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Commit 63e2d5d8 authored by Sylvain Renault's avatar Sylvain Renault
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Integration of NSwag interface in the package.

Exemple scene for websocket and pose update.
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2 merge requests!2Move tracking prefab to package, add export assetbundle capabilities for...,!1Integration of NSwag interface in the package.
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using WebSocketSharp;
using ETSI.ARF.WorldAnalysis;
using ETSI.ARF.WorldAnalysis.REST;
using ETSI.ARF.OpenAPI.WorldAnalysis;
using Pose = ETSI.ARF.OpenAPI.WorldAnalysis.Pose;
using UnityEngine.InputSystem;
public class TestWebSocketsClient : MonoBehaviour
{
public WorldAnalysisREST rest;
public GameObject asset1;
private WebSocketSharp.WebSocket webSocket;
string websocketServer;
bool websocketConnected = false;
// Start is called before the first frame update
void Start()
{
if (asset1 != null) asset1.GetComponent<Renderer>().material.color = Color.red;
rest.CheckServer();
rest.PrintCapabilities();
//websocketServer = rest.GetWebSocketEndpoint();
websocketServer = "ws://localhost:61788/ws";
WebSocketConnect();
}
// Update is called once per frame
bool updateAsset1 = false;
Color asset1Color = Color.grey;
void Update()
{
if (Keyboard.current.spaceKey.wasPressedThisFrame)
{
webSocket.Send("StartSendingPose:10");
}
if (updateAsset1)
{
updateAsset1 = false;
asset1.GetComponent<Renderer>().material.color = asset1Color;
}
}
void SetColor(Color c)
{
updateAsset1 = true;
asset1Color = c;
}
private void OnDestroy()
{
if (websocketConnected) WebSocketClose();
}
//
// WebSocket methods
//
public void WebSocketClose()
{
webSocket.Send("unregister");
webSocket.Close();
}
public void WebSocketConnect()
{
webSocket = new WebSocketSharp.WebSocket(websocketServer.ToString());
webSocket.OnOpen += (sender, e) =>
{
websocketConnected = true;
Debug.Log("[WS] Connected");
webSocket.Send("client:UnitySceneManagement");
};
webSocket.OnClose += (sender, e) =>
{
websocketConnected = false;
SetColor(Color.red);
Debug.Log("[WS] Disconnected");
};
webSocket.OnError += (sender, e) => Debug.Log("[WS] Error!");
webSocket.OnMessage += (sender, e) => WebSocketHandleMessage(e.Data);
webSocket.Connect();
}
bool ok = false;
public void WebSocketHandleMessage(string data)
{
Debug.Log("[WS] Receiving: " + data);
if (data.Contains("You are now registered"))
{
ok = true;
SetColor(Color.yellow);
webSocket.Send("StartSendingPose:10");
}
else if (data == "Stop")
{
SetColor(Color.yellow);
//ok = false;
}
else if (ok)
{
if (data.Contains("estimationState"))
{
// Handle pose
Pose p = JsonUtility.FromJson<Pose>(data);
Debug.Log("[WS][Pose] State: " + p.EstimationState.ToString());
if (p.EstimationState == PoseEstimationState.OK)
{
if (asset1 != null)
{
SetColor(Color.green);
//asset1.transform.rotation = WorldAnalysisUnityHelper.ConvertETSIARFQuaternionToUnity(p.Value.ro)
}
}
else
{
SetColor(Color.yellow);
}
}
}
}
}
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