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