Пример #1
0
    /// <summary>
    /// Iterates through all Child nodes and adds the data to the
    /// commandDescriptor.
    /// </summary>
    /// <param name="transform">
    /// Transform, which is searched for possible meshes.
    /// </param>
    /// <param name="useAllChildNodes">
    /// If true: Also process child nodes, which are administered by another
    /// VLModelTrackableBehaviour
    /// </param>
    /// <param name="addDataDescriptor">
    /// Fills the ModelDataDescriptors with a DataDescriptor, a description of the
    /// data structure of the model data.
    /// </param>
    /// <param name="commandDescriptor">
    /// Reference to the command structure of the json command, which will be
    /// filled by this function.
    /// </param>
    private void IterateThroughChildNodes(
        Transform transform,
        bool useAllChildNodes,
        bool addDataDescriptor,
        ref AddModelDataCommandDescription commandDescriptor)
    {
        MeshFilter mesh = transform.GetComponent <MeshFilter>();

        // If child node has a mesh, add this to the list
        if (mesh && !this.AddModelDescription(
                transform,
                useAllChildNodes,
                addDataDescriptor,
                ref commandDescriptor))
        {
            // If node is inactive or should not be added to commandDescriptor
            // do not iterate through the child nodes.
            return;
        }

        // Add child nodes
        foreach (Transform child in transform)
        {
            this.IterateThroughChildNodes(
                child,
                useAllChildNodes,
                addDataDescriptor,
                ref commandDescriptor);
        }
    }
Пример #2
0
    /// <summary>
    ///  Add all (sub)meshes to the tracking system. If a sub mesh has its own
    ///  VLModelTrackableBehaviour, it will not be added, but this behaviour should
    ///  manage the relevant submeshes.
    /// </summary>
    public void UpdateModel(bool success = true)
    {
        if (success && this.modelTrackerBehaviour.workerBehaviour)
        {
            VLWorker worker = this.modelTrackerBehaviour.workerBehaviour.GetWorker();
            if (worker == null)
            {
                Debug.Log("[vlUnitySDK] VLModelTrackableBehaviour.UpdateModel: Worker is not correctly initialized\n");
                return;
            }

            AddModelDataCommandDescription command =
                this.GenerateModelDataDescriptor(true);
            byte[] binaryData = this.GenerateBinaryData(
                this.modelData, this.binaryOffset);

            GCHandle binaryDataHandle =
                GCHandle.Alloc(binaryData, GCHandleType.Pinned);
            IntPtr data       = binaryDataHandle.AddrOfPinnedObject();
            UInt32 dataLength = Convert.ToUInt32(binaryData.Length);
            gcHandleQueue.Enqueue(binaryDataHandle);

            worker.PushJsonAndBinaryCommand(
                VLJsonUtility.ToJson(command),
                data,
                dataLength,
                dispatchAddModelCallbackDelegate,
                GCHandle.ToIntPtr(this.gcHandle));
        }
    }
Пример #3
0
    /// <summary>
    /// Generates an AddModelDataCommandDescription from all meshes, which
    /// will be administered by this behaviour.
    /// </summary>
    /// <param name="addDataDescriptor"></param>
    /// Fills the ModelDataDescriptors with a DataDescriptor, a description of the
    /// data structure of the model data. This will create more trafic and
    /// completely delete and remove the model from memory. If you only have
    /// minor changes (transformation, model (de)activation, etc.) set this to
    /// false.
    /// <param name="useAllChildNodes">
    /// If true: Also process child nodes, which are administered by another
    /// VLModelTrackableBehaviour.
    /// </param>
    /// <returns></returns>
    private AddModelDataCommandDescription GenerateModelDataDescriptor(
        bool addDataDescriptor, bool useAllChildNodes = false)
    {
        // Reset global data
        this.binaryOffset = 0;
        this.modelData.Clear();
        this.globalUpdateCount++;

        AddModelDataCommandDescription commandDescriptor =
            new AddModelDataCommandDescription();

        IterateThroughChildNodes(
            this.transform,
            useAllChildNodes,
            addDataDescriptor,
            ref commandDescriptor);
        return(commandDescriptor);
    }
Пример #4
0
    /// <summary>
    ///  Updates the transformation of all (sub)meshes in the tracking system.
    ///  It has to be called after each update in a transform which is relevant
    ///  for the location of a related mesh.
    /// </summary>
    /// <param name="useAllChildNodes">
    ///  If useAllChildNodes is true, this will update all locations of
    ///  submeshes, even if they have their own VLModelTrackableBehaviour. It does
    ///  not update the modelDescriptions of this behaviour.
    /// </param>
    public void UpdateTransformation(bool useAllChildNodes)
    {
        if (this.modelTrackerBehaviour.HasWorkerReference())
        {
            VLWorker worker = this.modelTrackerBehaviour.workerBehaviour.GetWorker();
            if (worker == null)
            {
                Debug.Log("[vlUnitySDK] VLModelTrackableBehaviour: Worker is not correctly initialized\n");
                return;
            }

            AddModelDataCommandDescription command =
                this.GenerateModelDataDescriptor(false, useAllChildNodes);

            worker.PushJsonAndBinaryCommand(
                VLJsonUtility.ToJson(command),
                IntPtr.Zero,
                0,
                null,
                IntPtr.Zero);
        }
    }
Пример #5
0
    /// <summary>
    /// Add a ModelDataDescriptors of the mesh inside the transform to the
    /// commandDescriptor
    /// </summary>
    /// <param name="transform">
    /// Transform, which is searched for possible meshes.
    /// </param>
    /// <param name="useAllChildNodes">
    /// If true: Also process child nodes, which are administered by another
    /// VLModelTrackableBehaviour
    /// </param>
    /// <param name="addDataDescriptor">
    /// Fills the ModelDataDescriptor with a DataDescriptor, a description of the
    /// data structure of the model data.
    /// </param>
    /// <param name="commandDescriptor">
    /// Reference to the command structure of the json command, which will be
    /// filled by this function.
    /// </param>
    /// <returns><c>True</c> if the model could be serialized into the visionlib.</c>False</c> if the data could not be gathered.</returns>
    private bool AddModelDescription(
        Transform transform,
        bool useAllChildNodes,
        bool addDataDescription,
        ref AddModelDataCommandDescription commandDescriptor)
    {
        // If transform is not active, do not add the model
        if (!transform.gameObject.activeInHierarchy)
        {
            return(false);
        }

        // See if another VLModelTrackableBehaviour is active in this transform. If
        // this is the case, break execution of this node and its children.
        VLModelTrackableBehaviour trackable =
            transform.GetComponent <VLModelTrackableBehaviour>();

        if (!useAllChildNodes &&
            trackable &&
            trackable != this &&
            trackable.enabled)
        {
            return(false);
        }
        if (trackable == null)
        {
            trackable = this;
        }


        Quaternion rotation    = transform.rotation;
        Vector3    globalScale = GetGlobalScale(transform);
        Vector3    position    = transform.position;

        // On HoloLens, the content node is added to the camera and thus the
        // transformation of the mesh will be changed. This change has to be
        // removed when streaming the data into the vlSDK
        Transform contentTransform = getContentTransform();

        if (contentTransform != null)
        {
            Vector3 contentGlobalScale = GetGlobalScale(contentTransform);
            rotation =
                Quaternion.Inverse(contentTransform.rotation) * rotation;
            globalScale = new Vector3(
                globalScale.x / contentGlobalScale.x,
                globalScale.y / contentGlobalScale.y,
                globalScale.z / contentGlobalScale.z);
            position =
                Quaternion.Inverse(contentTransform.rotation) *
                (position - contentTransform.position);
        }

        VLUnityCameraHelper.ToVLInPlace(ref position, ref rotation, modelTrackerBehaviour.workerBehaviour.flipCoordinateSystemHandedness);

        MeshFilter mesh = transform.GetComponent <MeshFilter>();
        string     uniqueUnityModelID = mesh.GetInstanceID().ToString();

        ModelTransform modelTransform = new ModelTransform();

        modelTransform.t = new float[] { position.x, position.y, position.z };
        modelTransform.s = new float[]
        { globalScale.x, globalScale.y, globalScale.z };
        modelTransform.q = new float[]
        { rotation.x, rotation.y, rotation.z, rotation.w };

        ModelDataDescriptor descriptor = new ModelDataDescriptor();

        descriptor.name      = uniqueUnityModelID;
        descriptor.type      = "model";
        descriptor.enabled   = trackable.useForTracking;
        descriptor.occluder  = trackable.occluder;
        descriptor.transform = modelTransform;
        if (addDataDescription)
        {
            descriptor.subModels = new BinaryDataDescriptor[]
            { CreateDataDescriptor(mesh) };
        }

        commandDescriptor.models.Add(descriptor);

        return(true);
    }