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Added Spatial Texture Mapping Example
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119 changes: 119 additions & 0 deletions C++/HolographicSpatialMapping/README.md
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<!---
category: Holographic
samplefwlink: http://go.microsoft.com/fwlink/p/?LinkId=798591
--->

# Holographic spatial mapping sample

This sample demonstrates how to acquire spatial mapping data from Windows Perception in
real-time, and provides a simple example for consuming the spatial mapping data.

Specifically, this sample requests spatial mapping updates for a space with rectangular extents
20x20x5 meters from the device, and renders the data as a mesh in holographic space. You can choose
one of the following two scenarios:

- Render mesh data in wireframe, visualizing the spatial map in direct comparison to the real world
- Render mesh data as a surface, visualizing the spatial map as an overlay on top of surfaces

This sample uses the spatialPerception app capability, which allows the app to use spatial mapping
data. To do this, the app registers the capability in the app manifest (which uses a schema
extension), and then performs an in-app permissions request, which is automatically granted as a
core feature on the Microsoft HoloLens.

### Render mesh data in wireframe

This is the default operational mode for the sample. Build the sample and deploy it to the
Microsoft HoloLens emulator, or to a Microsoft HoloLens with developer mode enabled. Look around the
room to map your space using the Windows.Perception.Spatial namespace.

### Render mesh data as a surface

This is an optional operational mode for the sample. Starting from wireframe mode, perform an air tap
gesture. The visualization mode will change to render the spatial map as a set of 3D surfaces, using a
simplified lighting algorithm.

### Additional remarks

**Note** The Windows universal samples for Windows 10 Holographic require Visual Studio 2015 Update 2
to build, and a Windows Holographic device to execute. Windows Holographic devices include the
Microsoft HoloLens and the Microsoft HoloLens Emulator.

To obtain information about Windows 10 development, go to the [Windows Dev Center](http://go.microsoft.com/fwlink/?LinkID=532421).

To obtain information about the tools used for Windows Holographic development, including
Microsoft Visual Studio 2015 Update 2 and the Microsoft HoloLens Emulator, go to
[Install the tools](https://developer.microsoft.com/windows/holographic/install_the_tools).

## Reference

The following are used to demonstrate spatial mapping in this code sample:

* [Windows.Perception namespace] (https://msdn.microsoft.com/library/windows/apps/windows.perception.aspx)
* [Windows.Perception.Spatial namespace] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.aspx)
* [SpatialPerceptionAccessStatus enumeration] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.spatialperceptionaccessstatus.aspx)
* [Windows.Perception.Spatial.Surfaces] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.surfaces.aspx)
* [SpatialSurfaceObserver class] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.surfaces.spatialsurfaceobserver.aspx)
* [SpatialSurfaceInfo class] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.surfaces.spatialsurfaceinfo.aspx)
* [SpatialSurfaceMeshOptions class] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.surfaces.spatialsurfacemeshoptions.aspx)
* [SpatialSurfaceInfo.TryComputeLatestMeshAsync] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.surfaces.spatialsurfaceinfo.trycomputelatestmeshasync.aspx)
* [SpatialSurfaceMesh class] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.surfaces.spatialsurfacemesh.aspx)
* [SpatialSurfaceMeshBuffer class] (https://msdn.microsoft.com/library/windows/apps/windows.perception.spatial.surfaces.spatialsurfacemeshbuffer.aspx)


## System requirements

**Client:** Windows 10 Holographic

**Phone:** Not supported

## Build the sample

1. If you download the samples ZIP, be sure to unzip the entire archive, not just the folder with
the sample you want to build.
2. Start Microsoft Visual Studio 2015 and select **File** \> **Open** \> **Project/Solution**.
3. Starting in the folder where you unzipped the samples, go to the Samples subfolder, then the
subfolder for this specific sample, then the subfolder for your preferred language (C++, C#, or
JavaScript). Double-click the Visual Studio 2015 Solution (.sln) file.
4. Press Ctrl+Shift+B, or select **Build** \> **Build Solution**.

## Run the sample

The next steps depend on whether you just want to deploy the sample or you want to both deploy and
run it.

### Deploying the sample to the Microsoft HoloLens emulator

- Click the debug target drop-down, and select **Microsoft HoloLens Emulator**.
- Select **Build** \> **Deploy** Solution.

### Deploying the sample to a Microsoft HoloLens

- Developer unlock your Microsoft HoloLens. For instructions, go to [Enable your device for development]
(https://msdn.microsoft.com/windows/uwp/get-started/enable-your-device-for-development#enable-your-windows-10-devices).
- Find the IP address of your Microsoft HoloLens. The IP address can be found in **Settings**
\> **Network & Internet** \> **Wi-Fi** \> **Advanced options**. Or, you can ask Cortana for this
information by saying: "Hey Cortana, what's my IP address?"
- Right-click on your project in Visual Studio, and then select **Properties**.
- In the Debugging pane, click the drop-down and select **Remote Machine**.
- Enter the IP address of your Microsoft HoloLens into the field labelled **Machine Name**.
- Click **OK**.
- Select **Build** \> **Deploy** Solution.

### Pairing your developer-unlocked Microsoft HoloLens with Visual Studio

The first time you deploy from your development PC to your developer-unlocked Microsoft HoloLens,
you will need to use a PIN to pair your PC with the Microsoft HoloLens.
- When you select **Build** \> **Deploy Solution**, a dialog box will appear for Visual Studio to
accept the PIN.
- On your Microsoft HoloLens, go to **Settings** \> **Update** \> **For developers**, and click on
**Pair**.
- Type the PIN displayed by your Microsoft HoloLens into the Visual Studio dialog box and click
**OK**.
- On your Microsoft HoloLens, select **Done** to accept the pairing.
- The solution will then start to deploy.

### Deploying and running the sample

- To debug the sample and then run it, follow the steps listed above to connect your
developer-unlocked Microsoft HoloLens, then press F5 or select **Debug** \> **Start Debugging**.
To run the sample without debugging, press Ctrl+F5 or select **Debug** \> **Start Without Debugging**.
203 changes: 203 additions & 0 deletions C++/HolographicSpatialMapping/cpp/AppView.cpp
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//*********************************************************
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
//*********************************************************

#include "pch.h"
#include "AppView.h"

#include <ppltasks.h>

using namespace HolographicSpatialMapping;

using namespace concurrency;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Holographic;
using namespace Windows::UI::Core;

// The main function is only used to initialize our IFrameworkView class.
// Under most circumstances, you should not need to modify this function.
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
AppViewSource^ appViewSource = ref new ::AppViewSource();
CoreApplication::Run(appViewSource);
return 0;
}

IFrameworkView^ AppViewSource::CreateView()
{
return ref new AppView();
}

AppView::AppView()
{
}


// IFrameworkView methods

// The first method called when the IFrameworkView is being created.
// Use this method to subscribe for Windows shell events and to initialize your app.
void AppView::Initialize(CoreApplicationView^ applicationView)
{
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &AppView::OnViewActivated);

// Register event handlers for app lifecycle.
CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &AppView::OnSuspending);

CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &AppView::OnResuming);

// At this point we have access to the device and we can create device-dependent
// resources.
m_deviceResources = std::make_shared<DX::DeviceResources>();

m_main = std::make_unique<HolographicSpatialMappingMain>(m_deviceResources);
}

// Called when the CoreWindow object is created (or re-created).
void AppView::SetWindow(CoreWindow^ window)
{
// Register for keypress notifications.
window->KeyDown +=
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &AppView::OnKeyPressed);

// Register for notification that the app window is being closed.
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &AppView::OnWindowClosed);

// Register for notifications that the app window is losing focus.
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &AppView::OnVisibilityChanged);

// Create a holographic space for the core window for the current view.
// Presenting holographic frames that are created by this holographic space will put
// the app into exclusive mode.
m_holographicSpace = HolographicSpace::CreateForCoreWindow(window);

// The DeviceResources class uses the preferred DXGI adapter ID from the holographic
// space (when available) to create a Direct3D device. The HolographicSpace
// uses this ID3D11Device to create and manage device-based resources such as
// swap chains.
m_deviceResources->SetHolographicSpace(m_holographicSpace);

// The main class uses the holographic space for updates and rendering.
m_main->SetHolographicSpace(m_holographicSpace);
}

// The Load method can be used to initialize scene resources or to load a
// previously saved app state.
void AppView::Load(Platform::String^ entryPoint)
{
}

// This method is called after the window becomes active. It oversees the
// update, draw, and present loop, and it also oversees window message processing.
void AppView::Run()
{
while (!m_windowClosed)
{
if (m_windowVisible && (m_holographicSpace != nullptr))
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);

HolographicFrame^ holographicFrame = m_main->Update();

if (m_main->Render(holographicFrame))
{
// The holographic frame has an API that presents the swap chain for each
// holographic camera.
m_deviceResources->Present(holographicFrame);
}
}
else
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}

// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
// class is torn down while the app is in the foreground.
// This method is not often used, but IFrameworkView requires it and it will be called for
// holographic apps.
void AppView::Uninitialize()
{

}


// Application lifecycle event handlers

// Called when the app view is activated. Activates the app's CoreWindow.
void AppView::OnViewActivated(CoreApplicationView^ sender, IActivatedEventArgs^ args)
{
// Run() won't start until the CoreWindow is activated.
sender->CoreWindow->Activate();
}

void AppView::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
{
// Save app state asynchronously after requesting a deferral. Holding a deferral
// indicates that the application is busy performing suspending operations. Be
// aware that a deferral may not be held indefinitely; after about five seconds,
// the app will be forced to exit.
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();

create_task([this, deferral] ()
{
m_deviceResources->Trim();

if (m_main != nullptr)
{
m_main->SaveAppState();
}

deferral->Complete();
});
}

void AppView::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.

if (m_main != nullptr)
{
m_main->LoadAppState();
}
}


// Window event handlers

void AppView::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
m_windowVisible = args->Visible;
}

void AppView::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
m_windowClosed = true;
}


// Input event handlers

void AppView::OnKeyPressed(CoreWindow^ sender, KeyEventArgs^ args)
{
// This code sample does not use keyboard input.
}
63 changes: 63 additions & 0 deletions C++/HolographicSpatialMapping/cpp/AppView.h
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//*********************************************************
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
//*********************************************************

#pragma once

#include "Common\DeviceResources.h"
#include "HolographicSpatialMappingMain.h"

namespace HolographicSpatialMapping
{
// IFrameworkView class. Connects the app with the Windows shell and handles application lifecycle events.
ref class AppView sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
public:
AppView();

// IFrameworkView methods.
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
virtual void Load(Platform::String^ entryPoint);
virtual void Run();
virtual void Uninitialize();

protected:
// Application lifecycle event handlers.
void OnViewActivated(Windows::ApplicationModel::Core::CoreApplicationView^ sender, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
void OnResuming(Platform::Object^ sender, Platform::Object^ args);

// Window event handlers.
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);

// CoreWindow input event handlers.
void OnKeyPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);

private:
std::unique_ptr<HolographicSpatialMappingMain> m_main;

std::shared_ptr<DX::DeviceResources> m_deviceResources;
bool m_windowClosed = false;
bool m_windowVisible = true;

// The holographic space the app will use for rendering.
Windows::Graphics::Holographic::HolographicSpace^ m_holographicSpace = nullptr;
};

// The entry point for the app.
ref class AppViewSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
};
}

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