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using System.Collections.Generic;
using UnityEngine;
public class AnchorTrackableReferenceNode : MonoBehaviour
{
/// <summary>
/// UUID of the node or trackable
/// </summary>
public string _ARFNodeUUID;
/// <summary>
/// Validity in milliseconds for a subscription to the WA
/// </summary>
public int _ValiditySubscription = 100000;
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[SerializeField]
private List<GameObject> objectsToDeactivate;
// Start is called before the first frame update
IEnumerator Start()
{
foreach (Transform child in transform)
{
child.gameObject.SetActive(false);
}
yield return new WaitForSeconds(5.0f);
// wait for initialization : not perfect way
int validity = _ValiditySubscription;
System.Guid subscriptionUUID;
Debug.Log("UUID to subscribe : " + _ARFNodeUUID);
WorldAnalysisInterface.Instance.SubscribeToPose(null, new System.Guid(_ARFNodeUUID) , ETSI.ARF.OpenAPI.WorldAnalysis.Mode_WorldAnalysis.DEVICE_TO_TRACKABLES, PoseCallback, ref validity, out subscriptionUUID); //TODO : find a value for the token parameter.
}
/// <summary>
/// The callback function used in the susbscription method. It instantiate a prefab or update its pose based on the current situation.
/// </summary>
/// <param name="result"></param>
/// <param name="pose"> The pose to update in the SM</param>
public void PoseCallback(WorldAnalysisInterface.PoseEstimationResult result, ETSI.ARF.OpenAPI.WorldAnalysis.Pose pose)
{
foreach (Transform child in transform)
{
Sylvain Buche
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if (!objectsToDeactivate.Contains(child.gameObject))
{
child.gameObject.SetActive(true);
}
if (pose.Value.Type == ETSI.ARF.OpenAPI.WorldAnalysis.PoseValueType.VECTOR_QUATERNION)
{
ETSI.ARF.OpenAPI.WorldAnalysis.VectorQuaternionPoseValue value = (ETSI.ARF.OpenAPI.WorldAnalysis.VectorQuaternionPoseValue)pose.Value;
transform.position = WorldAnalysisUnityHelper.ConvertETSIVector3ToUnity(value.Position);
transform.rotation = WorldAnalysisUnityHelper.ConvertETSIARFQuaternionToUnity(value.Rotation);
}
else
{
Debug.LogWarning("Pose value type not supported yet :" + pose.Value.Type); // Todo : manage other types
}
}
}