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initial project commit

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Dan 5 年前
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共有 252 个文件被更改,包括 9694 次插入0 次删除
  1. 21
      LICENSE
  2. 8
      Assets/Common.meta
  3. 8
      Assets/Common/Animation.meta
  4. 159
      Assets/Common/Animation/AR Feathered Plane Fade.controller
  5. 8
      Assets/Common/Animation/AR Feathered Plane Fade.controller.meta
  6. 305
      Assets/Common/Animation/PlaneFadeOff.anim
  7. 8
      Assets/Common/Animation/PlaneFadeOff.anim.meta
  8. 305
      Assets/Common/Animation/PlaneFadeOn.anim
  9. 8
      Assets/Common/Animation/PlaneFadeOn.anim.meta
  10. 8
      Assets/Common/Fonts.meta
  11. 1001
      Assets/Common/Fonts/Roboto-Black SDF.asset
  12. 8
      Assets/Common/Fonts/Roboto-Black SDF.asset.meta
  13. 1001
      Assets/Common/Fonts/Roboto-Black.ttf
  14. 23
      Assets/Common/Fonts/Roboto-Black.ttf.meta
  15. 1001
      Assets/Common/Fonts/Roboto-Bold SDF.asset
  16. 8
      Assets/Common/Fonts/Roboto-Bold SDF.asset.meta
  17. 1001
      Assets/Common/Fonts/Roboto-Bold.ttf
  18. 22
      Assets/Common/Fonts/Roboto-Bold.ttf.meta
  19. 8
      Assets/Common/Materials.meta
  20. 79
      Assets/Common/Materials/FeaturePointMat.mat
  21. 8
      Assets/Common/Materials/FeaturePointMat.mat.meta
  22. 77
      Assets/Common/Materials/PlacedSphereMat.mat
  23. 8
      Assets/Common/Materials/PlacedSphereMat.mat.meta
  24. 79
      Assets/Common/Materials/PlaneMat.mat
  25. 8
      Assets/Common/Materials/PlaneMat.mat.meta
  26. 77
      Assets/Common/Materials/ShadowMat.mat
  27. 8
      Assets/Common/Materials/ShadowMat.mat.meta
  28. 8
      Assets/Common/Prefabs.meta
  29. 138
      Assets/Common/Prefabs/ARPlane.prefab
  30. 7
      Assets/Common/Prefabs/ARPlane.prefab.meta
  31. 1001
      Assets/Common/Prefabs/ARPointCloud.prefab
  32. 7
      Assets/Common/Prefabs/ARPointCloud.prefab.meta
  33. 126
      Assets/Common/Prefabs/SphereObject.prefab
  34. 7
      Assets/Common/Prefabs/SphereObject.prefab.meta
  35. 8
      Assets/Common/Scripts.meta
  36. 110
      Assets/Common/Scripts/ARFeatheredPlaneMeshVisualizer.cs
  37. 11
      Assets/Common/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta
  38. 53
      Assets/Common/Scripts/FadePlaneOnBoundaryChange.cs
  39. 11
      Assets/Common/Scripts/FadePlaneOnBoundaryChange.cs.meta
  40. 153
      Assets/Common/Scripts/LightEstimation.cs
  41. 11
      Assets/Common/Scripts/LightEstimation.cs.meta
  42. 8
      Assets/Common/Shaders.meta
  43. 69
      Assets/Common/Shaders/FeatheredPlaneShader.shader
  44. 9
      Assets/Common/Shaders/FeatheredPlaneShader.shader.meta
  45. 73
      Assets/Common/Shaders/MobileARShadow.shader
  46. 9
      Assets/Common/Shaders/MobileARShadow.shader.meta
  47. 8
      Assets/Common/Textures.meta
  48. 3
      Assets/Common/Textures/FeaturePoint.png
  49. 91
      Assets/Common/Textures/FeaturePoint.png.meta
  50. 75
      Assets/Common/Textures/PlanePatternDot.png
  51. 91
      Assets/Common/Textures/PlanePatternDot.png.meta
  52. 8
      Assets/ImageTracking.meta
  53. 8
      Assets/ImageTracking/Art.meta
  54. 8
      Assets/ImageTracking/Art/One.meta
  55. 46
      Assets/ImageTracking/Art/One/One3D.fbx
  56. 96
      Assets/ImageTracking/Art/One/One3D.fbx.meta
  57. 77
      Assets/ImageTracking/Art/One/OneMat.mat
  58. 8
      Assets/ImageTracking/Art/One/OneMat.mat.meta
  59. 266
      Assets/ImageTracking/Art/One/OnePrefab.prefab
  60. 7
      Assets/ImageTracking/Art/One/OnePrefab.prefab.meta
  61. 8
      Assets/ImageTracking/Art/Three.meta
  62. 162
      Assets/ImageTracking/Art/Three/Three3D.fbx
  63. 96
      Assets/ImageTracking/Art/Three/Three3D.fbx.meta
  64. 77
      Assets/ImageTracking/Art/Three/ThreeMat.mat
  65. 8
      Assets/ImageTracking/Art/Three/ThreeMat.mat.meta
  66. 87
      Assets/ImageTracking/Art/Three/ThreePrefab.prefab
  67. 7
      Assets/ImageTracking/Art/Three/ThreePrefab.prefab.meta
  68. 8
      Assets/ImageTracking/Art/Two.meta
  69. 90
      Assets/ImageTracking/Art/Two/Two3D.fbx
  70. 96
      Assets/ImageTracking/Art/Two/Two3D.fbx.meta
  71. 77
      Assets/ImageTracking/Art/Two/TwoMat.mat
  72. 8
      Assets/ImageTracking/Art/Two/TwoMat.mat.meta
  73. 82
      Assets/ImageTracking/Art/Two/TwoPrefab.prefab
  74. 7
      Assets/ImageTracking/Art/Two/TwoPrefab.prefab.meta
  75. 8
      Assets/ImageTracking/Scenes.meta
  76. 746
      Assets/ImageTracking/Scenes/ImageTracking.unity
  77. 7
      Assets/ImageTracking/Scenes/ImageTracking.unity.meta
  78. 8
      Assets/ImageTracking/Scripts.meta
  79. 71
      Assets/ImageTracking/Scripts/DistanceManager.cs
  80. 11
      Assets/ImageTracking/Scripts/DistanceManager.cs.meta
  81. 153
      Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs
  82. 11
      Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs.meta

21
LICENSE


MIT License
Copyright (c) 2020 Dan Miller
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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Assets/Common/Scripts/ARFeatheredPlaneMeshVisualizer.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// This plane visualizer demonstrates the use of a feathering effect
/// at the edge of the detected plane, which reduces the visual impression
/// of a hard edge.
/// </summary>
[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour
{
[Tooltip("The width of the texture feathering (in world units).")]
[SerializeField]
float m_FeatheringWidth = 0.2f;
/// <summary>
/// The width of the texture feathering (in world units).
/// </summary>
public float featheringWidth
{
get { return m_FeatheringWidth; }
set { m_FeatheringWidth = value; }
}
void Awake()
{
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
m_Plane = GetComponent<ARPlane>();
}
void OnEnable()
{
m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
}
void OnDisable()
{
m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
}
void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
{
GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
}
/// <summary>
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
/// </summary>
/// <remarks>
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
/// mesh. In this case we'll add UV2s to mark the boundary vertices.
/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
/// is fairly uniform.
/// </remarks>
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
void GenerateBoundaryUVs(Mesh mesh)
{
int vertexCount = mesh.vertexCount;
// Reuse the list of UVs
s_FeatheringUVs.Clear();
if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
mesh.GetVertices(s_Vertices);
Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
Vector3 uv = new Vector3(0, 0, 0);
float shortestUVMapping = float.MaxValue;
// Assume the last vertex is the center vertex.
for (int i = 0; i < vertexCount - 1; i++)
{
float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
// Remap the UV so that a UV of "1" marks the feathering boudary.
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
// Rearrange to get the edge UV.
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
uv.x = uvMapping;
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
// Choose the shortest UV to guarentee we fade out before the border.
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
s_FeatheringUVs.Add(uv);
}
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
// Add the center vertex UV
uv.Set(0, 0, 0);
s_FeatheringUVs.Add(uv);
mesh.SetUVs(1, s_FeatheringUVs);
mesh.UploadMeshData(false);
}
static List<Vector3> s_FeatheringUVs = new List<Vector3>();
static List<Vector3> s_Vertices = new List<Vector3>();
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
ARPlane m_Plane;
Material m_FeatheredPlaneMaterial;
}

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Assets/Common/Scripts/FadePlaneOnBoundaryChange.cs


using UnityEngine;
using UnityEngine.XR.ARFoundation;
[RequireComponent(typeof(ARPlane))]
[RequireComponent(typeof(Animator))]
public class FadePlaneOnBoundaryChange : MonoBehaviour
{
const string k_FadeOffAnim = "FadeOff";
const string k_FadeOnAnim = "FadeOn";
const float k_TimeOut = 2.0f;
Animator m_Animator;
ARPlane m_Plane;
float m_ShowTime = 0;
bool m_UpdatingPlane = false;
void OnEnable()
{
m_Plane = GetComponent<ARPlane>();
m_Animator = GetComponent<Animator>();
m_Plane.boundaryChanged += PlaneOnBoundaryChanged;
}
void OnDisable()
{
m_Plane.boundaryChanged -= PlaneOnBoundaryChanged;
}
void Update()
{
if (m_UpdatingPlane)
{
m_ShowTime -= Time.deltaTime;
if (m_ShowTime <= 0)
{
m_UpdatingPlane = false;
m_Animator.SetBool(k_FadeOffAnim, true);
m_Animator.SetBool(k_FadeOnAnim, false);
}
}
}
void PlaneOnBoundaryChanged(ARPlaneBoundaryChangedEventArgs obj)
{
m_Animator.SetBool(k_FadeOffAnim, false);
m_Animator.SetBool(k_FadeOnAnim, true);
m_UpdatingPlane = true;
m_ShowTime = k_TimeOut;
}
}

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153
Assets/Common/Scripts/LightEstimation.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// A component that can be used to access the most
/// recently received light estimation information
/// for the physical environment as observed by an
/// AR device.
/// </summary>
[RequireComponent(typeof(Light))]
public class LightEstimation : MonoBehaviour
{
[SerializeField]
[Tooltip("The ARCameraManager which will produce frame events containing light estimation information.")]
ARCameraManager m_CameraManager;
/// <summary>
/// Get or set the <c>ARCameraManager</c>.
/// </summary>
public ARCameraManager cameraManager
{
get { return m_CameraManager; }
set
{
if (m_CameraManager == value)
return;
if (m_CameraManager != null)
m_CameraManager.frameReceived -= FrameChanged;
m_CameraManager = value;
if (m_CameraManager != null & enabled)
m_CameraManager.frameReceived += FrameChanged;
}
}
/// <summary>
/// The estimated brightness of the physical environment, if available.
/// </summary>
public float? brightness { get; private set; }
/// <summary>
/// The estimated color temperature of the physical environment, if available.
/// </summary>
public float? colorTemperature { get; private set; }
/// <summary>
/// The estimated color correction value of the physical environment, if available.
/// </summary>
public Color? colorCorrection { get; private set; }
/// <summary>
/// The estimated direction of the main light of the physical environment, if available.
/// </summary>
public Vector3? mainLightDirection { get; private set; }
/// <summary>
/// The estimated color of the main light of the physical environment, if available.
/// </summary>
public Color? mainLightColor { get; private set; }
/// <summary>
/// The estimated intensity in lumens of main light of the physical environment, if available.
/// </summary>
public float? mainLightIntensityLumens { get; private set; }
/// <summary>
/// The estimated spherical harmonics coefficients of the physical environment, if available.
/// </summary>
public SphericalHarmonicsL2? sphericalHarmonics { get; private set; }
[SerializeField]
float m_BrightnessMod = 2.0f;
void Awake ()
{
m_Light = GetComponent<Light>();
}
void OnEnable()
{
if (m_CameraManager != null)
m_CameraManager.frameReceived += FrameChanged;
}
void OnDisable()
{
if (m_CameraManager != null)
m_CameraManager.frameReceived -= FrameChanged;
}
void FrameChanged(ARCameraFrameEventArgs args)
{
if (args.lightEstimation.averageBrightness.HasValue)
{
brightness = args.lightEstimation.averageBrightness.Value;
m_Light.intensity = brightness.Value * m_BrightnessMod;
}
if (args.lightEstimation.averageColorTemperature.HasValue)
{
colorTemperature = args.lightEstimation.averageColorTemperature.Value;
m_Light.colorTemperature = colorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
colorCorrection = args.lightEstimation.colorCorrection.Value;
m_Light.color = colorCorrection.Value;
}
if (args.lightEstimation.mainLightDirection.HasValue)
{
mainLightDirection = args.lightEstimation.mainLightDirection;
m_Light.transform.rotation = Quaternion.LookRotation(mainLightDirection.Value);
}
if (args.lightEstimation.mainLightColor.HasValue)
{
mainLightColor = args.lightEstimation.mainLightColor;
#if PLATFORM_ANDROID
// ARCore needs to apply energy conservation term (1 / PI) and be placed in gamma
m_Light.color = mainLightColor.Value / Mathf.PI;
m_Light.color = m_Light.color.gamma;
// ARCore returns color in HDR format (can be represented as FP16 and have values above 1.0)
var camera = m_CameraManager.GetComponentInParent<Camera>();
if (camera == null || !camera.allowHDR)
{
Debug.LogWarning($"HDR Rendering is not allowed. Color values returned could be above the maximum representable value.");
}
#endif
}
if (args.lightEstimation.mainLightIntensityLumens.HasValue)
{
mainLightIntensityLumens = args.lightEstimation.mainLightIntensityLumens;
m_Light.intensity = args.lightEstimation.averageMainLightBrightness.Value;
}
if (args.lightEstimation.ambientSphericalHarmonics.HasValue)
{
sphericalHarmonics = args.lightEstimation.ambientSphericalHarmonics;
RenderSettings.ambientMode = AmbientMode.Skybox;
RenderSettings.ambientProbe = sphericalHarmonics.Value;
}
}
Light m_Light;
}

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Assets/Common/Shaders/FeatheredPlaneShader.shader


Shader "Unlit/FeatheredPlaneShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TexTintColor("Texture Tint Color", Color) = (1,1,1,1)
_PlaneColor("Plane Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 uv2 : TEXCOORD1;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 uv2 : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TexTintColor;
fixed4 _PlaneColor;
float _ShortestUVMapping;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = v.uv2;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor;
col = lerp( _PlaneColor, col, col.a);
// Fade out from as we pass the edge.
// uv2.x stores a mapped UV that will be "1" at the beginning of the feathering.
// We fade until we reach at the edge of the shortest UV mapping.
// This is the remmaped UV value at the vertex.
// We choose the shorted one so that ll edges will fade out completely.
// See ARFeatheredPlaneMeshVisualizer.cs for more details.
col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x);
return col;
}
ENDCG
}
}
}

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73
Assets/Common/Shaders/MobileARShadow.shader


//This is based on a shader from https://alastaira.wordpress.com/2014/12/30/adding-shadows-to-a-unity-vertexfragment-shader-in-7-easy-steps/
Shader "Custom/MobileARShadow"
{
SubShader {
Pass {
// 1.) This will be the base forward rendering pass in which ambient, vertex, and
// main directional light will be applied. Additional lights will need additional passes
// using the "ForwardAdd" lightmode.
// see: http://docs.unity3d.com/Manual/SL-PassTags.html
Tags { "LightMode" = "ForwardBase" "RenderType"="Opaque" "Queue"="Geometry+1" "ForceNoShadowCasting"="True" }
LOD 150
Blend Zero SrcColor
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// 2.) This matches the "forward base" of the LightMode tag to ensure the shader compiles
// properly for the forward bass pass. As with the LightMode tag, for any additional lights
// this would be changed from _fwdbase to _fwdadd.
#pragma multi_compile_fwdbase
// 3.) Reference the Unity library that includes all the lighting shadow macros
#include "AutoLight.cginc"
struct v2f
{
float4 pos : SV_POSITION;
// 4.) The LIGHTING_COORDS macro (defined in AutoLight.cginc) defines the parameters needed to sample
// the shadow map. The (0,1) specifies which unused TEXCOORD semantics to hold the sampled values -
// As I'm not using any texcoords in this shader, I can use TEXCOORD0 and TEXCOORD1 for the shadow
// sampling. If I was already using TEXCOORD for UV coordinates, say, I could specify
// LIGHTING_COORDS(1,2) instead to use TEXCOORD1 and TEXCOORD2.
LIGHTING_COORDS(0,1)
};
v2f vert(appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
// 5.) The TRANSFER_VERTEX_TO_FRAGMENT macro populates the chosen LIGHTING_COORDS in the v2f structure
// with appropriate values to sample from the shadow/lighting map
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
fixed4 frag(v2f i) : COLOR {
// 6.) The LIGHT_ATTENUATION samples the shadowmap (using the coordinates calculated by TRANSFER_VERTEX_TO_FRAGMENT
// and stored in the structure defined by LIGHTING_COORDS), and returns the value as a float.
float attenuation = LIGHT_ATTENUATION(i);
return fixed4(1.0,1.0,1.0,1.0) * attenuation;
}
ENDCG
}
}
// 7.) To receive or cast a shadow, shaders must implement the appropriate "Shadow Collector" or "Shadow Caster" pass.
// Although we haven't explicitly done so in this shader, if these passes are missing they will be read from a fallback
// shader instead, so specify one here to import the collector/caster passes used in that fallback.
Fallback "VertexLit"
}

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Assets/Common/Textures/FeaturePoint.png

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Assets/Common/Textures/PlanePatternDot.png

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Assets/ImageTracking/Scenes/ImageTracking.unity.meta


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Assets/ImageTracking/Scripts.meta


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71
Assets/ImageTracking/Scripts/DistanceManager.cs


using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class DistanceManager : MonoBehaviour
{
[SerializeField]
[Tooltip("Image Tracking manager that detects tracked images")]
ImageTrackingObjectManager m_ImageTrackingObjectManager;
/// <summary>
/// Get the <c>ImageTrackingObjectManger</c>
/// </summary>
public ImageTrackingObjectManager imageTrackingObjectManager => m_ImageTrackingObjectManager;
[SerializeField]
[Tooltip("Prefab to be spawned and showed between numbers based on distance")]
GameObject m_SumPrefab;
/// <summary>
/// Get the sum prefab
/// </summary>
public GameObject sumPrefab => m_SumPrefab;
GameObject m_SpawnedSumPrefab;
GameObject m_OneObject;
GameObject m_TwoObject;
float m_Distance;
bool m_SumActive;
const float k_SumDistance = 0.3f;
void Start()
{
m_SpawnedSumPrefab = Instantiate(m_SumPrefab, Vector3.zero, Quaternion.identity);
m_SpawnedSumPrefab.SetActive(false);
}
void Update()
{
m_OneObject = m_ImageTrackingObjectManager.spawnedOnePrefab;
m_TwoObject = m_ImageTrackingObjectManager.spawnedTwoPrefab;
if (m_ImageTrackingObjectManager.NumberOfTrackedImages() > 1)
{
m_Distance = Vector3.Distance(m_OneObject.transform.position, m_TwoObject.transform.position);
if (m_Distance <= k_SumDistance)
{
if (!m_SumActive)
{
m_SpawnedSumPrefab.SetActive(true);
m_SumActive = true;
}
m_SpawnedSumPrefab.transform.position = (m_OneObject.transform.position + m_TwoObject.transform.position) / 2;
}
else
{
m_SpawnedSumPrefab.SetActive(false);
m_SumActive = false;
}
}
else
{
m_SpawnedSumPrefab.SetActive(false);
m_SumActive = false;
}
}
}

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153
Assets/ImageTracking/Scripts/ImageTrackingObjectManager.cs


using System;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class ImageTrackingObjectManager : MonoBehaviour
{
[SerializeField]
[Tooltip("Image manager on the AR Session Origin")]
ARTrackedImageManager m_ImageManager;
/// <summary>
/// Get the <c>ARTrackedImageManager</c>
/// </summary>
public ARTrackedImageManager ImageManager => m_ImageManager;
[SerializeField]
[Tooltip("Reference Image Library")]
XRReferenceImageLibrary m_ImageLibrary;
/// <summary>
/// Get the <c>XRReferenceImageLibrary</c>
/// </summary>
public XRReferenceImageLibrary ImageLibrary => m_ImageLibrary;
[SerializeField]
[Tooltip("Prefab for tracked 1 image")]
GameObject m_OnePrefab;
/// <summary>
/// Get the one prefab
/// </summary>
public GameObject onePrefab => m_OnePrefab;
GameObject m_SpawnedOnePrefab;
/// <summary>
/// get the spawned one prefab
/// </summary>
public GameObject spawnedOnePrefab => m_SpawnedOnePrefab;
[SerializeField]
[Tooltip("Prefab for tracked 2 image")]
GameObject m_TwoPrefab;
/// <summary>
/// get the two prefab
/// </summary>
public GameObject twoPrefab => m_TwoPrefab;
GameObject m_SpawnedTwoPrefab;
/// <summary>
/// get the spawned two prefab
/// </summary>
public GameObject spawnedTwoPrefab => m_SpawnedTwoPrefab;
int m_NumberOfTrackedImages;
NumberManager m_OneNumberManager;
NumberManager m_TwoNumberManager;
static Guid s_FirstImageGUID;
static Guid s_SecondImageGUID;
void OnEnable()
{
s_FirstImageGUID = m_ImageLibrary[0].guid;
s_SecondImageGUID = m_ImageLibrary[1].guid;
m_ImageManager.trackedImagesChanged += ImageManagerOnTrackedImagesChanged;
}
void OnDisable()
{
m_ImageManager.trackedImagesChanged -= ImageManagerOnTrackedImagesChanged;
}
void ImageManagerOnTrackedImagesChanged(ARTrackedImagesChangedEventArgs obj)
{
// added, spawn prefab
foreach(ARTrackedImage image in obj.added)
{
if (image.referenceImage.guid == s_FirstImageGUID)
{
m_SpawnedOnePrefab = Instantiate(m_OnePrefab, image.transform.position, image.transform.rotation);
m_OneNumberManager = m_SpawnedOnePrefab.GetComponent<NumberManager>();
}
else if (image.referenceImage.guid == s_SecondImageGUID)
{
m_SpawnedTwoPrefab = Instantiate(m_TwoPrefab, image.transform.position, image.transform.rotation);
m_TwoNumberManager = m_SpawnedTwoPrefab.GetComponent<NumberManager>();
}
}
// updated, set prefab position and rotation
foreach(ARTrackedImage image in obj.updated)
{
// image is tracking or tracking with limited state, show visuals and update it's position and rotation
if (image.trackingState == TrackingState.Tracking)
{
if (image.referenceImage.guid == s_FirstImageGUID)
{
m_OneNumberManager.Enable3DNumber(true);
m_SpawnedOnePrefab.transform.SetPositionAndRotation(image.transform.position, image.transform.rotation);
}
else if (image.referenceImage.guid == s_SecondImageGUID)
{
m_TwoNumberManager.Enable3DNumber(true);
m_SpawnedTwoPrefab.transform.SetPositionAndRotation(image.transform.position, image.transform.rotation);
}
}
// image is no longer tracking, disable visuals TrackingState.Limited TrackingState.None
else
{
if (image.referenceImage.guid == s_FirstImageGUID)
{
m_OneNumberManager.Enable3DNumber(false);
}
else if (image.referenceImage.guid == s_SecondImageGUID)
{
m_TwoNumberManager.Enable3DNumber(false);
}
}
}
// removed, destroy spawned instance
foreach(ARTrackedImage image in obj.removed)
{
if (image.referenceImage.guid == s_FirstImageGUID)
{
Destroy(m_SpawnedOnePrefab);
}
else if (image.referenceImage.guid == s_FirstImageGUID)
{
Destroy(m_SpawnedTwoPrefab);
}
}
}
public int NumberOfTrackedImages()
{
m_NumberOfTrackedImages = 0;
foreach (ARTrackedImage image in m_ImageManager.trackables)
{
if (image.trackingState == TrackingState.Tracking)
{
m_NumberOfTrackedImages++;
}
}
return m_NumberOfTrackedImages;
}
}

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