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using System.Collections.Generic;using UnityEngine;using UnityEngine.XR.ARFoundation;using UnityEngine.XR.ARSubsystems;using UnityEngine.Experimental;
// This script is inspired by:
// https://www.dropbox.com/s/n1i5v200npx1mf1/AutoPlaceItem.cs from video 7 of udemy course:
// https://www.udemy.com/create-ar-placement-app-and-full-template-for-photo-app/
// same video available on youtube:
// https://www.youtube.com/watch?v=x08UU-I8eZ8&list=PLw3UgsOGHn4loDyxHG75eJxSnxxVgB-Yb&index=5&t=0s
// arfoundation-examples PlaceOnPlace.cs with GetMouseButtonDown instead of GetMouseButton (was spawning 10 cubes with one click)
// video Getting Started With ARFoundation in Unity (ARKit, ARCore): https://www.youtube.com/watch?v=Ml2UakwRxjk&list=WL&index=4
[RequireComponent(typeof(ARRaycastManager))]public class TapTest : MonoBehaviour{ public GameObject objectToPlace; public GameObject placementIndicator; private ARRaycastManager m_RaycastManager; private Pose m_PlacementPose; private bool m_PlacementPoseIsValid = false; static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
public LayerMask layerMask;
public GameObject[] TestingGround;
void Awake() {#if UNITY_EDITOR
for (int i = 0; i < TestingGround.Length; i++) { TestingGround[i].SetActive(true); }#else
for (int i = 0; i < TestingGround.Length; i++) { TestingGround[i].SetActive(false); }#endif
m_RaycastManager = GetComponent<ARRaycastManager>(); }
bool TryGetTouchPosition(out Vector2 touchPosition) {#if UNITY_EDITOR
if (Input.GetMouseButtonDown(0)) { var mousePosition = Input.mousePosition; touchPosition = new Vector2(mousePosition.x, mousePosition.y); return true; }#else
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) { touchPosition = Input.GetTouch(0).position; return true; }#endif
touchPosition = default; return false; }
void Update() { TryUpdatePlacementPose(); UpdatePlacementIndicator();
if (!TryGetTouchPosition(out Vector2 touchPosition)) return;
// we actually ignore touchPosition, and always use screenCenter for the ray
if (m_PlacementPoseIsValid) { PlaceObject(); } }
private void PlaceObject() { Instantiate(objectToPlace, m_PlacementPose.position, m_PlacementPose.rotation); }
private void UpdatePlacementIndicator() { if (m_PlacementPoseIsValid) { placementIndicator.SetActive(true); placementIndicator.transform.SetPositionAndRotation(m_PlacementPose.position, m_PlacementPose.rotation); } else { placementIndicator.SetActive(false); } }
private void UpdatePlacementPose(Vector3 hitPoint) { m_PlacementPose.position = hitPoint; var cameraForward = Camera.main.transform.forward; var cameraBearing = new Vector3(cameraForward.x, 0, cameraForward.z).normalized; m_PlacementPose.rotation = Quaternion.LookRotation(cameraBearing); }
private void TryUpdatePlacementPose() {#if UNITY_EDITOR
Ray ray = Camera.main.ScreenPointToRay(new Vector3(Camera.main.pixelWidth * 0.5f, Camera.main.pixelHeight * 0.5f, 0f)); RaycastHit hit;
m_PlacementPoseIsValid = Physics.Raycast(ray, out hit, 500f, layerMask); if (m_PlacementPoseIsValid) { UpdatePlacementPose(hit.point); }#else
var screenCenter = Camera.main.ViewportToScreenPoint(new Vector3(0.5f, 0.5f)); m_RaycastManager.Raycast(screenCenter, s_Hits, TrackableType.Planes); m_PlacementPoseIsValid = s_Hits.Count > 0; if (m_PlacementPoseIsValid) { UpdatePlacementPose(s_Hits[0].pose.position); }#endif
}
}
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