You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
87 lines
4.3 KiB
87 lines
4.3 KiB
using System;
|
|
using Unity.Collections;
|
|
using Unity.Jobs;
|
|
using UnityEngine.XR.ARSubsystems;
|
|
|
|
namespace UnityEngine.XR.ARFoundation
|
|
{
|
|
/// <summary>
|
|
/// Extension methods for <c>UnityEngine.XR.ARSubsystems.MutableRuntimeReferenceImageLibrary</c>.
|
|
/// </summary>
|
|
public static class MutableRuntimeReferenceImageLibraryExtensions
|
|
{
|
|
/// <summary>
|
|
/// Asynchronously adds <paramref name="texture"/> to <paramref name="library"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <para>
|
|
/// Image addition can take some time (several frames) due to extra processing that
|
|
/// must occur to insert the image into the library. This is done using
|
|
/// the [Unity Job System](https://docs.unity3d.com/Manual/JobSystem.html). The returned
|
|
/// [JobHandle](https://docs.unity3d.com/ScriptReference/Unity.Jobs.JobHandle.html) can be used
|
|
/// to chain together multiple tasks or to query for completion, but may be safely discarded if you do not need it.
|
|
/// </para><para>
|
|
/// This job, like all Unity jobs, can have dependencies (using the <paramref name="inputDeps"/>). If you are adding multiple
|
|
/// images to the library, it is not necessary to pass a previous <c>ScheduleAddImageJob</c> JobHandle as the input
|
|
/// dependency to the next <c>ScheduleAddImageJob</c>; they can be processed concurrently.
|
|
/// </para><para>
|
|
/// The bytes of the <paramref name="texture"/> are copied, so the texture may be safely
|
|
/// destroyed after this method returns.
|
|
/// </para>
|
|
/// </remarks>
|
|
/// <param name="library">The <c>MutableRuntimeReferenceImageLibrary</c> being extended.</param>
|
|
/// <param name="texture">The <c>Texture2D</c> to use as image target.</param>
|
|
/// <param name="name">The name of the image.</param>
|
|
/// <param name="widthInMeters">The physical width of the image, in meters.</param>
|
|
/// <param name="inputDeps">Input job dependencies (optional).</param>
|
|
/// <returns>A [JobHandle](https://docs.unity3d.com/ScriptReference/Unity.Jobs.JobHandle.html) which can be used
|
|
/// to chain together multiple tasks or to query for completion. May be safely discarded.</returns>
|
|
/// <exception cref="System.InvalidOperationException">Thrown if <see cref="library"/> is <c>null</c>.</exception>
|
|
/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="texture"/> is <c>null</c>.</exception>
|
|
/// <exception cref="System.InvalidOperationException">Thrown if <paramref name="texture"/> is not readable.</exception>
|
|
public static JobHandle ScheduleAddImageJob(
|
|
this MutableRuntimeReferenceImageLibrary library,
|
|
Texture2D texture,
|
|
string name,
|
|
float? widthInMeters,
|
|
JobHandle inputDeps = default(JobHandle))
|
|
{
|
|
if (ReferenceEquals(library, null))
|
|
throw new ArgumentNullException(nameof(library));
|
|
|
|
if (texture == null)
|
|
throw new ArgumentNullException(nameof(texture));
|
|
|
|
if (!texture.isReadable)
|
|
throw new InvalidOperationException("The texture must be readable to be used as the source for a reference image.");
|
|
|
|
var imageBytesCopy = new NativeArray<byte>(texture.GetRawTextureData<byte>(), Allocator.Persistent);
|
|
try
|
|
{
|
|
Nullable<Vector2> size = null;
|
|
if (widthInMeters.HasValue)
|
|
{
|
|
size = new Vector2(widthInMeters.Value, widthInMeters.Value * (float)texture.height / (float)texture.width);
|
|
}
|
|
|
|
var referenceImage = new XRReferenceImage(SerializableGuid.empty, SerializableGuid.empty, size, name, texture);
|
|
var jobHandle = library.ScheduleAddImageJob(imageBytesCopy, new Vector2Int(texture.width, texture.height), texture.format, referenceImage, inputDeps);
|
|
new DeallocateJob { data = imageBytesCopy }.Schedule(jobHandle);
|
|
return jobHandle;
|
|
}
|
|
catch
|
|
{
|
|
imageBytesCopy.Dispose();
|
|
throw;
|
|
}
|
|
}
|
|
|
|
struct DeallocateJob : IJob
|
|
{
|
|
[DeallocateOnJobCompletion]
|
|
public NativeArray<byte> data;
|
|
|
|
public void Execute() {}
|
|
}
|
|
}
|
|
}
|