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using System;using Unity.Collections;using Unity.Collections.LowLevel.Unsafe;
namespace UnityEngine.XR.ARKit{ /// <summary>
/// The space-mapping state and set of planes and anchors from
/// an AR session. This is a wrapper for
/// <a href="https://developer.apple.com/documentation/arkit/arworldmap">ARKit's ARWorldMap</a>
/// Note: The <c>ARWorldMap</c> must be explicitly disposed to avoid leaking native resources.
/// </summary>
public struct ARWorldMap : IDisposable, IEquatable<ARWorldMap> { /// <summary>
/// Disposes of the world map. This releases the native [ARWorldMap](https://developer.apple.com/documentation/arkit/arworldmap) resource.
/// </summary>
public void Dispose() { Api.UnityARKit_disposeWorldMap(nativeHandle); nativeHandle = k_InvalidHandle;
#if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle.Release(m_SafetyHandle);#endif
}
/// <summary>
/// Use this to determine whether this <c>ARWorldMap</c> is valid, or
/// if it has been disposed.
/// </summary>
public bool valid { get { return (nativeHandle != k_InvalidHandle) && Api.UnityARKit_isWorldMapValid(nativeHandle); } }
/// <summary>
/// Serialize the <c>ARWorldMap</c> to an array of bytes. This array may be saved to disk
/// and loaded at another time to persist the session, or sent over a network
/// to another ARKit-enabled app to share the session.
/// It is an error to call this method after the <c>ARWorldMap</c> has been disposed.
/// </summary>
/// <returns>An array of bytes representing the serialized <c>ARWorldMap</c>.</returns>
public unsafe NativeArray<byte> Serialize(Allocator allocator) { if (!valid) throw new InvalidOperationException("ARWorldMap has been disposed.");
IntPtr nsdata; int length; if (!Api.UnityARKit_trySerializeWorldMap(nativeHandle, out nsdata, out length)) throw new InvalidOperationException("Internal error.");
var serializedWorldMap = new NativeArray<byte>( length, allocator, NativeArrayOptions.UninitializedMemory);
Api.UnityARKit_copyAndReleaseNsData( new IntPtr(serializedWorldMap.GetUnsafePtr()), nsdata, length);
return serializedWorldMap; }
/// <summary>
/// Create a new <c>ARWorldMap</c> from a <c>NativeArray</c> of bytes produced
/// from <see cref="Serialize"/>. Use this to create an <c>ARWorldMap</c> from
/// a serialized array of bytes, either loaded from disk or sent from another device.
/// </summary>
/// <param name="serializedWorldMap">An array of bytes representing a serialized <c>ARWorldMap</c>,
/// produced by <see cref="Serialize"/>.</param>
public static unsafe bool TryDeserialize(NativeArray<byte> serializedWorldMap, out ARWorldMap worldMap) { var nativeHandle = Api.UnityARKit_deserializeWorldMap( new IntPtr(serializedWorldMap.GetUnsafePtr()), serializedWorldMap.Length);
if (nativeHandle == k_InvalidHandle) { worldMap = default(ARWorldMap); return false; }
worldMap = new ARWorldMap(nativeHandle); return true; }
public override int GetHashCode() { return nativeHandle.GetHashCode(); }
public override bool Equals(object obj) { if (!(obj is ARWorldMap)) return false;
return Equals((ARWorldMap)obj); }
public bool Equals(ARWorldMap other) { return (nativeHandle == other.nativeHandle); }
public static bool operator ==(ARWorldMap lhs, ARWorldMap rhs) { return lhs.Equals(rhs); }
public static bool operator !=(ARWorldMap lhs, ARWorldMap rhs) { return !lhs.Equals(rhs); }
internal ARWorldMap(int nativeHandle) { this.nativeHandle = nativeHandle;#if ENABLE_UNITY_COLLECTIONS_CHECKS
m_SafetyHandle = AtomicSafetyHandle.Create();#endif
}
internal const int k_InvalidHandle = 0;
internal int nativeHandle { get; private set; }
#if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle m_SafetyHandle;#endif
}}
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