XROcclusionSubsystem.cs
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using System;
using System.Collections.Generic;
using Unity.Collections;
#if UNITY_2020_2_OR_NEWER
using UnityEngine.SubsystemsImplementation;
#endif
namespace UnityEngine.XR.ARSubsystems
{
/// <summary>
/// Defines an interface for interacting with occlusion functionality.
/// </summary>
#if UNITY_2020_2_OR_NEWER
public class XROcclusionSubsystem
: SubsystemWithProvider<XROcclusionSubsystem, XROcclusionSubsystemDescriptor, XROcclusionSubsystem.Provider>
#else
public abstract class XROcclusionSubsystem
: XRSubsystem<XROcclusionSubsystemDescriptor>
#endif
{
#if !UNITY_2020_2_OR_NEWER
/// <summary>
/// The implementation specific provider of occlusion functionality.
/// </summary>
/// <value>
/// The implementation specific provider of occlusion functionality.
/// </value>
Provider provider;
#endif
/// <summary>
/// Specifies the human segmentation stencil mode.
/// </summary>
/// <value>
/// The human segmentation stencil mode.
/// </value>
/// <exception cref="System.NotSupportedException">Thrown when setting the human segmentation stencil mode to
/// enabled if the implementation does not support human segmentation.</exception>
public HumanSegmentationStencilMode requestedHumanStencilMode
{
get => provider.requestedHumanStencilMode;
set => provider.requestedHumanStencilMode = value;
}
/// <summary>
/// Get the current segmentation stencil mode in use by the subsystem.
/// </summary>
public HumanSegmentationStencilMode currentHumanStencilMode => provider.currentHumanStencilMode;
/// <summary>
/// Specifies the human segmentation depth mode.
/// </summary>
/// <value>
/// The human segmentation depth mode.
/// </value>
/// <exception cref="System.NotSupportedException">Thrown when setting the human segmentation depth mode to
/// enabled if the implementation does not support human segmentation.</exception>
public HumanSegmentationDepthMode requestedHumanDepthMode
{
get => provider.requestedHumanDepthMode;
set => provider.requestedHumanDepthMode = value;
}
/// <summary>
/// Get the human segmentation depth mode currently in use by the provider.
/// </summary>
public HumanSegmentationDepthMode currentHumanDepthMode => provider.currentHumanDepthMode;
/// <summary>
/// Construct the subsystem by creating the functionality provider.
/// </summary>
public XROcclusionSubsystem()
{
#if !UNITY_2020_2_OR_NEWER
provider = CreateProvider();
#endif
}
#if !UNITY_2020_2_OR_NEWER
/// <summary>
/// Start the subsystem by starting the provider.
/// </summary>
protected sealed override void OnStart() => provider.Start();
/// <summary>
/// Stop the subsystem by stopping the provider.
/// </summary>
protected sealed override void OnStop() => provider.Stop();
/// <summary>
/// Destroy the subsystem by destroying the provider.
/// </summary>
protected sealed override void OnDestroyed() => provider.Destroy();
#endif
/// <summary>
/// Gets the human stencil texture descriptor.
/// </summary>
/// <param name="humanStencilDescriptor">The human stencil texture descriptor to be populated, if available
/// from the provider.</param>
/// <returns>
/// <c>true</c> if the human stencil texture descriptor is available and is returned. Otherwise, <c>false</c>.
/// </returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human stencil
/// texture.</exception>
public bool TryGetHumanStencil(out XRTextureDescriptor humanStencilDescriptor)
=> provider.TryGetHumanStencil(out humanStencilDescriptor);
/// <summary>
/// Tries to acquire the latest human stencil CPU image.
/// </summary>
/// <param name="cpuImage">If this method returns `true`, an acquired <see cref="XRCpuImage"/>. The CPU image
/// must be disposed by the caller.</param>
/// <returns>Returns `true` if an <see cref="XRCpuImage"/> was successfully acquired.
/// Returns `false` otherwise.</returns>
public bool TryAcquireHumanStencilCpuImage(out XRCpuImage cpuImage)
{
if (provider.humanStencilCpuImageApi != null && provider.TryAcquireHumanStencilCpuImage(out var cinfo))
{
cpuImage = new XRCpuImage(provider.humanStencilCpuImageApi, cinfo);
return true;
}
else
{
cpuImage = default;
return false;
}
}
/// <summary>
/// Tries to acquire the latest human depth CPU image.
/// </summary>
/// <param name="cpuImage">If this method returns `true`, an acquired <see cref="XRCpuImage"/>. The CPU image
/// must be disposed by the caller.</param>
/// <returns>Returns `true` if an <see cref="XRCpuImage"/> was successfully acquired.
/// Returns `false` otherwise.</returns>
public bool TryAcquireHumanDepthCpuImage(out XRCpuImage cpuImage)
{
if (provider.humanDepthCpuImageApi != null && provider.TryAcquireHumanDepthCpuImage(out var cinfo))
{
cpuImage = new XRCpuImage(provider.humanDepthCpuImageApi, cinfo);
return true;
}
else
{
cpuImage = default;
return false;
}
}
/// <summary>
/// Gets the human depth texture descriptor.
/// </summary>
/// <param name="humanDepthDescriptor">The human depth texture descriptor to be populated, if available from
/// the provider.</param>
/// <returns>
/// <c>true</c> if the human depth texture descriptor is available and is returned. Otherwise, <c>false</c>.
/// </returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human depth
/// texture.</exception>
public bool TryGetHumanDepth(out XRTextureDescriptor humanDepthDescriptor)
=> provider.TryGetHumanDepth(out humanDepthDescriptor);
/// <summary>
/// Gets the occlusion texture descriptors associated with the current AR frame.
/// </summary>
/// <param name="allocator">The allocator to use when creating the returned <c>NativeArray</c>.</param>
/// <returns>An array of texture descriptors.</returns>
/// <remarks>
/// The caller owns the returned <c>NativeArray</c> and is responsible for calling <c>Dispose</c> on it.
/// </remarks>
public NativeArray<XRTextureDescriptor> GetTextureDescriptors(Allocator allocator)
=> provider.GetTextureDescriptors(default(XRTextureDescriptor), allocator);
/// <summary>
/// Get the enabled and disabled shader keywords for the material.
/// </summary>
/// <param name="enabledKeywords">The keywords to enable for the material.</param>
/// <param name="disabledKeywords">The keywords to disable for the material.</param>
public void GetMaterialKeywords(out List<string> enabledKeywords, out List<string> disabledKeywords)
=> provider.GetMaterialKeywords(out enabledKeywords, out disabledKeywords);
#if !UNITY_2020_2_OR_NEWER
/// <summary>
/// Create the implementation specific functionality provider.
/// </summary>
/// <returns>
/// The implementation specific functionality provider.
/// </returns>
protected abstract Provider CreateProvider();
#endif
/// <summary>
/// Register the descriptor for the occlusion subsystem implementation.
/// </summary>
/// <param name="occlusionSubsystemCinfo">The occlusion subsystem implementation construction information.
/// </param>
/// <returns>
/// <c>true</c> if the descriptor was registered. Otherwise, <c>false</c>.
/// </returns>
public static bool Register(XROcclusionSubsystemCinfo occlusionSubsystemCinfo)
{
XROcclusionSubsystemDescriptor occlusionSubsystemDescriptor = XROcclusionSubsystemDescriptor.Create(occlusionSubsystemCinfo);
#if UNITY_2020_2_OR_NEWER
SubsystemDescriptorStore.RegisterDescriptor(occlusionSubsystemDescriptor);
return true;
#else
return SubsystemRegistration.CreateDescriptor(occlusionSubsystemDescriptor);
#endif
}
/// <summary>
/// The provider which will service the <see cref="XROcclusionSubsystem"/>.
/// </summary>
public abstract class Provider
#if UNITY_2020_2_OR_NEWER
: SubsystemProvider<XROcclusionSubsystem>
#endif
{
#if !UNITY_2020_2_OR_NEWER
/// <summary>
/// Method to be implemented by the provider to start the functionality.
/// </summary>
public virtual void Start() { }
/// <summary>
/// Method to be implemented by the provider to stop the functionality.
/// </summary>
public virtual void Stop() { }
/// <summary>
/// Method to be implemented by the provider to destroy itself and release any resources.
/// </summary>
public virtual void Destroy() { }
#endif
/// <summary>
/// Property to be implemented by the provider to get/set the requested human segmentation stencil mode.
/// </summary>
/// <value>
/// The requested human segmentation stencil mode.
/// </value>
/// <exception cref="System.NotSupportedException">Thrown when setting the human segmentation stencil mode
/// to enabled if the implementation does not support human segmentation.</exception>
public virtual HumanSegmentationStencilMode requestedHumanStencilMode
{
get => HumanSegmentationStencilMode.Disabled;
set
{
if (value.Enabled())
{
throw new NotSupportedException("Setting human segmentation stencil to enabled is not "
+ "supported by this implementation");
}
}
}
/// <summary>
/// Property to be implemented by the provider to get the segmentation stencil mode currently in use.
/// </summary>
public virtual HumanSegmentationStencilMode currentHumanStencilMode => HumanSegmentationStencilMode.Disabled;
/// <summary>
/// Property to be implemented by the provider to get/set the requested human segmentation depth mode.
/// </summary>
/// <value>
/// The requested human segmentation depth mode.
/// </value>
/// <exception cref="System.NotSupportedException">Thrown when setting the human segmentation depth mode
/// to enabled if the implementation does not support human segmentation.</exception>
public virtual HumanSegmentationDepthMode requestedHumanDepthMode
{
get => HumanSegmentationDepthMode.Disabled;
set
{
if (value.Enabled())
{
throw new NotSupportedException("Setting human segmentation depth to enabled is not supported "
+ "by this implementation");
}
}
}
/// <summary>
/// Property to be implemented by the provider to get the human segmentation depth mode currently in use.
/// </summary>
public virtual HumanSegmentationDepthMode currentHumanDepthMode => HumanSegmentationDepthMode.Disabled;
/// <summary>
/// Method to be implemented by the provider to get the human stencil texture descriptor.
/// </summary>
/// <param name="humanStencilDescriptor">The human stencil texture descriptor to be populated, if
/// available.</param>
/// <returns>
/// <c>true</c> if the human stencil texture descriptor is available and is returned. Otherwise,
/// <c>false</c>.
/// </returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human
/// stencil texture.</exception>
public virtual bool TryGetHumanStencil(out XRTextureDescriptor humanStencilDescriptor)
=> throw new NotSupportedException("human stencil texture is not supported by this implementation");
/// <summary>
/// Tries to acquire the latest human stencil CPU image.
/// </summary>
/// <param name="cinfo">If this method returns `true`, this should be populated with construction
/// information for an <see cref="XRCpuImage"/>.</param>
/// <returns>Returns `true` if the human stencil CPU image was acquired. Returns `false` otherwise.</returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human
/// stencil CPU images.</exception>
public virtual bool TryAcquireHumanStencilCpuImage(out XRCpuImage.Cinfo cinfo)
=> throw new NotSupportedException("Human stencil CPU images are not supported by this implementation.");
/// <summary>
/// The <see cref="XRCpuImage.Api"/> for interacting with an <see cref="XRCpuImage"/> acquired with
/// <see cref="TryAcquireHumanStencilCpuImage"/>.
/// </summary>
public virtual XRCpuImage.Api humanStencilCpuImageApi => null;
/// <summary>
/// Method to be implemented by the provider to get the human depth texture descriptor.
/// </summary>
/// <param name="humanDepthDescriptor">The human depth texture descriptor to be populated, if available.
/// </param>
/// <returns>
/// <c>true</c> if the human depth texture descriptor is available and is returned. Otherwise,
/// <c>false</c>.
/// </returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human
/// depth texture.</exception>
public virtual bool TryGetHumanDepth(out XRTextureDescriptor humanDepthDescriptor)
=> throw new NotSupportedException("human depth texture is not supported by this implementation");
/// <summary>
/// Tries to acquire the latest human depth CPU image.
/// </summary>
/// <param name="cinfo">If this method returns `true`, this should be populated with construction
/// information for an <see cref="XRCpuImage"/>.</param>
/// <returns>Returns `true` if the human depth CPU image was acquired. Returns `false` otherwise.</returns>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human
/// depth CPU images.</exception>
public virtual bool TryAcquireHumanDepthCpuImage(out XRCpuImage.Cinfo cinfo)
=> throw new NotSupportedException("Human depth CPU images are not supported by this implementation.");
/// <summary>
/// The <see cref="XRCpuImage.Api"/> for interacting with an <see cref="XRCpuImage"/> acquired with
/// <see cref="TryAcquireHumanDepthCpuImage"/>.
/// </summary>
public virtual XRCpuImage.Api humanDepthCpuImageApi => null;
/// <summary>
/// Method to be implemented by the provider to get the occlusion texture descriptors associated with the
/// current AR frame.
/// </summary>
/// <param name="defaultDescriptor">The default descriptor value.</param>
/// <param name="allocator">The allocator to use when creating the returned <c>NativeArray</c>.</param>
/// <returns>An array of the occlusion texture descriptors.</returns>
public virtual NativeArray<XRTextureDescriptor> GetTextureDescriptors(XRTextureDescriptor defaultDescriptor,
Allocator allocator)
=> new NativeArray<XRTextureDescriptor>(0, allocator);
/// <summary>
/// Method to be implemented by the provider to get the enabled and disabled shader keywords for the
/// material.
/// </summary>
/// <param name="enabledKeywords">The keywords to enable for the material.</param>
/// <param name="disabledKeywords">The keywords to disable for the material.</param>
public virtual void GetMaterialKeywords(out List<string> enabledKeywords, out List<string> disabledKeywords)
{
enabledKeywords = null;
disabledKeywords = null;
}
}
}
}