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/*
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* We respond to five button events:
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*
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* Left trigger: Create a saveable (green) anchor.
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* Right trigger: Create a non-saveable (red) anchor.
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* A: Load, Save and display all saved anchors (green only)
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* X: Destroy all runtime anchors (red and green)
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* Y: Erase all anchors (green only)
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* others: no action
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*/
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void Update()
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{
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if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger))
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{
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//create a green (saveable) spatial anchor
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GameObject gs = PlaceAnchor(_saveableAnchorPrefab, _saveableTransform.position, _saveableTransform.rotation); //anchor A
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_workingAnchor = gs.AddComponent<OVRSpatialAnchor>();
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CreateAnchor(_workingAnchor, true);
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}
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else if (OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger))
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{
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//create a red (non-saveable) spatial anchor.
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GameObject gs = PlaceAnchor(_nonSaveableAnchorPrefab, _nonSaveableTransform.position, _nonSaveableTransform.rotation); //anchor b
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_workingAnchor = gs.AddComponent<OVRSpatialAnchor>();
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CreateAnchor(_workingAnchor, false);
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}
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else if (OVRInput.GetDown(OVRInput.Button.One))
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{
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LoadAllAnchors(); // load saved anchors
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}
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else if (OVRInput.GetDown(OVRInput.Button.Three)) //x button
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{
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//Destroy all anchors from the scene, but don't erase them from storage
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using (var enumerator = _allRunningAnchors.GetEnumerator())
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{
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while (enumerator.MoveNext())
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{
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var spAnchor = enumerator.Current;
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Destroy(spAnchor.gameObject);
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//Debug.Log("Destroyed an Anchor " + spAnchor.Uuid.ToString() + "!");
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}
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}
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//clear the list of running anchors
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_allRunningAnchors.Clear();
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}
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else if (OVRInput.GetDown(OVRInput.Button.Four))
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{
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EraseAllAnchors(); // erase all saved (green) anchors
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}
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else // any other button?
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{
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// no other actions tracked
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}
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}
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/****************************** Button Handlers ***********************/
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/******************* Create Anchor Methods *****************/
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public void CreateAnchor(OVRSpatialAnchor spAnchor, bool saveAnchor)
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{
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//use a Unity coroutine to manage the async save
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StartCoroutine(anchorCreated(_workingAnchor, saveAnchor));
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}
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/*
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* Unity Coroutine
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* We need to make sure the anchor is ready to use before we save it.
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* Also, only save if specified
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*/
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public IEnumerator anchorCreated(OVRSpatialAnchor osAnchor, bool saveAnchor)
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{
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// keep checking for a valid and localized anchor state
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while (!osAnchor.Created && !osAnchor.Localized)
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{
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yield return new WaitForEndOfFrame();
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}
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//Save the anchor to a local List so we can track during the current session
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_allRunningAnchors.Add(osAnchor);
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// we save the saveable (green) anchors only
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if (saveAnchor)
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{
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//when ready, save the anchor.
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osAnchor.Save((anchor, success) =>
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{
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if (success)
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{
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//save UUID to external storage so we can refer to the anchors in a later session
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SaveAnchorUuidToExternalStore(anchor);
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//Debug.Log("Anchor " + osAnchor.Uuid.ToString() + " Saved!");
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//keep tabs on anchors in local storage
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_allSavedAnchors.Add(anchor);
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