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Add 2 new scenes that show how to (1) toggle plane detection and (2) selectively ignore vertical planes.

/1.5-preview
Tim Mowrer 6 年前
当前提交
9990cc00
共有 12 个文件被更改,包括 1588 次插入0 次删除
  1. 8
      Assets/Scenes/Plane Detection.meta
  2. 40
      Assets/Scripts/DisableVerticalPlanes.cs
  3. 11
      Assets/Scripts/DisableVerticalPlanes.cs.meta
  4. 55
      Assets/Scripts/PlaneDetectionController.cs
  5. 11
      Assets/Scripts/PlaneDetectionController.cs.meta
  6. 700
      Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity
  7. 7
      Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity.meta
  8. 749
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
  9. 7
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity.meta
  10. 0
      /Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity
  11. 0
      /Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity.meta

8
Assets/Scenes/Plane Detection.meta


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40
Assets/Scripts/DisableVerticalPlanes.cs


using UnityEngine;
using UnityEngine.Experimental.XR;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// This example demonstrates disabling vertical planes as they are
/// detected and instantiated by the <c>ARPlaneManager</c>.
/// </summary>
[RequireComponent(typeof(ARPlaneManager))]
public class DisableVerticalPlanes : MonoBehaviour
{
[SerializeField]
Text m_LogText;
void OnEnable()
{
GetComponent<ARPlaneManager>().planeAdded += OnPlaneAdded;
}
void OnDisable()
{
GetComponent<ARPlaneManager>().planeAdded -= OnPlaneAdded;
}
void OnPlaneAdded(ARPlaneAddedEventArgs eventArgs)
{
var plane = eventArgs.plane;
// Check whether the plane is a vertical plane.
if (plane.boundedPlane.Alignment == PlaneAlignment.Vertical)
{
// Disable the entire GameObject.
plane.gameObject.SetActive(false);
// Add to our log so the user knows something happened.
m_LogText.text += string.Format("\n{0}", plane.boundedPlane.Id);
}
}
}

11
Assets/Scripts/DisableVerticalPlanes.cs.meta


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55
Assets/Scripts/PlaneDetectionController.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// This example demonstrates how to toggle plane detection,
/// and also hide or show the existing planes.
/// </summary>
[RequireComponent(typeof(ARPlaneManager))]
public class PlaneDetectionController : MonoBehaviour
{
[SerializeField]
Text m_TogglePlaneDetectionText;
/// <summary>
/// Toggles plane detection and the visualization of the planes.
/// </summary>
public void TogglePlaneDetection()
{
m_ARPlaneManager.enabled = !m_ARPlaneManager.enabled;
if (m_ARPlaneManager.enabled)
{
m_TogglePlaneDetectionText.text = "Disable Plane Detection and Hide Existing";
SetAllPlanesActive(true);
}
else
{
m_TogglePlaneDetectionText.text = "Enable Plane Detection and Show Existing";
SetAllPlanesActive(false);
}
}
/// <summary>
/// Iterates over all the existing planes and activates
/// or deactivates their <c>GameObject</c>s'.
/// </summary>
/// <param name="value">Each planes' GameObject is SetActive with this value.</param>
void SetAllPlanesActive(bool value)
{
m_ARPlaneManager.GetAllPlanes(s_Planes);
foreach (var plane in s_Planes)
plane.gameObject.SetActive(value);
}
void Awake()
{
m_ARPlaneManager = GetComponent<ARPlaneManager>();
}
ARPlaneManager m_ARPlaneManager;
static List<ARPlane> s_Planes = new List<ARPlane>();
}

11
Assets/Scripts/PlaneDetectionController.cs.meta


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700
Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity


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7
Assets/Scenes/Plane Detection/TogglePlaneDetection.unity.meta


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/Assets/Scenes/FeatheredPlaneScene.unity → /Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity

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