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