text stringlengths 0 1.11k |
|---|
} |
}); |
} |
} |
/******************* 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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