands, nodeHits, 32, createNodesHandle);

            JobHandle.ScheduleBatchedJobs();

            // build the nodes using the received hits and the main raycast commands
            createNodesHandle = new CreateNodesJob
            {
                nodesTransforms = nodesTransforms,
                nodesTypes      = nodesTypes,
                hits            = nodeHits,
                commands        = mainCommands,
            }
            .ScheduleParallel(expectedGridDimension, 32, createNodesHandle);

            // calculate the boxcasts to bake obstacles
            NativeArray <BoxcastCommand> boxcastCommands = new NativeArray <BoxcastCommand>(expectedGridDimension, Allocator.TempJob);

            JobHandle bakeObstaclesHandle = new CalculateBoxcastCommandsJob
            {
                commands           = boxcastCommands,
                nodesTransforms    = nodesTransforms,
                mask               = obstacleMask,
                boxNodePercentage  = boxToNodeObstaclePercentage,
                maxCharacterHeight = maxCharacterHeight,
            }
            .ScheduleParallel(expectedGridDimension, 64, createNodesHandle);

            // schedule the boxcasts to find possible obstacles
            NativeArray <RaycastHit> obstacleHits = new NativeArray <RaycastHit>(expectedGridDimension, Allocator.TempJob);

            bakeObstaclesHandle = BoxcastCommand.ScheduleBatch(boxcastCommands, obstacleHits, 32, bakeObstaclesHandle);

            // prepare the bake obstacles job
            bakeObstaclesHandle = new BakeObstaclesJob
            {
                nodesTypes  = nodesTypes,
                boxcastHits = obstacleHits,
            }
            .ScheduleParallel(expectedGridDimension, 128, bakeObstaclesHandle);

            // now calculate the neighbors
            JobHandle calculateNeighborsHandle = new CalculateNeighborsJob
            {
                neighbors                 = nodesNeighbors,
                nodesTransforms           = nodesTransforms,
                scanSettings              = scanSettings,
                maxWalkableHeightWithStep = maxWalkableHeightWithStep,
            }
            .ScheduleParallel(expectedGridDimension, 32, createNodesHandle);

            JobHandle finalHandle = JobHandle.CombineDependencies(calculateNeighborsHandle, bakeObstaclesHandle);

            JobHandle disposeHandle = JobHandle.CombineDependencies(mainCommands.Dispose(finalHandle), nodeHits.Dispose(finalHandle));

            disposeHandle = JobHandle.CombineDependencies(disposeHandle, boxcastCommands.Dispose(finalHandle), obstacleHits.Dispose(finalHandle));

            // wait to complete all the scheduled stuff
            finalHandle.Complete();

            gridWidth     = scanSettings.gridWidth;
            gridDepth     = scanSettings.gridDepth;
            isGridCreated = true;

            OnGridCreation?.Invoke();

            Logger.LogFormat("Grid was created with dimension {0}. Width: {1}. Height: {2}.", expectedGridDimension, gridWidth, gridDepth);

            disposeHandle.Complete();
        }
Exemplo n.º 5
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 public CalculateRaycastCommandsJob(ScanAreaSettings settings)
 {
     commands      = new NativeArray <RaycastCommand>(settings.gridWidth * settings.gridDepth, Allocator.TempJob);
     this.settings = settings;
 }
Exemplo n.º 6
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        /// <summary>
        /// Creates the grid of nodes.
        /// </summary>
        public void CreateGrid()
        {
            DestroyGrid();

            // Note: perhaps we might want to snap the extents value when editing the bounding box
            // in the editor?
            Bounds           scanBounds   = scanCollider.bounds;
            ScanAreaSettings scanSettings = new ScanAreaSettings(scanBounds.center, scanBounds.extents, walkableMask);
            int gridDimension             = scanSettings.dimension;

            nodesTransforms = new NativeArray <NodeTransform>(gridDimension, Allocator.Persistent);
            nodesTypes      = new NativeArray <NodeType>(gridDimension, Allocator.Persistent);
            nodesNeighbors  = new NativeArray <NodeNeighbor>(gridDimension * NodeNeighbors, Allocator.Persistent);

            // calculate the raycast commands
            CalculateRaycastCommandsJob calculateCommandsJob = new CalculateRaycastCommandsJob(scanSettings);
            JobHandle calculateCommandsHandle = calculateCommandsJob.Schedule(gridDimension, 32);

            // schedule the raycast commands to retrieve the hits
            NativeArray <RaycastHit> nodeHits = new NativeArray <RaycastHit>(gridDimension, Allocator.TempJob);
            JobHandle raycastCommandHandle    = RaycastCommand.ScheduleBatch(calculateCommandsJob.commands, nodeHits, 1, calculateCommandsHandle);

            // build the nodes using the received hits
            CreateNodesJob createNodesJob    = new CreateNodesJob(nodesTransforms, nodesTypes, nodeHits, calculateCommandsJob.commands);
            JobHandle      createNodesHandle = createNodesJob.Schedule(gridDimension, 32, raycastCommandHandle);

            // calculate the boxcast commands to bake obstacles
            BakeObstaclesSettings       bakeObstaclesSettings       = new BakeObstaclesSettings(maxCharacterHeight, boxToNodeObstaclePercentage, obstacleMask);
            CalculateBoxcastCommandsJob calculateBoxcastCommandsJob = new CalculateBoxcastCommandsJob(bakeObstaclesSettings, nodesTransforms);
            JobHandle calculateBoxcastHandle = calculateBoxcastCommandsJob.Schedule(gridDimension, 32, createNodesHandle);

            // schedule the boxcast commands to retrieve the hits
            NativeArray <RaycastHit> obstacleHits = new NativeArray <RaycastHit>(gridDimension, Allocator.TempJob);
            JobHandle boxcastCommandHandle        = BoxcastCommand.ScheduleBatch(calculateBoxcastCommandsJob.commands, obstacleHits, 1, calculateBoxcastHandle);

            // prepare the bake obstacles job
            BakeObstaclesJob bakeObstaclesJob    = new BakeObstaclesJob(nodesTypes, obstacleHits);
            JobHandle        bakeObstaclesHandle = bakeObstaclesJob.Schedule(gridDimension, 32, boxcastCommandHandle);

            // now calculate the neighbors
            CalculateNeighborsJob calculateNeighborsJob    = new CalculateNeighborsJob(nodesNeighbors, nodesTransforms, scanSettings, maxWalkableStep);
            JobHandle             calculateNeighborsHandle = calculateNeighborsJob.Schedule(gridDimension, 32, bakeObstaclesHandle);

            // schedule disposing the stuff
            JobHandle disposeHandle = calculateCommandsJob.commands.Dispose(createNodesHandle);

            disposeHandle = JobHandle.CombineDependencies(disposeHandle, nodeHits.Dispose(createNodesHandle));
            disposeHandle = JobHandle.CombineDependencies(disposeHandle, calculateBoxcastCommandsJob.commands.Dispose(boxcastCommandHandle));
            disposeHandle = JobHandle.CombineDependencies(disposeHandle, obstacleHits.Dispose(bakeObstaclesHandle));

            // wait to complete all the scheduled stuff
            calculateNeighborsHandle.Complete();

            gridWidth     = scanSettings.gridWidth;
            gridDepth     = scanSettings.gridDepth;
            isGridCreated = true;

#if DEBUG_RENDER
            RecalculateDebug();
#endif
        }