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336 lines
14 KiB
336 lines
14 KiB
using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine.XR.ARSubsystems;
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#if !UNITY_2019_2_OR_NEWER
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using UnityEngine.Experimental;
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#endif
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namespace UnityEngine.XR.ARFoundation
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{
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/// <summary>
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/// A generic manager for components generated by features detected in the physical environment.
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/// </summary>
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/// <remarks>
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/// When the manager is informed that a trackable has been added, a new <c>GameObject</c>
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/// is created with an <c>ARTrackable</c> component on it. If
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/// <see cref="ARTrackableManager{TSubsystem, TSubsystemDescriptor, TSessionRelativeData, TTrackable}.prefab"/>
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/// is not null, then that prefab will be instantiated.
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/// </remarks>
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/// <typeparam name="TSubsystem">The <c>Subsystem</c> which provides this manager data.</typeparam>
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/// <typeparam name="TSubsystemDescriptor">The <c>SubsystemDescriptor</c> required to create the Subsystem.</typeparam>
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/// <typeparam name="TSessionRelativeData">A concrete struct used to hold data provided by the Subsystem.</typeparam>
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/// <typeparam name="TTrackable">The type of component this component will manage (i.e., create, update, and destroy).</typeparam>
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[RequireComponent(typeof(ARSessionOrigin))]
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[DisallowMultipleComponent]
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public abstract class ARTrackableManager<TSubsystem, TSubsystemDescriptor, TSessionRelativeData, TTrackable>
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: SubsystemLifecycleManager<TSubsystem, TSubsystemDescriptor>
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where TSubsystem : TrackingSubsystem<TSessionRelativeData, TSubsystemDescriptor>
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where TSubsystemDescriptor : SubsystemDescriptor<TSubsystem>
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where TSessionRelativeData : struct, ITrackable
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where TTrackable : ARTrackable<TSessionRelativeData, TTrackable>
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{
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/// <summary>
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/// A collection of all trackables managed by this component.
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/// </summary>
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public TrackableCollection<TTrackable> trackables
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{
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get
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{
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return new TrackableCollection<TTrackable>(m_Trackables);
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}
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}
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/// <summary>
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/// Iterates over every instantiated <see cref="ARTrackable"/> and
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/// activates or deactivates its <c>GameObject</c> based on the value of
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/// <paramref name="active"/>.
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/// This calls
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/// <a href="https://docs.unity3d.com/ScriptReference/GameObject.SetActive.html">GameObject.SetActive</a>
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/// on each trackable's <c>GameObject</c>.
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/// </summary>
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/// <param name="active">If <c>true</c> each trackable's <c>GameObject</c> is activated.
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/// Otherwise, it is deactivated.</param>
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public void SetTrackablesActive(bool active)
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{
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foreach (var trackable in trackables)
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{
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trackable.gameObject.SetActive(active);
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}
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}
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/// <summary>
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/// The <c>ARSessionOrigin</c> which will be used to instantiate detected trackables.
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/// </summary>
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protected ARSessionOrigin sessionOrigin { get; private set; }
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/// <summary>
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/// The name prefix that should be used when instantiating new <c>GameObject</c>s.
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/// </summary>
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protected abstract string gameObjectName { get; }
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/// <summary>
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/// The prefab that should be instantiated when adding a trackable.
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/// </summary>
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protected virtual GameObject GetPrefab()
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{
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return null;
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}
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/// <summary>
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/// A dictionary of all trackables, keyed by <c>TrackableId</c>.
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/// </summary>
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protected Dictionary<TrackableId, TTrackable> m_Trackables = new Dictionary<TrackableId, TTrackable>();
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/// <summary>
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/// A dictionary of trackables added via <see cref="CreateTrackableImmediate(TSessionRelativeData)"/> but not yet reported as added.
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/// </summary>
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protected Dictionary<TrackableId, TTrackable> m_PendingAdds = new Dictionary<TrackableId, TTrackable>();
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/// <summary>
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/// Invoked by Unity once when this component wakes up.
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/// </summary>
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protected virtual void Awake()
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{
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sessionOrigin = GetComponent<ARSessionOrigin>();
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}
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/// <summary>
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/// Update is called once per frame. This component's internal state
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/// is first updated, and then the <see cref="trackablesChanged"/> event is invoked.
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/// </summary>
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protected virtual void Update()
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{
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if (subsystem == null)
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return;
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using (var changes = subsystem.GetChanges(Allocator.Temp))
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{
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ClearAndSetCapacity(s_Added, changes.added.Length);
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foreach (var added in changes.added)
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s_Added.Add(CreateOrUpdateTrackable(added));
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ClearAndSetCapacity(s_Updated, changes.updated.Length);
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foreach (var updated in changes.updated)
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s_Updated.Add(CreateOrUpdateTrackable(updated));
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ClearAndSetCapacity(s_Removed, changes.removed.Length);
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foreach (var trackableId in changes.removed)
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{
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TTrackable trackable;
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if (m_Trackables.TryGetValue(trackableId, out trackable))
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{
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m_Trackables.Remove(trackableId);
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s_Removed.Add(trackable);
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}
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}
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}
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try
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{
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// User events
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if ((s_Added.Count) > 0 ||
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(s_Updated.Count) > 0 ||
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(s_Removed.Count) > 0)
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{
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OnTrackablesChanged(s_Added, s_Updated, s_Removed);
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}
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}
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finally
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{
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// Make sure destroy happens even if a user callback throws an exception
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foreach (var removed in s_Removed)
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DestroyTrackable(removed);
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}
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}
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/// <summary>
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/// Invoked when trackables have changed, i.e., added, updated, or removed.
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/// Use this to perform additional logic, or to invoke public events
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/// related to your trackables.
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/// </summary>
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/// <param name="added">A list of trackables added this frame.</param>
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/// <param name="updated">A list of trackables updated this frame.</param>
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/// <param name="removed">A list of trackables removed this frame.
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/// The trackable components are not destroyed until after this method returns.</param>
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protected virtual void OnTrackablesChanged(
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List<TTrackable> added,
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List<TTrackable> updated,
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List<TTrackable> removed)
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{ }
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/// <summary>
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/// Invoked after creating the trackable. The trackable's <c>sessionRelativeData</c> property will already be set.
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/// </summary>
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/// <param name="trackable">The newly created trackable.</param>
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protected virtual void OnCreateTrackable(TTrackable trackable)
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{ }
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/// <summary>
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/// Invoked just after session relative data has been set on a trackable.
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/// </summary>
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/// <param name="trackable">The trackable that has just been updated.</param>
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/// <param name="sessionRelativeData">The session relative data used to update the trackable.</param>
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protected virtual void OnAfterSetSessionRelativeData(
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TTrackable trackable,
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TSessionRelativeData sessionRelativeData)
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{ }
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/// <summary>
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/// Creates a <see cref="TTrackable"/> immediately, leaving it in a "pending" state.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Trackables are usually created, updated, or destroyed during <see cref="Update()"/>.
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/// This method creates a trackable immediately, and marks it as "pending"
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/// until it is reported as added by the subsystem. This is useful for subsystems that deal
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/// with trackables that can be both detected and manually created.
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/// </para></<para>
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/// This method does not invoke <see cref="OnTrackablesChanged(List{TTrackable}, List{TTrackable}, List{TTrackable})"/>,
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/// so no "added" notifications will occur until the next call to <see cref="Update"/>.
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/// However, this method does invoke <see cref="ARTrackable{TSessionRelativeData, TTrackable}.updated"/>
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/// on the new trackable.
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/// </para><para>
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/// The trackable will appear in the <see cref="trackables"/> collection immediately.
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/// </para>
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/// </remarks>
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/// <returns>A new <c>TTrackable</c></returns>
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protected TTrackable CreateTrackableImmediate(TSessionRelativeData sessionRelativeData)
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{
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var trackable = CreateOrUpdateTrackable(sessionRelativeData);
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trackable.pending = true;
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m_PendingAdds.Add(trackable.trackableId, trackable);
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return trackable;
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}
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/// <summary>
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/// If in a "pending" state, the trackable with <paramref name="trackableId"/>'s
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/// <see cref="ARTrackable{TSessionRelativeData, TTrackable}.removed"/>
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/// event is invoked, and the trackable's <c>GameObject</c> destroyed if
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/// <see cref="ARTrackable{TSessionRelativeData, TTrackable}.destroyOnRemoval"/> is true.
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/// Otherwise, this method has no effect.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Trackables are usually removed only when the subsystem reports they
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/// have been removed during <see cref="Update"/>
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/// </para><para>
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/// This method will immediately remove a trackable only if it was created by
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/// <see cref="CreateTrackableImmediate(TSessionRelativeData)"/>
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/// and has not yet been reported as added by the
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/// <see cref="SubsystemLifecycleManager{TSubsystem, TSubsystemDescriptor}.subsystem"/>.
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/// </para><para>
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/// This can happen if the trackable is created and removed within the same frame, as the subsystem may never
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/// have a chance to report its existence. Derived classes should use this
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/// if they support the concept of manual addition and removal of trackables, as there may not
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/// be a removal event if the trackable is added and removed quickly.
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/// </para><para>
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/// If the trackable is not in a pending state, i.e., it has already been reported as "added",
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/// then this method does nothing.
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/// </para>
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/// <para>
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/// This method does not invoke <see cref="OnTrackablesChanged(List{TTrackable}, List{TTrackable}, List{TTrackable})"/>,
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/// so no "removed" notifications will occur until the next call to <see cref="Update"/> (and only if it was
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/// previously reported as "added").
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/// However, this method does invoke <see cref="ARTrackable{TSessionRelativeData, TTrackable}.removed"/>
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/// on the trackable.
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/// </para>
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/// </remarks>
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/// <returns><c>True</c> if the trackable is "pending" (i.e., not yet reported as "added").</returns>
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protected bool DestroyPendingTrackable(TrackableId trackableId)
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{
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TTrackable trackable;
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if (m_PendingAdds.TryGetValue(trackableId, out trackable))
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{
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m_PendingAdds.Remove(trackableId);
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m_Trackables.Remove(trackableId);
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DestroyTrackable(trackable);
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return true;
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}
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return false;
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}
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static void ClearAndSetCapacity(List<TTrackable> list, int capacity)
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{
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list.Clear();
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if (list.Capacity < capacity)
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list.Capacity = capacity;
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}
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string GetTrackableName(TrackableId trackableId)
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{
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return gameObjectName + " " + trackableId.ToString();
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}
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GameObject CreateGameObject()
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{
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var prefab = GetPrefab();
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if (prefab == null)
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{
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var go = new GameObject();
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go.transform.parent = sessionOrigin.trackablesParent;
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return go;
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}
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return Instantiate(prefab, sessionOrigin.trackablesParent);
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}
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GameObject CreateGameObject(string name)
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{
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var go = CreateGameObject();
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go.name = name;
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return go;
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}
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GameObject CreateGameObject(TrackableId trackableId)
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{
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return CreateGameObject(GetTrackableName(trackableId));
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}
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TTrackable CreateTrackable(TrackableId trackableId)
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{
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var go = CreateGameObject(trackableId);
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var trackable = go.GetComponent<TTrackable>();
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if (trackable == null)
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trackable = go.AddComponent<TTrackable>();
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return trackable;
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}
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TTrackable CreateOrUpdateTrackable(TSessionRelativeData sessionRelativeData)
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{
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var trackableId = sessionRelativeData.trackableId;
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TTrackable trackable;
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if (m_Trackables.TryGetValue(trackableId, out trackable))
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{
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m_PendingAdds.Remove(trackableId);
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trackable.pending = false;
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trackable.SetSessionRelativeData(sessionRelativeData);
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}
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else
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{
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trackable = CreateTrackable(trackableId);
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m_Trackables.Add(trackableId, trackable);
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trackable.SetSessionRelativeData(sessionRelativeData);
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OnCreateTrackable(trackable);
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}
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OnAfterSetSessionRelativeData(trackable, sessionRelativeData);
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trackable.OnAfterSetSessionRelativeData();
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return trackable;
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}
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void DestroyTrackable(TTrackable trackable)
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{
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if (trackable.destroyOnRemoval)
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Destroy(trackable.gameObject);
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}
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static List<TTrackable> s_Added = new List<TTrackable>();
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static List<TTrackable> s_Updated = new List<TTrackable>();
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static List<TTrackable> s_Removed = new List<TTrackable>();
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}
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}
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