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Bachelor-Arbeit-Adrian-Haefner/Library/PackageCache/com.unity.xr.arfoundation@ef86c118adc4/Runtime/ARFoundation/MutableRuntimeReferenceImageLibraryExtensions.cs
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127 lines
7.3 KiB
C#

using System;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation
{
/// <summary>
/// Extension methods for
/// [MutableRuntimeReferenceImageLibrary](xref:UnityEngine.XR.ARSubsystems.MutableRuntimeReferenceImageLibrary).
/// </summary>
public static class MutableRuntimeReferenceImageLibraryExtensions
{
/// <summary>
/// Asynchronously adds <paramref name="texture"/> to <paramref name="library"/>.
/// </summary>
/// <remarks>
/// This method is deprecated. Use <see cref="ScheduleAddImageWithValidationJob"/> instead.
///
/// Image addition can take some time (several frames) due to extra processing that must occur to insert the
/// image into the library. This is done using the [Unity Job System]
/// (https://docs.unity3d.com/Manual/JobSystem.html). The returned [JobHandle](xref:Unity.Jobs.JobHandle) can
/// be used to chain together multiple tasks or to query for completion, but you can safely discarded if you do
/// not need it.
///
/// This job, like all Unity jobs, can have dependencies (using the <paramref name="inputDeps"/>). If you are
/// adding multiple images to the library, it is not necessary to pass a previous
/// <see cref="ScheduleAddImageJob"/> `JobHandle` as the input dependency to the next
/// <see cref="ScheduleAddImageJob"/>; they can be processed concurrently.
///
/// The bytes of the <paramref name="texture"/> are copied, so you can safely destroy the texture
/// after this method returns.
/// </remarks>
/// <param name="library">The <see cref="MutableRuntimeReferenceImageLibrary"/> being extended.</param>
/// <param name="texture">The [Texture2D](xref:UnityEngine.Texture2D) to use as image target.</param>
/// <param name="name">The name of the image.</param>
/// <param name="widthInMeters">The physical width of the image, in meters.</param>
/// <param name="inputDeps">Input job dependencies (optional).</param>
/// <returns>A [JobHandle](xref:Unity.Jobs.JobHandle) which can be used to chain together multiple tasks or to
/// query for completion. Can be safely discarded.</returns>
/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="library"/> is `null`.</exception>
/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="texture"/> is `null`.</exception>
/// <exception cref="System.InvalidOperationException">Thrown if <see cref="ARSession.state"/> hasn't reached the ready state.</exception>
/// <exception cref="System.InvalidOperationException">Thrown if <paramref name="texture"/> is not readable.</exception>
[Obsolete("Use " + nameof(ScheduleAddImageWithValidationJob) + " instead. (2020-10-20)")]
public static JobHandle ScheduleAddImageJob(
this MutableRuntimeReferenceImageLibrary library,
Texture2D texture,
string name,
float? widthInMeters,
JobHandle inputDeps = default) =>
ScheduleAddImageWithValidationJob(library, texture, name, widthInMeters, inputDeps).jobHandle;
/// <summary>
/// Asynchronously adds <paramref name="texture"/> to <paramref name="library"/>.
/// </summary>
/// <remarks>
/// The bytes of the <paramref name="texture"/> are copied, so the texture may be safely
/// destroyed after this method returns.
///
/// > [!TIP]
/// > Do not call this method on your app's first frame. <see cref="ARSession.state">ARSession.state</see> should
/// > be <see cref="ARSessionState.SessionInitializing"/> or <see cref="ARSessionState.SessionTracking"/> before you schedule an add image job. You can implement a
/// > <c>MonoBehaviour</c>'s <a href="https://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html">Start</a>
/// > method as a coroutine and `yield` until the AR Session state is <c>SessionTracking</c>.
/// </remarks>
/// <param name="library">The <see cref="MutableRuntimeReferenceImageLibrary"/> being extended.</param>
/// <param name="texture">The <see cref="Texture2D"/> to add to <paramref name="library"/>.</param>
/// <param name="name">The name of the image.</param>
/// <param name="widthInMeters">The physical width of the image, in meters.</param>
/// <param name="inputDeps">Input job dependencies (optional).</param>
/// <returns><para>Returns an <see cref="AddReferenceImageJobState"/> that you can use to query for job completion and
/// whether the image was successfully added.</para>
/// <para>If image validity can be determined, invalid images will be not be added.</para></returns>
/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="library"/> is <see langword="null"/>.</exception>
/// <exception cref="System.ArgumentNullException">Thrown if <paramref name="texture"/> is <see langword="null"/>.</exception>
/// <exception cref="System.InvalidOperationException">Thrown if <see cref="ARSession.state"/> hasn't reached the ready state.</exception>
/// <exception cref="System.InvalidOperationException">Thrown if <paramref name="texture"/> is not readable.</exception>
public static AddReferenceImageJobState ScheduleAddImageWithValidationJob(
this MutableRuntimeReferenceImageLibrary library,
Texture2D texture,
string name,
float? widthInMeters,
JobHandle inputDeps = default)
{
if (ARSession.state < ARSessionState.Ready)
throw new InvalidOperationException("The ARSession has not reached the ready state. Ensure that AR is supported and running before you call this method.");
if (ReferenceEquals(library, null))
throw new ArgumentNullException(nameof(library));
if (texture == null)
throw new ArgumentNullException(nameof(texture));
if (!texture.isReadable)
throw new InvalidOperationException("The texture must be readable to be used as the source for a reference image.");
var imageBytesCopy = new NativeArray<byte>(texture.GetRawTextureData<byte>(), Allocator.Persistent);
try
{
Vector2? size = null;
if (widthInMeters.HasValue)
{
size = new Vector2(widthInMeters.Value, widthInMeters.Value * texture.height / texture.width);
}
var referenceImage = new XRReferenceImage(SerializableGuid.empty, SerializableGuid.empty, size, name, texture);
var state = library.ScheduleAddImageWithValidationJob(imageBytesCopy, new Vector2Int(texture.width, texture.height), texture.format, referenceImage, inputDeps);
new DeallocateJob { data = imageBytesCopy }.Schedule(state.jobHandle);
return state;
}
catch
{
imageBytesCopy.Dispose();
throw;
}
}
struct DeallocateJob : IJob
{
[DeallocateOnJobCompletion]
public NativeArray<byte> data;
public void Execute() { }
}
}
}