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Merge pull request #48 from unity/meshing-with-4.0

Adding ARKit meshing sample scenes.
/4.0
GitHub Enterprise 5 年前
当前提交
29662c27
共有 98 个文件被更改,包括 4741 次插入8 次删除
  1. 11
      Packages/manifest.json
  2. 11
      ProjectSettings/EditorBuildSettings.asset
  3. 2
      ProjectSettings/ProjectSettings.asset
  4. 4
      ProjectSettings/ProjectVersion.txt
  5. 20
      README.md
  6. 77
      Assets/Materials/NormalMaterial.mat
  7. 8
      Assets/Materials/NormalMaterial.mat.meta
  8. 78
      Assets/Materials/NormalOverlayMaterial.mat
  9. 8
      Assets/Materials/NormalOverlayMaterial.mat.meta
  10. 77
      Assets/Materials/OcclusionMaterial.mat
  11. 8
      Assets/Materials/OcclusionMaterial.mat.meta
  12. 8
      Assets/Scenes/Meshing.meta
  13. 71
      Assets/Shaders/Normal.shader
  14. 9
      Assets/Shaders/Normal.shader.meta
  15. 79
      Assets/Shaders/NormalOverlay.shader
  16. 9
      Assets/Shaders/NormalOverlay.shader.meta
  17. 8
      Assets/XR.meta
  18. 5
      ProjectSettings/XRPackageSettings.asset
  19. 552
      Assets/Scenes/Meshing/ClassificationMeshes.unity
  20. 7
      Assets/Scenes/Meshing/ClassificationMeshes.unity.meta
  21. 8
      Assets/Scenes/Meshing/Materials_MeshClassification.meta
  22. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Ceiling.mat
  23. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Ceiling.mat.meta
  24. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Door.mat
  25. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Door.mat.meta
  26. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Floor.mat
  27. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Floor.mat.meta
  28. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_None.mat
  29. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_None.mat.meta
  30. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Seat.mat
  31. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Seat.mat.meta
  32. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Table.mat
  33. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Table.mat.meta
  34. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Wall.mat
  35. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Wall.mat.meta
  36. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Window.mat
  37. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Window.mat.meta
  38. 56
      Assets/Scenes/Meshing/NonrenderedMeshPrefab.prefab
  39. 7
      Assets/Scenes/Meshing/NonrenderedMeshPrefab.prefab.meta
  40. 507
      Assets/Scenes/Meshing/NormalMeshes.unity
  41. 7
      Assets/Scenes/Meshing/NormalMeshes.unity.meta
  42. 96
      Assets/Scenes/Meshing/OcclusionMeshPrefab.prefab
  43. 7
      Assets/Scenes/Meshing/OcclusionMeshPrefab.prefab.meta
  44. 507
      Assets/Scenes/Meshing/OcclusionMeshes.unity
  45. 7
      Assets/Scenes/Meshing/OcclusionMeshes.unity.meta
  46. 8
      Assets/Scenes/Meshing/Prefabs_MeshClassification.meta
  47. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Ceiling.prefab
  48. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Ceiling.prefab.meta
  49. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Door.prefab
  50. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Door.prefab.meta
  51. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Floor.prefab
  52. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Floor.prefab.meta
  53. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_None.prefab
  54. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_None.prefab.meta
  55. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Seat.prefab
  56. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Seat.prefab.meta
  57. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Table.prefab
  58. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Table.prefab.meta
  59. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Wall.prefab
  60. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Wall.prefab.meta
  61. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Window.prefab
  62. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Window.prefab.meta
  63. 112
      Assets/Scenes/Meshing/Projectile.prefab
  64. 7
      Assets/Scenes/Meshing/Projectile.prefab.meta
  65. 96
      Assets/Scenes/Meshing/RenderedMeshPrefab.prefab
  66. 7
      Assets/Scenes/Meshing/RenderedMeshPrefab.prefab.meta
  67. 8
      Assets/Scenes/Meshing/Scripts.meta
  68. 8
      Assets/Scenes/Meshing/Shaders.meta
  69. 77
      Assets/Scenes/Meshing/Shaders/MeshingOverlay.shader
  70. 9
      Assets/Scenes/Meshing/Shaders/MeshingOverlay.shader.meta
  71. 75
      Assets/Scenes/Meshing/red.mat
  72. 9
      Assets/Scenes/Meshing/red.mat.meta
  73. 334
      Assets/Scenes/Meshing/Scripts/MeshClassificationFracking.cs
  74. 11
      Assets/Scenes/Meshing/Scripts/MeshClassificationFracking.cs.meta
  75. 44
      Assets/Scenes/Meshing/Scripts/ProjectileLauncher.cs
  76. 11
      Assets/Scenes/Meshing/Scripts/ProjectileLauncher.cs.meta
  77. 11
      Assets/Scenes/Meshing/Scripts/ToggleMeshClassification.cs.meta
  78. 61
      Assets/Scenes/Meshing/Scripts/ToggleMeshClassification.cs
  79. 8
      Assets/XR/Loaders.meta
  80. 14
      Assets/XR/Loaders/AR Core Loader.asset
  81. 8
      Assets/XR/Loaders/AR Core Loader.asset.meta
  82. 14
      Assets/XR/Loaders/AR Kit Loader.asset
  83. 8
      Assets/XR/Loaders/AR Kit Loader.asset.meta
  84. 8
      Assets/XR/Settings.meta
  85. 14
      Assets/XR/Settings/AR Core Loader Settings.asset
  86. 8
      Assets/XR/Settings/AR Core Loader Settings.asset.meta
  87. 14
      Assets/XR/Settings/AR Kit Loader Settings.asset
  88. 8
      Assets/XR/Settings/AR Kit Loader Settings.asset.meta
  89. 111
      Assets/XR/XRGeneralSettings.asset
  90. 8
      Assets/XR/XRGeneralSettings.asset.meta

11
Packages/manifest.json


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"com.unity.ide.vscode": "1.1.4",
"com.unity.purchasing": "2.0.6",
"com.unity.test-framework": "1.1.11",
"com.unity.test-framework": "1.1.14",
"com.unity.xr.arcore": "4.0.0-preview.1",
"com.unity.xr.arfoundation": "4.0.0-preview.1",
"com.unity.xr.arkit": "4.0.0-preview.1",
"com.unity.xr.arkit-face-tracking": "4.0.0-preview.1",
"com.unity.xr.legacyinputhelpers": "2.0.8",
"com.unity.xr.arcore": "4.0.0-preview.2",
"com.unity.xr.arfoundation": "4.0.0-preview.2",
"com.unity.xr.arkit": "4.0.0-preview.2",
"com.unity.xr.arkit-face-tracking": "4.0.0-preview.2",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",

11
ProjectSettings/EditorBuildSettings.asset


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m_EditorVersion: 2019.3.3f1
m_EditorVersionWithRevision: 2019.3.3f1 (7ceaae5f7503)
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20
README.md


This sample has two UI components:
* A button in the lower left which allows you to switch between visualizing "All" the points and just those in the "Current Frame".
* Text in the upper right which displays the number of points in each point cloud (ARCore & ARKit will only ever have one).
## Meshing
These meshing scenes use features of some devices to construct meshes from scanned data of real world surfaces. These meshing scenes will not work on all devices.
For ARKit, this functionality requires at least iPadOS 13.4 running on a device with a LiDAR scanner.
### ClassificationMeshes
This scene demonstrates mesh classification functionality. With mesh classification enabled, each triangle in the mesh surface is identified as one of several surface types. This sample scene creates submeshes for each classification type and renders each mesh type with a different color.
This scene only works on ARKit.
### NormalMeshes
This scene renders an overlay on top of the real world scanned geometry illustrating the normal of the surface.
### OcclusionMeshes
At first, this scene may appear to be doing nothing. However, it is rendering a depth texture on top of the scene based on the real world geometry. This allows for the real world to occlude virtual content. The scene has a script on it that fires a red ball into the scene when you tap. You will see the occlusion working by firing the red balls into a space which you can then move the iPad camera behind some other real world object to see that the virtual red balls are occluded by the real world object.

77
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Assets/Shaders/Normal.shader


Shader "Unlit/Normal"
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#pragma vertex vert
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struct appdata
{
float3 position : POSITION;
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float4 position : SV_POSITION;
half3 worldNormal : TEXCOORD0;
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fragment_output frag (v2f i)
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fragment_output o;
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Assets/Shaders/NormalOverlay.shader


Shader "Unlit/NormalOverlay"
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#pragma vertex vert
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struct appdata
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ProjectSettings/XRPackageSettings.asset


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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
LOD 100
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HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float3 position : POSITION;
};
struct v2f
{
float4 position : SV_POSITION;
};
struct fragment_output
{
half4 color : SV_Target;
};
v2f vert (appdata v)
{
v2f o;
// Transform the position from object space to clip space.
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return o;
}
half4 _Color;
fragment_output frag (v2f i)
{
fragment_output o;
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return o;
}
ENDHLSL
}
}
Fallback Off
}

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334
Assets/Scenes/Meshing/Scripts/MeshClassificationFracking.cs


using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
#if UNITY_IOS && !UNITY_EDITOR
using UnityEngine.XR.ARKit;
#endif // UNITY_IOS && !UNITY_EDITOR
using Object = UnityEngine.Object;
public class MeshClassificationFracking : MonoBehaviour
{
/// <summary>
/// The number of mesh classifications detected.
/// </summary>
const int k_NumClassifications = 8;
/// <summary>
/// The mesh manager for the scene.
/// </summary>
public ARMeshManager m_MeshManager;
/// <summary>
/// The mesh prefab for the None classification.
/// </summary>
public MeshFilter m_NoneMeshPrefab;
/// <summary>
/// The mesh prefab for the Wall classification.
/// </summary>
public MeshFilter m_WallMeshPrefab;
/// <summary>
/// The mesh prefab for the Floor classification.
/// </summary>
public MeshFilter m_FloorMeshPrefab;
/// <summary>
/// The mesh prefab for the Ceiling classification.
/// </summary>
public MeshFilter m_CeilingMeshPrefab;
/// <summary>
/// The mesh prefab for the Table classification.
/// </summary>
public MeshFilter m_TableMeshPrefab;
/// <summary>
/// The mesh prefab for the Seat classification.
/// </summary>
public MeshFilter m_SeatMeshPrefab;
/// <summary>
/// The mesh prefab for the Window classification.
/// </summary>
public MeshFilter m_WindowMeshPrefab;
/// <summary>
/// The mesh prefab for the Door classification.
/// </summary>
public MeshFilter m_DoorMeshPrefab;
#if UNITY_IOS && !UNITY_EDITOR
/// <summary>
/// A mapping from tracking ID to instantiated mesh filters.
/// </summary>
readonly Dictionary<TrackableId, MeshFilter[]> m_MeshFrackingMap = new Dictionary<TrackableId, MeshFilter[]>();
/// <summary>
/// The delegate to call to breakup a mesh.
/// </summary>
Action<MeshFilter> m_BreakupMeshAction;
/// <summary>
/// The delegate to call to update a mesh.
/// </summary>
Action<MeshFilter> m_UpdateMeshAction;
/// <summary>
/// The delegate to call to remove a mesh.
/// </summary>
Action<MeshFilter> m_RemoveMeshAction;
/// <summary>
/// An array to store the triangle vertices of the base mesh.
/// </summary>
readonly List<int> m_BaseTriangles = new List<int>();
/// <summary>
/// An array to store the triangle vertices of the classified mesh.
/// </summary>
readonly List<int> m_ClassifiedTriangles = new List<int>();
/// <summary>
/// On awake, set up the mesh filter delegates.
/// </summary>
void Awake()
{
m_BreakupMeshAction = new Action<MeshFilter>(BreakupMesh);
m_UpdateMeshAction = new Action<MeshFilter>(UpdateMesh);
m_RemoveMeshAction = new Action<MeshFilter>(RemoveMesh);
}
/// <summary>
/// On enable, subscribe to the meshes changed event.
/// </summary>
void OnEnable()
{
Debug.Assert(m_MeshManager != null, "mesh manager cannot be null");
m_MeshManager.meshesChanged += OnMeshesChanged;
}
/// <summary>
/// On disable, unsubscribe from the meshes changed event.
/// </summary>
void OnDisable()
{
Debug.Assert(m_MeshManager != null, "mesh manager cannot be null");
m_MeshManager.meshesChanged -= OnMeshesChanged;
}
/// <summary>
/// When the meshes change, update the scene meshes.
/// </summary>
void OnMeshesChanged(ARMeshesChangedEventArgs args)
{
if (args.added != null)
{
args.added.ForEach(m_BreakupMeshAction);
}
if (args.updated != null)
{
args.updated.ForEach(m_UpdateMeshAction);
}
if (args.removed != null)
{
args.removed.ForEach(m_RemoveMeshAction);
}
}
/// <summary>
/// Parse the trackable ID from the mesh filter name.
/// </summary>
/// <param name="meshFilterName">The mesh filter name containing the trackable ID.</param>
/// <returns>
/// The trackable ID parsed from the string.
/// </returns>
TrackableId ExtractTrackableId(string meshFilterName)
{
string[] nameSplit = meshFilterName.Split(' ');
return new TrackableId(nameSplit[1]);
}
/// <summary>
/// Given a base mesh, the face classifications for all faces in the mesh, and a single face classification to
/// extract, extract into a new mesh only the faces that have the selected face classification.
/// </summary>
/// <param name="baseMesh">The original base mesh.</param>
/// <param name="faceClassifications">The array of face classifications for each triangle in the
/// <paramref name="baseMesh"/></param>
/// <param name="selectedMeshClassification">A single classification to extract the faces from the
/// <paramref="baseMesh"/>into the <paramref name="classifiedMesh"/></param>
/// <param name="classifiedMesh">The output mesh to be updated with the extracted mesh.</param>
void ExtractClassifiedMesh(Mesh baseMesh, NativeArray<ARMeshClassification> faceClassifications, ARMeshClassification selectedMeshClassification, Mesh classifiedMesh)
{
// Count the number of faces matching the selected classification.
int classifiedFaceCount = 0;
for (int i = 0; i < faceClassifications.Length; ++i)
{
if (faceClassifications[i] == selectedMeshClassification)
{
++classifiedFaceCount;
}
}
// Clear the existing mesh.
classifiedMesh.Clear();
// If there were matching face classifications, build a new mesh from the base mesh.
if (classifiedFaceCount > 0)
{
baseMesh.GetTriangles(m_BaseTriangles, 0);
Debug.Assert(m_BaseTriangles.Count == (faceClassifications.Length * 3),
"unexpected mismatch between triangle count and face classification count");
m_ClassifiedTriangles.Clear();
m_ClassifiedTriangles.Capacity = classifiedFaceCount * 3;
for (int i = 0; i < faceClassifications.Length; ++i)
{
if (faceClassifications[i] == selectedMeshClassification)
{
int baseTriangleIndex = i * 3;
m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 0]);
m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 1]);
m_ClassifiedTriangles.Add(m_BaseTriangles[baseTriangleIndex + 2]);
}
}
classifiedMesh.vertices = baseMesh.vertices;
classifiedMesh.normals = baseMesh.normals;
classifiedMesh.SetTriangles(m_ClassifiedTriangles, 0);
}
}
/// <summary>
/// Break up a single mesh with multiple face classifications into submeshes, each with an unique and uniform mesh
/// classification.
/// </summary>
/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
void BreakupMesh(MeshFilter meshFilter)
{
XRMeshSubsystem meshSubsystem = m_MeshManager.subsystem as XRMeshSubsystem;
if (meshSubsystem == null)
{
return;
}
var meshId = ExtractTrackableId(meshFilter.name);
var faceClassifications = meshSubsystem.GetFaceClassifications(meshId, Allocator.Persistent);
if (!faceClassifications.IsCreated)
{
return;
}
using (faceClassifications)
{
if (faceClassifications.Length <= 0)
{
return;
}
var parent = meshFilter.transform.parent;
MeshFilter[] meshFilters = new MeshFilter[k_NumClassifications];
meshFilters[(int)ARMeshClassification.None] = (m_NoneMeshPrefab == null) ? null : Instantiate(m_NoneMeshPrefab, parent);
meshFilters[(int)ARMeshClassification.Wall] = (m_WallMeshPrefab == null) ? null : Instantiate(m_WallMeshPrefab, parent);
meshFilters[(int)ARMeshClassification.Floor] = (m_FloorMeshPrefab == null) ? null : Instantiate(m_FloorMeshPrefab, parent);
meshFilters[(int)ARMeshClassification.Ceiling] = (m_CeilingMeshPrefab == null) ? null : Instantiate(m_CeilingMeshPrefab, parent);
meshFilters[(int)ARMeshClassification.Table] = (m_TableMeshPrefab == null) ? null : Instantiate(m_TableMeshPrefab, parent);
meshFilters[(int)ARMeshClassification.Seat] = (m_SeatMeshPrefab == null) ? null : Instantiate(m_SeatMeshPrefab, parent);
meshFilters[(int)ARMeshClassification.Window] = (m_WindowMeshPrefab == null) ? null : Instantiate(m_WindowMeshPrefab, parent);
meshFilters[(int)ARMeshClassification.Door] = (m_DoorMeshPrefab == null) ? null : Instantiate(m_DoorMeshPrefab, parent);
m_MeshFrackingMap[meshId] = meshFilters;
var baseMesh = meshFilter.sharedMesh;
for (int i = 0; i < k_NumClassifications; ++i)
{
var classifiedMeshFilter = meshFilters[i];
if (classifiedMeshFilter != null)
{
var classifiedMesh = classifiedMeshFilter.mesh;
ExtractClassifiedMesh(baseMesh, faceClassifications, (ARMeshClassification)i, classifiedMesh);
meshFilters[i].mesh = classifiedMesh;
}
}
}
}
/// <summary>
/// Update the submeshes corresponding to the single mesh with multiple face classifications into submeshes.
/// </summary>
/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
void UpdateMesh(MeshFilter meshFilter)
{
XRMeshSubsystem meshSubsystem = m_MeshManager.subsystem as XRMeshSubsystem;
if (meshSubsystem == null)
{
return;
}
var meshId = ExtractTrackableId(meshFilter.name);
var faceClassifications = meshSubsystem.GetFaceClassifications(meshId, Allocator.Persistent);
if (!faceClassifications.IsCreated)
{
return;
}
using (faceClassifications)
{
if (faceClassifications.Length <= 0)
{
return;
}
var meshFilters = m_MeshFrackingMap[meshId];
var baseMesh = meshFilter.sharedMesh;
for (int i = 0; i < k_NumClassifications; ++i)
{
var classifiedMeshFilter = meshFilters[i];
if (classifiedMeshFilter != null)
{
var classifiedMesh = classifiedMeshFilter.mesh;
ExtractClassifiedMesh(baseMesh, faceClassifications, (ARMeshClassification)i, classifiedMesh);
meshFilters[i].mesh = classifiedMesh;
}
}
}
}
/// <summary>
/// Remove the submeshes corresponding to the single mesh.
/// </summary>
/// <param name="meshFilter">The mesh filter for the base mesh with multiple face classifications.</param>
void RemoveMesh(MeshFilter meshFilter)
{
var meshId = ExtractTrackableId(meshFilter.name);
var meshFilters = m_MeshFrackingMap[meshId];
for (int i = 0; i < k_NumClassifications; ++i)
{
var classifiedMeshFilter = meshFilters[i];
if (classifiedMeshFilter != null)
{
Object.Destroy(classifiedMeshFilter);
}
}
m_MeshFrackingMap.Remove(meshId);
}
#endif // UNITY_IOS && !UNITY_EDITOR
}

11
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44
Assets/Scenes/Meshing/Scripts/ProjectileLauncher.cs


using UnityEngine;
/// <summary>
/// Launches projectiles from a touch point with the specified <see cref="initialSpeed"/>.
/// </summary>
[RequireComponent(typeof(Camera))]
public class ProjectileLauncher : MonoBehaviour
{
[SerializeField]
Rigidbody m_ProjectilePrefab;
public Rigidbody projectilePrefab
{
get => m_ProjectilePrefab;
set => m_ProjectilePrefab = value;
}
[SerializeField]
float m_InitialSpeed = 25;
public float initialSpeed
{
get => m_InitialSpeed;
set => m_InitialSpeed = value;
}
void Update()
{
if (m_ProjectilePrefab == null)
return;
if (Input.touchCount == 0)
return;
var touch = Input.touches[0];
if (touch.phase == TouchPhase.Began)
{
var ray = GetComponent<Camera>().ScreenPointToRay(touch.position);
var projectile = Instantiate(m_ProjectilePrefab, ray.origin, Quaternion.identity);
var rigidbody = projectile.GetComponent<Rigidbody>();
rigidbody.velocity = ray.direction * m_InitialSpeed;
}
}
}

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Assets/Scenes/Meshing/Scripts/ToggleMeshClassification.cs.meta


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Assets/Scenes/Meshing/Scripts/ToggleMeshClassification.cs


using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;
#if UNITY_IOS && !UNITY_EDITOR
using UnityEngine.XR.ARKit;
#endif // UNITY_IOS && !UNITY_EDITOR
public class ToggleMeshClassification : MonoBehaviour
{
/// <summary>
/// The mesh manager for the scene.
/// </summary>
[SerializeField]
ARMeshManager m_MeshManager;
/// <summary>
/// Whether mesh classification should be enabled.
/// </summary>
[SerializeField]
bool m_ClassificationEnabled = false;
/// <summary>
/// The mesh manager for the scene.
/// </summary>
public ARMeshManager meshManager { get => m_MeshManager; set => m_MeshManager = value; }
/// <summary>
/// Whether mesh classification should be enabled.
/// </summary>
public bool classificationEnabled
{
get => m_ClassificationEnabled;
set
{
m_ClassificationEnabled = value;
UpdateMeshSubsystem();
}
}
/// <summary>
/// On enable, update the mesh subsystem with the classification enabled setting.
/// </summary>
void OnEnable()
{
UpdateMeshSubsystem();
}
/// <summary>
/// Update the mesh subsystem with the classiication enabled setting.
/// </summary>
void UpdateMeshSubsystem()
{
#if UNITY_IOS && !UNITY_EDITOR
Debug.Assert(m_MeshManager != null, "mesh manager cannot be null");
if ((m_MeshManager != null) && (m_MeshManager.subsystem is XRMeshSubsystem meshSubsystem))
{
meshSubsystem.SetClassificationEnabled(m_ClassificationEnabled);
}
#endif // UNITY_IOS && !UNITY_EDITOR
}
}

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