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HoloToolkit - Spatial Understanding Sample class: GameStartScanner
using System;
using HoloToolkit.Unity;
using HoloToolkit.Unity.SpatialMapping;
using UnityEngine;
using UnityEngine.UI;
public class GameStartScanner : MonoBehaviour
{
public float MinAreaForComplete = 30.0f;
public float MinHorizAreaForComplete = 20.0f;
public float MinWallAreaForComplete = 5.0f;
private bool _scanComplete = false;
public TextMesh DebugDisplay;
void Start()
{
SpatialUnderstanding.Instance.ScanStateChanged += Instance_ScanStateChanged;
SpatialUnderstanding.Instance.RequestBeginScanning();
}
private void Instance_ScanStateChanged()
{
if ((SpatialUnderstanding.Instance.ScanState == SpatialUnderstanding.ScanStates.Done)
&& SpatialUnderstanding.Instance.AllowSpatialUnderstanding)
{
_scanComplete = true;
}
}
void Update()
{
if (DebugDisplay != null)
DebugDisplay.text = PrimaryText;
if (_scanComplete || !DoesScanMeetMinBarForCompletion) return;
SpatialUnderstanding.Instance.RequestFinishScan();
_scanComplete = true;
// hide mesh
var customMesh = SpatialUnderstanding.Instance.GetComponent<SpatialUnderstandingCustomMesh>();
customMesh.DrawProcessedMesh = false;
SpatialMappingManager.Instance.DrawVisualMeshes = false;
}
public string PrimaryText
{
get
{
// Scan state
if (SpatialUnderstanding.Instance.AllowSpatialUnderstanding)
{
switch (SpatialUnderstanding.Instance.ScanState)
{
case SpatialUnderstanding.ScanStates.Scanning:
// Get the scan stats
IntPtr statsPtr = SpatialUnderstanding.Instance.UnderstandingDLL.GetStaticPlayspaceStatsPtr();
if (SpatialUnderstandingDll.Imports.QueryPlayspaceStats(statsPtr) == 0)
{
return "playspace stats query failed";
}
// The stats tell us if we could potentially finish
if (DoesScanMeetMinBarForCompletion)
{
return "When ready, air tap to finalize your playspace";
}
return @"Bruno it's time to walk !
Move around and scan in your playspace";
case SpatialUnderstanding.ScanStates.Finishing:
return "Finalizing scan (please wait)";
case SpatialUnderstanding.ScanStates.Done:
return "Scan complete - Now go back to work!";
default:
return @"I'm working,
ScanState = " + SpatialUnderstanding.Instance.ScanState.ToString();
}
}
return "";
}
}
public bool DoesScanMeetMinBarForCompletion
{
get
{
// Only allow this when we are actually scanning
if ((SpatialUnderstanding.Instance.ScanState != SpatialUnderstanding.ScanStates.Scanning) ||
(!SpatialUnderstanding.Instance.AllowSpatialUnderstanding))
{
return false;
}
// Query the current playspace stats
var statsPtr = SpatialUnderstanding.Instance.UnderstandingDLL.GetStaticPlayspaceStatsPtr();
if (SpatialUnderstandingDll.Imports.QueryPlayspaceStats(statsPtr) == 0)
{
return false;
}
var stats = SpatialUnderstanding.Instance.UnderstandingDLL.GetStaticPlayspaceStats();
// Check our preset requirements
if ((stats.TotalSurfaceArea > MinAreaForComplete) ||
(stats.HorizSurfaceArea > MinHorizAreaForComplete) ||
(stats.WallSurfaceArea > MinWallAreaForComplete))
{
return true;
}
return false;
}
}
}
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