Exemple de migration de la version 4.6 vers la version 4000 : migrer le sample SpatialMap_Sparse_Localizing
Cet article décrit comment migrer le sample SpatialMap_Sparse_Localizing de EasyAR Sense Unity Plugin version 4.6 vers la version 4000.
Remplacer le package plugin
Consultez le guide général de migration pour remplacer le package plugin.
Reconstruire la scene (obligatoire)
Supprimez AR Session de la scene :
Recréez AR Session :
Supprimez Sparse SpatialMap de la scene :
Recréez Sparse SpatialMap :
Dans la fenêtre Inspector du composant Sparse SpatialMap Controller, saisissez l'ID et le Name de la sparse spatial map, puis spécifiez le Tracker :
Réaffectez ARSession dans le script du sample à la nouvelle AR Session (EasyAR) :
Réaffectez MapController dans le script du sample au nouveau Sparse SpatialMap Controller :
Modifier le code incompatible
Supprimez le code qui imprime Status dans Start, puis mettez à jour les callbacks de localization de sparse spatial map vers MapController.TargetFound et MapController.TargetLost selon l'API de la nouvelle version :
Code de l'ancienne version :
sparse = Session.GetComponentInChildren<SparseSpatialMapWorkerFrameFilter>(); if (string.IsNullOrEmpty(MapController.MapManagerSource.ID) || string.IsNullOrEmpty(MapController.MapManagerSource.Name)) { throw new UIPopupException("Map ID or Name NOT set, please set MapManagerSource on: " + MapController + Environment.NewLine + "To create SpatialMap, use <SpatialMap_SparseSpatialMap> sample." + Environment.NewLine + "To get Map ID and Name, use EasyAR Develop Center (www.easyar.com) -> SpatialMap -> Database Details." + Environment.NewLine + "Map ID is used when loading, it can be used to share maps among devices.", 100); } MapController.MapLoad += (map, status, error) => { GUIPopup.EnqueueMessage("Load map {name = " + map.Name + ", id = " + map.ID + "} into " + sparse.name + Environment.NewLine + " => " + status + (string.IsNullOrEmpty(error) ? "" : " <" + error + ">"), status ? 3 : 5); if (!status) { return; } GUIPopup.EnqueueMessage("Notice: load map (only the first time each map) will trigger a download in this sample." + Environment.NewLine + "Statistical request count will be increased (more details on EasyAR website)." + Environment.NewLine + "Map cache is used after a successful download." + Environment.NewLine + "Map cache will be cleared if SparseSpatialMapManager.clear is called or app uninstalled.", 5); }; MapController.MapLocalized += () => { GUIPopup.EnqueueMessage("Localized map {name = " + MapController.MapInfo.Name + "}", 3); }; MapController.MapStopLocalize += () => { GUIPopup.EnqueueMessage("Stopped localize map {name = " + MapController.MapInfo.Name + "}", 3); }; sparse.Localizer.startLocalization();Modifier en :
sparse = Session.GetComponentInChildren<SparseSpatialMapWorkerFrameFilter>(); MapController.TargetFound += () => { Debug.Log($"Found target {{name = {MapController.Info.Name}}}"); }; MapController.TargetLost += () => { if (!MapController) { return; } Debug.Log($"Lost target {{name = {MapController.Info.Name}}}"); };
Utilisez la nouvelle API dans Update pour déterminer si la Sparse Spatial Map existe et est suivie directement:
Code de la version d'origine:
private void Update() { Status.text = $"Device Model: {SystemInfo.deviceModel} {deviceModel}" + Environment.NewLine + "VIO Device" + Environment.NewLine + "\tType: " + ((Session.Assembly != null && Session.Assembly.FrameSource) ? Session.Assembly.FrameSource.GetType().ToString().Replace("easyar.", "").Replace("FrameSource", "") : "-") + Environment.NewLine + "\tTracking Status: " + Session.TrackingStatus + Environment.NewLine + "Sparse Spatial Map" + Environment.NewLine + "\tWorking Mode: " + sparse.WorkingMode + Environment.NewLine + "\tLocalization Mode: " + sparse.LocalizerConfig.LocalizationMode + Environment.NewLine + "Localized Map" + Environment.NewLine + "\tName: " + (sparse.LocalizedMap == null ? "-" : (sparse.LocalizedMap.MapInfo == null ? "-" : sparse.LocalizedMap.MapInfo.Name)) + Environment.NewLine + "\tID: " + (sparse.LocalizedMap == null ? "-" : (sparse.LocalizedMap.MapInfo == null ? "-" : sparse.LocalizedMap.MapInfo.ID)) + Environment.NewLine + "\tPoint Cloud Count: " + (sparse.LocalizedMap == null ? "-" : sparse.LocalizedMap.PointCloud.Count.ToString()) + Environment.NewLine + "Cube Location: " + (onSparse ? "On Sparse Spatial Map" : (Session.TrackingStatus.OnSome && Session.TrackingStatus != MotionTrackingStatus.NotTracking ? "Air" : "-")) + Environment.NewLine + Environment.NewLine + "Gesture Instruction" + Environment.NewLine + "\tMove to Sparse Spatial Map Point: One Finger Move" + Environment.NewLine + "\tScale: Two Finger Pinch"; if (Input.touchCount == 1 && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) { var touch = Input.touches[0]; if (touch.phase == TouchPhase.Moved) { var viewPoint = new Vector2(touch.position.x / Screen.width, touch.position.y / Screen.height); if (sparse && sparse.LocalizedMap) { var points = sparse.LocalizedMap.HitTest(viewPoint); foreach (var point in points) { onSparse = true; TouchControl.transform.position = sparse.LocalizedMap.transform.TransformPoint(point); break; } } } } }Modifier en:
private void Update() { if (Input.touchCount == 1 && !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) { var touch = Input.touches[0]; if (touch.phase == TouchPhase.Moved) { var viewPoint = new Vector2(touch.position.x / Screen.width, touch.position.y / Screen.height); if (MapController && MapController.IsDirectlyTracked) { var points = MapController.HitTest(viewPoint); foreach (var point in points) { onSparse = true; TouchControl.transform.position = MapController.transform.TransformPoint(point); break; } } } } }
À ce stade, la scene et les scripts du sample ont été mis à jour vers la version 4000.0 et peuvent s'exécuter.






