Altered files in HoloToolkit (v1.2017.1.2):
- Cursor.cs
- GazeManager.cs
- SpatialMappingSource.cs
- SpatialMappingObserver.cs
- MeshSaver.cs
- SpatialUnderstanding.cs
- SpatialUnderstandingCustomMesh.cs
- SpatialUnderstandingSourceMesh.cs
- InteractiveMeshCursor.cs
- WorldAnchorManager.cs
line 393:
+ // #Companion: Do not interpret the clicker device as a visible hand
+ if (eventData.InputSource.GetSupportedInputInfo(eventData.SourceId) != SupportedInputInfo.None)
+ {
visibleHandsCount++;
IsHandVisible = true;
+ }
line 215:
// #Companion: Use the Companion input module to obtain the correct pointer event data
CompanionMR.InputModule inputModule = EventSystem.current.gameObject.GetComponent<CompanionMR.InputModule>();
if (inputModule != null) { UnityUIPointerEvent = inputModule.GetLastPointerEventDataPublic(-1); }
line 288:
// #Companion: Release the current pointer event data
if (inputModule != null) { UnityUIPointerEvent = null; }
line 100:
surfaceObject.Object.tag = CompanionMR.Tags.TAG_SPATIAL_MAPPING; //#Companion
line 129:
- Debug.Log(surfaceObjectsWriteable.Count);
+ //Debug.Log(surfaceObjectsWriteable.Count); //#Companion
line 264:
// #Companion: Move the origin along with the user
this.SetObserverOrigin(Camera.main.transform.position);
this.SwitchObservedVolume();
line 35:
- return ApplicationData.Current.RoamingFolder.Path;
+ return ApplicationData.Current.LocalFolder.Path; //#Companion
line 19:
- public const float ScanSearchDistance = 8.0f;
+ public const float ScanSearchDistance = 12.0f; //#Companion
line 81:
- SpatialMappingManager.Instance.GetComponent<SpatialMappingObserver>().TimeBetweenUpdates = (scanState == ScanStates.Done) ? UpdatePeriod_AfterScanning : UpdatePeriod_DuringScanning;
+ //SpatialMappingManager.Instance.GetComponent<SpatialMappingObserver>().TimeBetweenUpdates = (scanState == ScanStates.Done) ? UpdatePeriod_AfterScanning : UpdatePeriod_DuringScanning; //#Companion
line 272:
/**
* #Companion: Clean up unnecessary meshes and components.
*/
public void Cleanup() {
// Clear ShapeDetection
if (CompanionMR.ShapeDetection.Instance != null) { CompanionMR.ShapeDetection.Instance.ClearGeometry(); }
if (CompanionMR.ShapeDefinition.IsInitialized) { CompanionMR.ShapeDefinition.Instance.Clear(); }
// Clear PlacementSolver
SpatialUnderstandingDllObjectPlacement.Solver_RemoveAllObjects();
if (CompanionMR.PlacementSolver.Instance != null) { CompanionMR.PlacementSolver.Instance.Clear(); }
// Clear Meshes
if (SpatialMappingManager.IsInitialized) { SpatialMappingManager.Instance.CleanupObserver(); }
this.UnderstandingSourceMesh.Cleanup(); // cleanup mapping mesh copies
this.UnderstandingDLL.UnpinAllObjects(); // cleanup intern meshes
this.UnderstandingCustomMesh.Cleanup(); // cleanup understanding meshes
// Clear DLL
SpatialUnderstandingDll.Imports.SpatialUnderstanding_Term();
SpatialUnderstandingDll.Imports.SpatialUnderstanding_Init();
// Reset SpatialUnderstanding
this.ScanState = ScanStates.None;
}
/**
* #Companion: Destroy the mapping components and meshes.
*/
public void CleanupMeshes() {
if (CompanionMR.ShapeDetection.Instance != null) { CompanionMR.ShapeDetection.Instance.ClearGeometry(); }
if (CompanionMR.PlacementSolver.Instance != null) { CompanionMR.PlacementSolver.Instance.ClearGeometry(true); }
if (SpatialMappingManager.IsInitialized) { SpatialMappingManager.Instance.CleanupObserver(); }
Destroy(this.UnderstandingSourceMesh); // destroy mapping mesh copies
Destroy(this.UnderstandingCustomMesh); // destroy understanding meshes
}
/**
* #Companion: Destroy all SpatialUnderstanding components.
*/
public void CleanupUnderstanding() {
this.CleanupMeshes();
if (CompanionMR.PlacementSolver.Instance != null) { Destroy(CompanionMR.PlacementSolver.Instance); }
if (CompanionMR.ShapeDetection.Instance != null) { Destroy(CompanionMR.ShapeDetection.Instance); }
if (CompanionMR.ShapeDefinition.IsInitialized) { Destroy(CompanionMR.ShapeDefinition.Instance); }
Destroy(this);
}
/**
* #Companion: Destroy this GameObject.
*/
public void DestroyGameObject() {
Destroy(this.gameObject);
}
line 446:
/**
* #Companion: Clean up the mesh.
*/
public void Cleanup() {
this.meshSectors.Clear();
base.Cleanup();
}
line 168:
/**
* #Companion: Clean up the mesh list.
*/
public void Cleanup() {
this.inputMeshList.Clear();
}
line 27:
- public TextMesh AnchorDebugText;
+ public UnityEngine.UI.Text AnchorDebugText; //#Companion
line 410:
AnchorGameObjectReferenceList.Remove(anchorId); //#Companion
line 433:
Destroy(anchoredGameObject); //#Companion