Exemplo n.º 1
0
 /// <summary>
 ///  Constructor of VLWorker.
 /// </summary>
 public VLWorker(VLAbstractApplicationWrapper aap, bool synchronous = false)
 {
     if (!synchronous)
     {
         this.handle = vlNew_Worker(aap.GetHandle());
     }
     else
     {
         this.handle = vlNew_SyncWorker(aap.GetHandle());
     }
     this.owner = true;
 }
Exemplo n.º 2
0
    private void OnDestroy()
    {
        // Explicitly remove the listeners, so we know if everything went well
        if (!this.worker.RemovePerformanceInfoListener(
                dispatchPerformanceInfoCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to remove performance info listener");
        }
        if (!this.worker.RemoveTrackingStateListener(
                dispatchTrackingStateCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to remove tracking state listener");
        }
        if (!this.worker.RemoveIntrinsicDataListener(
                dispatchIntrinsicDataCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to remove intrinsic data listener");
        }
        if (!this.worker.RemoveExtrinsicDataListener(
                dispatchExtrinsicDataCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to remove extrinsic data listener");
        }
        if (!this.worker.RemoveImageListener(
                dispatchImageCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to remove image listener");
        }

        // Release the worker reference (this is necessary, because it
        // references native resources)
        this.worker.Dispose();
        this.worker = null;

        // Release the log listener, because we will add a new one during the
        // next call to Awake
        this.logger.Dispose();
        this.logger = null;

        // Release the AbstractApplication reference (this is necessary,
        // because it references native resources)
        this.aap.Dispose();
        this.aap = null;

        // Release the handle to the current object
        this.gcHandle.Free();
    }
Exemplo n.º 3
0
    private void Awake()
    {
        // Get a handle to the current object and make sure, that the object
        // doesn't get deleted by the garbage collector. We then use this
        // handle as client data for the native callbacks. This allows us to
        // retrieve the current address of the actual object during the
        // callback execution. GCHandleType.Pinned is not necessary, because we
        // are accessing the address only through the handle object, which gets
        // stored in a global handle table.
        this.gcHandle = GCHandle.Alloc(this);

        // Print the version of the vlUnitySDK. If this works, then we can be
        // quite certain, that other things also work.

        string version;
        string versionTimestamp;
        string versionHash;

        if (VLUnitySdk.GetVersionString(out version) &&
            VLUnitySdk.GetVersionTimestampString(out versionTimestamp) &&
            VLUnitySdk.GetVersionHashString(out versionHash))
        {
            Debug.Log("[vlUnitySDK] v" + version + " (" +
                      versionTimestamp + ", " + versionHash + ")");
        }
        else
        {
            Debug.LogWarning("[vlUnitySDK] Failed to get version strings");
        }

        // Construct the path to the directory with the tracking configurations,
        // if it wasn't specified explicitly
        if (String.IsNullOrEmpty(this.baseDir))
        {
#if UNITY_ANDROID && !UNITY_EDITOR
            this.baseDir = "file:///android_asset/VisionLib";
#else
            this.baseDir = Path.Combine(
                Application.streamingAssetsPath, "VisionLib");
#endif
        }

        // Construct the path to the Resources folder (the Resource folder is
        // only used by certain platforms)
#if UNITY_ANDROID && !UNITY_EDITOR
        this.resourceDir = "file:///android_asset/VisionLib/Resources";
#else
        this.resourceDir = Path.Combine(
            Application.streamingAssetsPath, "VisionLib/Resources");
#endif

        // Create an AbstractApplication, which will manage the ActionPipe and
        // DataSet

        this.aap = new VLAbstractApplicationWrapper();

        this.deviceInfo = this.aap.GetDeviceInfo();

// Set the path to the license file
#if UNITY_ANDROID && !UNITY_EDITOR
        string absoluteLicenseFilePath = Path.Combine(
            "file:///android_asset/", this.licenseFile.path);
#else
        string absoluteLicenseFilePath = Path.Combine(
            Application.streamingAssetsPath, this.licenseFile.path);
#endif

        this.aap.SetLicenseFilePath(absoluteLicenseFilePath);

        // Add a log listener, which will write all VisionLib logs to the
        // Unity console

        this.logger = new VLLogger();
#if UNITY_2017_1_OR_NEWER
        // Unity 2017 with Mono .NET 4.6 as scripting runtime version can't
        // properly handle callbacks from external threads. Until this is
        // fixed, we need to buffer the log messages and fetch them from the
        // main thread inside the update function.
        this.logger.EnableLogBuffer();
#else
        this.logger.DisableLogBuffer();
#endif
        this.logger.SetLogLevel(this.logLevel);

        // Print the host ID. This ID is needed for generating a license file.

        string hostID;
        if (this.aap.GetHostID(out hostID))
        {
            Debug.Log("[vlUnitySDK] HostID=" + hostID);
        }
        else
        {
            Debug.LogWarning("[vlUnitySDK] Failed to get host ID");
        }

        // Many VisionLib features are implemented as plugins, which we need
        // to load first

        string pluginPath = Application.dataPath +
                            Path.DirectorySeparatorChar + "Plugins";

        // The plugins are in architecture specific sub-directories before the
        // deployment
#if UNITY_EDITOR
        pluginPath += Path.DirectorySeparatorChar + VLUnitySdk.subDir;
#endif
        this.aap.AutoLoadPlugins(pluginPath);

        // Create worker instance and register listeners for it

        this.worker = new VLWorker(this.aap);

        if (!this.worker.AddImageListener(
                dispatchImageCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to add image listener");
        }
        if (!this.worker.AddExtrinsicDataListener(
                dispatchExtrinsicDataCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to add extrinsic data listener");
        }
        if (!this.worker.AddIntrinsicDataListener(
                dispatchIntrinsicDataCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to add intrinsic data listener");
        }
        if (!this.worker.AddTrackingStateListener(
                dispatchTrackingStateCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to add tracking state listener");
        }
        if (!this.worker.AddPerformanceInfoListener(
                dispatchPerformanceInfoCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle)))
        {
            Debug.LogWarning("[vlUnitySDK] Failed to add performance info listener");
        }
    }