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adriadri6972 d3d9c5f833 upload project
2025-07-31 15:21:08 +02:00

98 lines
3.8 KiB
C#

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