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}
|
});
|
}
|
}
|
/******************* Load Anchor Methods **********************/
|
public void LoadAllAnchors()
|
{
|
OVRSpatialAnchor.LoadOptions options = new OVRSpatialAnchor.LoadOptions
|
{
|
Timeout = 0,
|
StorageLocation = OVRSpace.StorageLocation.Local,
|
Uuids = GetSavedAnchorsUuids() //GetAnchorsUuidsFromExternalStore()
|
};
|
//load and localize
|
OVRSpatialAnchor.LoadUnboundAnchors(options, _anchorSavedUUIDList =>
|
{
|
if (_anchorSavedUUIDList == null)
|
{
|
//Debug.Log("Anchor list is null!");
|
return;
|
}
|
foreach (var anchor in _anchorSavedUUIDList)
|
{
|
if (anchor.Localized)
|
{
|
_onLoadAnchor(anchor, true);
|
}
|
else if (!anchor.Localizing)
|
{
|
anchor.Localize(_onLoadAnchor);
|
}
|
}
|
});
|
}
|
private void OnLocalized(OVRSpatialAnchor.UnboundAnchor unboundAnchor, bool success)
|
{
|
var pose = unboundAnchor.Pose;
|
GameObject go = PlaceAnchor(_saveableAnchorPrefab, pose.position, pose.rotation);
|
_workingAnchor = go.AddComponent<OVRSpatialAnchor>();
|
unboundAnchor.BindTo(_workingAnchor);
|
// add the anchor to the running total
|
_allRunningAnchors.Add(_workingAnchor);
|
}
|
/*
|
* Get all spatial anchor UUIDs saved to local storage
|
*/
|
private System.Guid[] GetSavedAnchorsUuids()
|
{
|
var uuids = new Guid[_allSavedAnchors.Count];
|
using (var enumerator = _allSavedAnchors.GetEnumerator())
|
{
|
int i = 0;
|
while (enumerator.MoveNext())
|
{
|
var currentUuid = enumerator.Current.Uuid;
|
uuids[i] = new Guid(currentUuid.ToByteArray());
|
i++;
|
}
|
}
|
//Debug.Log("Returned All Anchor UUIDs!");
|
return uuids;
|
}
|
/******************* Erase Anchor Methods *****************/
|
/*
|
* If the Y button is pressed, erase all anchors saved
|
* in the headset, but don't destroy them. They should remain
|
* displayed.
|
*/
|
public void EraseAllAnchors()
|
{
|
foreach (var tmpAnchor in _allSavedAnchors)
|
{
|
//use a Unity coroutine to manage the async save
|
StartCoroutine(anchorErased(tmpAnchor));
|
}
|
//we also erase our reference lists
|
_allSavedAnchors.Clear();
|
RemoveAllAnchorsUuidsInExternalStore();
|
return;
|
}
|
/*
|
* Unity Coroutine
|
* We need to make sure the anchor is ready to use before we erase it.
|
*/
|
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