using System;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation
{
///
/// The base class for all types.
///
///
/// A "trackable" is something that is tracked in the physical environment. These include:
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///
public abstract class ARTrackable : MonoBehaviour, ITrackable
{
///
public abstract TrackableId trackableId { get; }
///
public abstract Pose pose { get; }
///
public abstract TrackingState trackingState { get; }
///
public abstract IntPtr nativePtr { get; }
}
///
/// A generic component for trackables. A "trackable" is a feature in the physical
/// environment that can be detected and tracked by an XR device.
///
/// The raw, session-relative data type used to update this trackable.
/// The concrete class which derives from .
public class ARTrackable : ARTrackable
where TSessionRelativeData : struct, ITrackable
where TTrackable : ARTrackable
{
[SerializeField]
[Tooltip("If true, this component's GameObject is destroyed when this trackable is removed.")]
bool m_DestroyOnRemoval = true;
///
/// If true, this component's GameObject will be removed immediately when the XR device reports this trackable is no longer tracked.
///
///
/// Setting this to false will keep the GameObject around. You might want to do this, for example,
/// if you have custom removal logic, such as a fade out.
///
public bool destroyOnRemoval
{
get => m_DestroyOnRemoval;
set => m_DestroyOnRemoval = value;
}
///
public override TrackableId trackableId => sessionRelativeData.trackableId;
///
public override Pose pose => sessionRelativeData.pose;
///
public override TrackingState trackingState => sessionRelativeData.trackingState;
///
public override IntPtr nativePtr => sessionRelativeData.nativePtr;
///
/// Pending means the trackable was added manually (usually via an AddTrackable-style method
/// on its manager) but has not yet been reported as added.
///
public bool pending { get; internal set; }
///
/// The session-relative data associated with this trackable.
///
protected internal TSessionRelativeData sessionRelativeData { get; private set; }
///
/// Invoked just after the session-relative data has been set.
/// The GameObject's transform has already been updated.
/// You may override this method to perform further updates specific
/// to the derived trackable.
///
protected internal virtual void OnAfterSetSessionRelativeData() { }
internal void SetSessionRelativeData(TSessionRelativeData data) => sessionRelativeData = data;
}
}