/// <summary>
 /// Creates the PCF game object.
 /// </summary>
 /// <param name="pcf">Pcf.</param>
 void AddPCFObject(MLPCF pcf)
 {
     if (!_pcfObjs.Contains(pcf.GameObj))
     {
         GameObject repObj = Instantiate(_representativePrefab, Vector3.zero, Quaternion.identity);
         repObj.name             = pcf.GameObj.name;
         repObj.transform.parent = pcf.GameObj.transform;
         _pcfObjs.Add(pcf.GameObj);
     }
 }
Exemplo n.º 2
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 /// <summary>
 /// Bind this gameObject to a pcf
 /// </summary>
 /// <param name="pcf">The pcf to bind to</param>
 void BindToPCF(MLPCF pcf)
 {
     UnregisterPCFEventHandlers();
     DestroyBinding();
     Binding = MLContentBinder.BindToPCF(UniqueId, gameObject, pcf);
     MLPersistentStore.Save(Binding);
     NotifyChangeOfStatus(Status.BINDING_CREATED, MLResult.ResultOk);
     RegisterPCFEventHandlers();
     _pcfLost = false;
 }
        public static MLResult GetPCFPose(MLPCF pcf, Action <MLResult, MLPCF> callback)
        {
            if (pcf == null || callback == null)
            {
                MLResult result = MLResult.Create(MLResult.Code.InvalidParam, string.Format("invalid parameters. pcf: {0}, callback: {1}", pcf, callback));
                MLPluginLog.ErrorFormat("MLPersistentCoordinateFrames.GetPCFPose failed. Reason: {0}", result);
                return(result);
            }

            else
            {
                MLResult result = pcf.Update();
                callback(result, pcf);
                return(result);
            }
        }
        /// <summary>
        /// Creates a binding between the virtual object and the specified PCF.
        /// </summary>
        /// <param name="virtualObjId">Virtual object identifier.</param>
        /// <param name="go">GameObject representing the virtual object. (Note: This is not serialized)</param>
        /// <param name="pcf">PCF to bind to</param>
        /// <returns>
        ///  MLContentBinding object with mapping between virtual object and PCF. Please note that
        /// just calling this function is not enough to persist the binding. Call MLPersistentStore.Save to persist this mapping.
        /// </returns>
        public static MLContentBinding BindToPCF(string virtualObjId, GameObject go, MLPCF pcf)
        {
            if (pcf == null || go == null)
            {
                MLPluginLog.Error("MLContentBindings.BindToPCF failed, either GameObject or PCF is null.");
                return(null);
            }
            if (pcf.CurrentResult != MLResult.Code.Ok)
            {
                MLPluginLog.Error("MLContentBindings.BindToPCF failed, invalid PCF.");
                return(null);
            }
            MLContentBinding newBinding = new MLContentBinding();

            newBinding.GameObject  = go;
            newBinding.ObjectId    = virtualObjId;
            newBinding.PCF         = pcf;
            newBinding.BindingType = MLContentBindingType.PCF;
            newBinding.Update();

            //MLPersistentCoordinateFrames.QueueForUpdates(newBinding.PCF);

            return(newBinding);
        }
 public static void QueueForUpdates(MLPCF pcf)
 {
     QueueForUpdates((PCF)pcf);
 }
 public static MLResult GetPCFPosition(MLPCF pcf, Action <MLResult, MLPCF> callback)
 {
     return(MLResult.Create(MLResult.Code.UnspecifiedFailure, "Please use MLPersistentCoordinateFrames.Update instead."));
 }