├── Assets
├── Editor.meta
├── Editor
│ ├── PostProcessBuildPlayer.meta
│ ├── QCAR.meta
│ └── QCAR
│ │ ├── ImageTargetTextures.meta
│ │ └── ImageTargetTextures
│ │ ├── LizMobile.meta
│ │ └── LizMobile
│ │ ├── DrawPicture_Blank_scaled.jpg
│ │ ├── DrawPicture_Blank_scaled.jpg.meta
│ │ ├── DrawPicture_scaled.jpg
│ │ └── DrawPicture_scaled.jpg.meta
├── Materials.meta
├── Materials
│ ├── PaintingMat.mat
│ ├── PaintingMat.mat.meta
│ ├── ShowTextureMat.mat
│ └── ShowTextureMat.mat.meta
├── Plugins.meta
├── Plugins
│ ├── Android.meta
│ ├── Android
│ │ ├── AndroidManifest.xml
│ │ ├── AndroidManifest.xml.meta
│ │ ├── QCARUnityPlayer.jar
│ │ ├── QCARUnityPlayer.jar.meta
│ │ ├── Vuforia.jar
│ │ ├── Vuforia.jar.meta
│ │ ├── libs.meta
│ │ ├── libs
│ │ │ ├── armeabi-v7a.meta
│ │ │ └── armeabi-v7a
│ │ │ │ ├── libQCARUnityPlayer.so
│ │ │ │ ├── libQCARUnityPlayer.so.meta
│ │ │ │ ├── libQCARWrapper.so
│ │ │ │ ├── libQCARWrapper.so.meta
│ │ │ │ ├── libVuforia.so
│ │ │ │ └── libVuforia.so.meta
│ │ ├── src.meta
│ │ └── src
│ │ │ ├── com.meta
│ │ │ └── com
│ │ │ ├── qualcomm.meta
│ │ │ └── qualcomm
│ │ │ ├── QCARUnityPlayer.meta
│ │ │ └── QCARUnityPlayer
│ │ │ ├── DebugLog.java
│ │ │ ├── DebugLog.java.meta
│ │ │ ├── OrientationUtility.java
│ │ │ ├── OrientationUtility.java.meta
│ │ │ ├── QCARInitializer.java
│ │ │ └── QCARInitializer.java.meta
│ ├── Editor.meta
│ ├── Editor
│ │ ├── Unzip.js
│ │ └── Unzip.js.meta
│ ├── QCARWrapper.bundle.meta
│ ├── QCARWrapper.bundle
│ │ ├── Contents.meta
│ │ └── Contents
│ │ │ ├── Info.plist
│ │ │ ├── Info.plist.meta
│ │ │ ├── MacOS.meta
│ │ │ ├── MacOS
│ │ │ ├── QCARWrapper
│ │ │ ├── QCARWrapper.meta
│ │ │ ├── QCARWrapper.signature
│ │ │ └── QCARWrapper.signature.meta
│ │ │ ├── Resources.meta
│ │ │ └── Resources
│ │ │ ├── en.lproj.meta
│ │ │ └── en.lproj
│ │ │ ├── InfoPlist.strings
│ │ │ └── InfoPlist.strings.meta
│ ├── QCARWrapper.dll
│ ├── QCARWrapper.dll.meta
│ ├── QCARWrapper.dll.signature
│ ├── QCARWrapper.dll.signature.meta
│ ├── QCARWrapper.exp
│ ├── QCARWrapper.exp.meta
│ ├── QCARWrapper.lib
│ ├── QCARWrapper.lib.meta
│ ├── iOS.meta
│ └── iOS
│ │ ├── QCARUnityPlayer.h
│ │ ├── QCARUnityPlayer.h.meta
│ │ ├── VuforiaNativeRendererController.mm
│ │ ├── VuforiaNativeRendererController.mm.meta
│ │ ├── VuforiaRenderDelegate.h
│ │ ├── VuforiaRenderDelegate.h.meta
│ │ ├── VuforiaRenderDelegate.mm
│ │ ├── VuforiaRenderDelegate.mm.meta
│ │ ├── libQCARUnityPlayer.a
│ │ ├── libQCARUnityPlayer.a.meta
│ │ ├── libVuforia.a
│ │ └── libVuforia.a.meta
├── Scenes.meta
├── Scenes
│ ├── recognization_scene.unity
│ ├── recognization_scene.unity.meta
│ ├── scene.unity
│ └── scene.unity.meta
├── Scripts.meta
├── Scripts
│ ├── DrawModelScript.cs
│ ├── DrawModelScript.cs.meta
│ ├── RecognizerScript.cs
│ └── RecognizerScript.cs.meta
├── Shaders.meta
├── Shaders
│ ├── PaintingShader.shader
│ ├── PaintingShader.shader.meta
│ ├── ShowTextureShader.shader
│ └── ShowTextureShader.shader.meta
├── StreamingAssets.meta
├── StreamingAssets
│ ├── QCAR.meta
│ └── QCAR
│ │ ├── LizMobile.dat
│ │ ├── LizMobile.dat.meta
│ │ ├── LizMobile.xml
│ │ └── LizMobile.xml.meta
├── Textures.meta
├── Textures
│ ├── DrawPicture.jpg
│ └── DrawPicture.jpg.meta
├── Vuforia.meta
├── Vuforia
│ ├── Editor.meta
│ ├── Editor
│ │ ├── FrameMarkerTextures.meta
│ │ ├── FrameMarkerTextures
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── framemarker_sample.mat
│ │ │ │ └── framemarker_sample.mat.meta
│ │ │ ├── frame-markers-transparent.zip
│ │ │ ├── frame-markers-transparent.zip.meta
│ │ │ ├── frameMarker_Sample.png
│ │ │ └── frameMarker_Sample.png.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── ComponentFactoryStarter.meta
│ │ │ ├── ComponentFactoryStarter
│ │ │ │ ├── ComponentFactoryStarter.cs
│ │ │ │ └── ComponentFactoryStarter.cs.meta
│ │ │ ├── ExtensionImport.cs
│ │ │ ├── ExtensionImport.cs.meta
│ │ │ ├── Qualcomm.Vuforia.UnityExtensions.Editor.XML
│ │ │ ├── Qualcomm.Vuforia.UnityExtensions.Editor.XML.meta
│ │ │ ├── Qualcomm.Vuforia.UnityExtensions.Editor.dll
│ │ │ ├── Qualcomm.Vuforia.UnityExtensions.Editor.dll.meta
│ │ │ ├── Unzipper.meta
│ │ │ └── Unzipper
│ │ │ │ ├── SharpZipLibUnzipper.cs
│ │ │ │ └── SharpZipLibUnzipper.cs.meta
│ │ ├── VirtualButtonTextures.meta
│ │ ├── VirtualButtonTextures
│ │ │ ├── VirtualButtonPreview.png
│ │ │ ├── VirtualButtonPreview.png.meta
│ │ │ ├── VirtualButtonPreviewMaterial.mat
│ │ │ └── VirtualButtonPreviewMaterial.mat.meta
│ │ ├── WebcamProfiles.meta
│ │ └── WebcamProfiles
│ │ │ ├── profiles.xml
│ │ │ └── profiles.xml.meta
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── SourceSansPro.ttf
│ │ └── SourceSansPro.ttf.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── CloudRecoTarget.mat
│ │ ├── CloudRecoTarget.mat.meta
│ │ ├── DefaultTarget.mat
│ │ ├── DefaultTarget.mat.meta
│ │ ├── DepthMask.mat
│ │ ├── DepthMask.mat.meta
│ │ ├── EmulatorVideoBackground.mat
│ │ ├── EmulatorVideoBackground.mat.meta
│ │ ├── UserDefinedTarget.mat
│ │ ├── UserDefinedTarget.mat.meta
│ │ ├── VideoMaterial.mat
│ │ └── VideoMaterial.mat.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── ARCamera.prefab
│ │ ├── ARCamera.prefab.meta
│ │ ├── CloudRecognition.prefab
│ │ ├── CloudRecognition.prefab.meta
│ │ ├── CylinderTarget.prefab
│ │ ├── CylinderTarget.prefab.meta
│ │ ├── FrameMarker.prefab
│ │ ├── FrameMarker.prefab.meta
│ │ ├── ImageTarget.prefab
│ │ ├── ImageTarget.prefab.meta
│ │ ├── MultiTarget.prefab
│ │ ├── MultiTarget.prefab.meta
│ │ ├── ObjectTarget.prefab
│ │ ├── ObjectTarget.prefab.meta
│ │ ├── SmartTerrain.meta
│ │ ├── SmartTerrain
│ │ │ ├── Prop.prefab
│ │ │ ├── Prop.prefab.meta
│ │ │ ├── SmartTerrain.prefab
│ │ │ └── SmartTerrain.prefab.meta
│ │ ├── TextRecognition.prefab
│ │ ├── TextRecognition.prefab.meta
│ │ ├── UserDefinedTargetBuilder.prefab
│ │ ├── UserDefinedTargetBuilder.prefab.meta
│ │ ├── VirtualButton.prefab
│ │ ├── VirtualButton.prefab.meta
│ │ ├── Word.prefab
│ │ └── Word.prefab.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── BackgroundPlaneBehaviour.cs
│ │ ├── BackgroundPlaneBehaviour.cs.meta
│ │ ├── Cardboard.meta
│ │ ├── CloudRecoBehaviour.cs
│ │ ├── CloudRecoBehaviour.cs.meta
│ │ ├── CylinderTargetBehaviour.cs
│ │ ├── CylinderTargetBehaviour.cs.meta
│ │ ├── DatabaseLoadBehaviour.cs
│ │ ├── DatabaseLoadBehaviour.cs.meta
│ │ ├── DefaultInitializationErrorHandler.cs
│ │ ├── DefaultInitializationErrorHandler.cs.meta
│ │ ├── DefaultSmartTerrainEventHandler.cs
│ │ ├── DefaultSmartTerrainEventHandler.cs.meta
│ │ ├── DefaultTrackableEventHandler.cs
│ │ ├── DefaultTrackableEventHandler.cs.meta
│ │ ├── GLErrorHandler.cs
│ │ ├── GLErrorHandler.cs.meta
│ │ ├── HideExcessAreaBehaviour.cs
│ │ ├── HideExcessAreaBehaviour.cs.meta
│ │ ├── ImageTargetBehaviour.cs
│ │ ├── ImageTargetBehaviour.cs.meta
│ │ ├── Internal.meta
│ │ ├── Internal
│ │ │ ├── AndroidUnityPlayer.cs
│ │ │ ├── AndroidUnityPlayer.cs.meta
│ │ │ ├── ComponentFactoryStarterBehaviour.cs
│ │ │ ├── ComponentFactoryStarterBehaviour.cs.meta
│ │ │ ├── IOSUnityPlayer.cs
│ │ │ ├── IOSUnityPlayer.cs.meta
│ │ │ ├── Qualcomm.Vuforia.UnityExtensions.XML
│ │ │ ├── Qualcomm.Vuforia.UnityExtensions.XML.meta
│ │ │ ├── Qualcomm.Vuforia.UnityExtensions.dll
│ │ │ ├── Qualcomm.Vuforia.UnityExtensions.dll.meta
│ │ │ ├── VuforiaBehaviourComponentFactory.cs
│ │ │ └── VuforiaBehaviourComponentFactory.cs.meta
│ │ ├── KeepAliveBehaviour.cs
│ │ ├── KeepAliveBehaviour.cs.meta
│ │ ├── MarkerBehaviour.cs
│ │ ├── MarkerBehaviour.cs.meta
│ │ ├── MaskOutBehaviour.cs
│ │ ├── MaskOutBehaviour.cs.meta
│ │ ├── MultiTargetBehaviour.cs
│ │ ├── MultiTargetBehaviour.cs.meta
│ │ ├── ObjectTargetBehaviour.cs
│ │ ├── ObjectTargetBehaviour.cs.meta
│ │ ├── PropBehaviour.cs
│ │ ├── PropBehaviour.cs.meta
│ │ ├── ReconstructionBehaviour.cs
│ │ ├── ReconstructionBehaviour.cs.meta
│ │ ├── ReconstructionFromTargetBehaviour.cs
│ │ ├── ReconstructionFromTargetBehaviour.cs.meta
│ │ ├── SmartTerrainTrackerBehaviour.cs
│ │ ├── SmartTerrainTrackerBehaviour.cs.meta
│ │ ├── SurfaceBehaviour.cs
│ │ ├── SurfaceBehaviour.cs.meta
│ │ ├── TextRecoBehaviour.cs
│ │ ├── TextRecoBehaviour.cs.meta
│ │ ├── TurnOffBehaviour.cs
│ │ ├── TurnOffBehaviour.cs.meta
│ │ ├── TurnOffWordBehaviour.cs
│ │ ├── TurnOffWordBehaviour.cs.meta
│ │ ├── UserDefinedTargetBuildingBehaviour.cs
│ │ ├── UserDefinedTargetBuildingBehaviour.cs.meta
│ │ ├── VideoBackgroundBehaviour.cs
│ │ ├── VideoBackgroundBehaviour.cs.meta
│ │ ├── VideoTextureRenderer.cs
│ │ ├── VideoTextureRenderer.cs.meta
│ │ ├── VirtualButtonBehaviour.cs
│ │ ├── VirtualButtonBehaviour.cs.meta
│ │ ├── VuforiaBehaviour.cs
│ │ ├── VuforiaBehaviour.cs.meta
│ │ ├── WebCamBehaviour.cs
│ │ ├── WebCamBehaviour.cs.meta
│ │ ├── WireframeBehaviour.cs
│ │ ├── WireframeBehaviour.cs.meta
│ │ ├── WireframeTrackableEventHandler.cs
│ │ ├── WireframeTrackableEventHandler.cs.meta
│ │ ├── WordBehaviour.cs
│ │ └── WordBehaviour.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── BrightTexture.shader
│ │ ├── BrightTexture.shader.meta
│ │ ├── DepthMask.shader
│ │ ├── DepthMask.shader.meta
│ │ ├── RenderVideoBackground.shader
│ │ ├── RenderVideoBackground.shader.meta
│ │ ├── Text3D.shader
│ │ ├── Text3D.shader.meta
│ │ ├── VertexLitWithZ.shader
│ │ ├── VertexLitWithZ.shader.meta
│ │ ├── VideoBackground.shader
│ │ └── VideoBackground.shader.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── CloudRecoTarget.png
│ │ ├── CloudRecoTarget.png.meta
│ │ ├── UserDefinedTarget.png
│ │ ├── UserDefinedTarget.png.meta
│ │ ├── VideoBackground.png
│ │ └── VideoBackground.png.meta
├── license_3rdpartynotice.txt
├── license_3rdpartynotice.txt.meta
├── link.xml
├── link.xml.meta
├── readme_SDK.txt
└── readme_SDK.txt.meta
├── PaintModel.v12.suo
├── ProjectSettings
├── AudioManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
└── UnityAnalyticsManager.asset
└── README.md
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1 | /*============================================================================
2 | Copyright (c) 2010-2011 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | ============================================================================*/
5 |
6 | package com.qualcomm.QCARUnityPlayer;
7 |
8 | import android.util.Log;
9 |
10 | /** DebugLog is a support class for the QCAR samples applications.
11 | *
12 | * Exposes functionality for logging.
13 | *
14 | * */
15 | public class DebugLog
16 | {
17 | private static final String LOGTAG = "QCAR";
18 |
19 | /** Logging functions to generate ADB logcat messages. */
20 |
21 | public static final void LOGE(String nMessage)
22 | {
23 | Log.e(LOGTAG, nMessage);
24 | }
25 |
26 | public static final void LOGW(String nMessage)
27 | {
28 | Log.w(LOGTAG, nMessage);
29 | }
30 |
31 | public static final void LOGD(String nMessage)
32 | {
33 | Log.d(LOGTAG, nMessage);
34 | }
35 |
36 | public static final void LOGI(String nMessage)
37 | {
38 | Log.i(LOGTAG, nMessage);
39 | }
40 | }
41 |
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1 | /*============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | ============================================================================*/
5 |
6 |
7 | package com.qualcomm.QCARUnityPlayer;
8 |
9 | import android.app.Activity;
10 | import android.content.Context;
11 | import android.content.pm.ActivityInfo;
12 | import android.content.res.Configuration;
13 | import android.os.Build;
14 | import android.util.DisplayMetrics;
15 | import android.view.Display;
16 | import android.view.Surface;
17 | import android.view.WindowManager;
18 |
19 | /* On some devices specific orientations are not supported if "autorotation" is not enabled in the screen settings.
20 | * Unity will still report the unsupported orientation at runtime via Screen.orientation, which will lead to inconsitencies
21 | * in video background rendering. Querying the actual orientation from the Activity resolves the problem.
22 | **/
23 | public class OrientationUtility
24 | {
25 | // The values here need to match those in Tracker.h
26 | static final int SCREEN_ORIENTATION_UNKNOWN = 0;
27 | static final int SCREEN_ORIENTATION_PORTRAIT = 1;
28 | static final int SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN = 2;
29 | static final int SCREEN_ORIENTATION_LANDSCAPELEFT = 3;
30 | static final int SCREEN_ORIENTATION_LANDSCAPERIGHT = 4;
31 |
32 | public static int getSurfaceOrientation(Activity activity)
33 | {
34 |
35 | // Sanity check:
36 | if (activity == null)
37 | {
38 | return -1; // invalid value
39 | }
40 |
41 | Configuration config = activity.getResources().getConfiguration();
42 | Display display = ((WindowManager)activity.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
43 |
44 | int displayRotation;
45 | if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.FROYO)
46 | {
47 | displayRotation = display.getRotation(); // only available from Froyo
48 | }
49 | else
50 | {
51 | displayRotation = display.getOrientation();
52 | }
53 |
54 | int activityOrientation = SCREEN_ORIENTATION_UNKNOWN;
55 |
56 | switch (config.orientation)
57 | {
58 | case Configuration.ORIENTATION_PORTRAIT:
59 | case Configuration.ORIENTATION_SQUARE:
60 | activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_270) ? SCREEN_ORIENTATION_PORTRAIT : SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN );
61 | break;
62 |
63 | case Configuration.ORIENTATION_LANDSCAPE:
64 | activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_90) ? SCREEN_ORIENTATION_LANDSCAPELEFT : SCREEN_ORIENTATION_LANDSCAPERIGHT);
65 | break;
66 |
67 | case Configuration.ORIENTATION_UNDEFINED:
68 | default:
69 | break;
70 | }
71 |
72 | return activityOrientation;
73 | }
74 |
75 | }
76 |
--------------------------------------------------------------------------------
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1 | /*============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | ============================================================================*/
5 |
6 |
7 | package com.qualcomm.QCARUnityPlayer;
8 |
9 | import android.app.Activity;
10 | import android.content.Context;
11 | import android.content.pm.ActivityInfo;
12 | import android.content.res.Configuration;
13 | import android.os.Build;
14 | import android.util.DisplayMetrics;
15 | import android.view.Display;
16 | import android.view.Surface;
17 | import android.view.WindowManager;
18 |
19 | import com.qualcomm.QCAR.QCAR;
20 |
21 | /* This class is responsible for initializing and deinitializting QCAR from Java.
22 | * The initQCAR and deinitQCAR methods are invoked from C#
23 | **/
24 | public class QCARInitializer
25 | {
26 | // Name of the native dynamic libraries to load:
27 | private static final String NATIVE_LIB_UNITYPLAYER = "QCARUnityPlayer";
28 | private static final String NATIVE_LIB_QCARWRAPPER = "QCARWrapper";
29 | private static final String NATIVE_LIB_QCAR = "Vuforia";
30 |
31 | /** Native platform initialization prior to QCAR initialization */
32 | private static native void initPlatformNative();
33 |
34 | /** Load native libraries stored in "libs/armeabi*" */
35 | public static void loadNativeLibraries()
36 | {
37 | loadLibrary(NATIVE_LIB_QCAR);
38 | loadLibrary(NATIVE_LIB_QCARWRAPPER);
39 | loadLibrary(NATIVE_LIB_UNITYPLAYER);
40 | }
41 |
42 | // initializes platform specific aspects of QCAR.
43 | public static void initPlatform()
44 | {
45 | // Carry out native platform initialization:
46 | initPlatformNative();
47 | }
48 |
49 |
50 | // initializes QCAR. This is a blocking call that is invoked from c# - Unity will prevent an ANR.
51 | public static int initQCAR(Activity activity, String licenseKey)
52 | {
53 | DebugLog.LOGD("Initializing Vuforia...");
54 |
55 | // Always set GLES 2.0 - GLES 1.x is no longer supported.
56 | QCAR.setInitParameters(activity, QCAR.GL_20, licenseKey);
57 |
58 | int progressValue = -1;
59 |
60 | do
61 | {
62 | // QCAR.init() blocks until an initialization step is complete,
63 | // then it proceeds to the next step and reports progress in
64 | // percents (0 ... 100%)
65 | // If QCAR.init() returns -1, it indicates an error.
66 | // Initialization is done when progress has reached 100%.
67 | progressValue = QCAR.init();
68 |
69 | // We check whether the task has been canceled in the meantime
70 | // (by calling AsyncTask.cancel(true))
71 | // and bail out if it has, thus stopping this thread.
72 | // This is necessary as the AsyncTask will run to completion
73 | // regardless of the status of the component that started is.
74 | } while (progressValue >= 0 && progressValue < 100);
75 |
76 | if (progressValue < 0)
77 | {
78 | DebugLog.LOGE("QCAR initialization failed");
79 |
80 | return progressValue;
81 | }
82 |
83 | return 0;
84 | }
85 |
86 |
87 | /** A helper for loading native libraries stored in "libs/armeabi*". */
88 | private static boolean loadLibrary(String nLibName)
89 | {
90 | try
91 | {
92 | System.loadLibrary(nLibName);
93 | //DebugLog.LOGI("Native library lib" + nLibName + ".so loaded");
94 | return true;
95 | }
96 | catch (UnsatisfiedLinkError ulee)
97 | {
98 | DebugLog.LOGE("The library lib" + nLibName +
99 | ".so could not be loaded: " + ulee.toString());
100 | }
101 | catch (SecurityException se)
102 | {
103 | DebugLog.LOGE("The library lib" + nLibName +
104 | ".so was not allowed to be loaded");
105 | }
106 |
107 | return false;
108 | }
109 | }
--------------------------------------------------------------------------------
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1 | import System.IO.File;
2 | import System.IO.Stream;
3 | import ICSharpCode.SharpZipLib.Core;
4 | import ICSharpCode.SharpZipLib.Zip;
5 |
6 | // this script unzips a container at a given path and returns a input stream to a given file in this container
7 | public static function Unzip(path : String, fileName : String)
8 | {
9 | var fileStream = OpenRead(path);
10 | var zipFile = new ZipFile(fileStream);
11 |
12 | for (var zipEntry : ZipEntry in zipFile)
13 | {
14 | if (zipEntry.Name == fileName)
15 | {
16 | return zipFile.GetInputStream(zipEntry);
17 | }
18 | }
19 |
20 | return;
21 | }
22 |
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2 |
3 |
4 |
5 | BuildMachineOSBuild
6 | 13F34
7 | CFBundleDevelopmentRegion
8 | English
9 | CFBundleExecutable
10 | QCARWrapper
11 | CFBundleIdentifier
12 | com.qualcomm.qcar.testapps.QCARWrapper
13 | CFBundleInfoDictionaryVersion
14 | 6.0
15 | CFBundleName
16 | QCARWrapper
17 | CFBundlePackageType
18 | BNDL
19 | CFBundleShortVersionString
20 | 1.0
21 | CFBundleSignature
22 | ????
23 | CFBundleVersion
24 | 1
25 | CFPlugInDynamicRegisterFunction
26 |
27 | CFPlugInDynamicRegistration
28 | NO
29 | CFPlugInFactories
30 |
31 | 00000000-0000-0000-0000-000000000000
32 | MyFactoryFunction
33 |
34 | CFPlugInTypes
35 |
36 | 00000000-0000-0000-0000-000000000000
37 |
38 | 00000000-0000-0000-0000-000000000000
39 |
40 |
41 | CFPlugInUnloadFunction
42 |
43 | DTCompiler
44 | com.apple.compilers.llvm.clang.1_0
45 | DTPlatformBuild
46 | 6A2008a
47 | DTPlatformVersion
48 | GM
49 | DTSDKBuild
50 | 13F26
51 | DTSDKName
52 | macosx10.9
53 | DTXcode
54 | 0611
55 | DTXcodeBuild
56 | 6A2008a
57 | NSHumanReadableCopyright
58 | Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. All Rights Reserved. Proprietary - Qualcomm Connected Experiences, Inc.
59 |
60 |
61 |
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1 | /*============================================================================
2 | Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Qualcomm Confidential and Proprietary
5 | ============================================================================*/
6 |
7 |
8 | #ifdef __cplusplus
9 | extern "C"
10 | {
11 | #endif
12 |
13 | int getRotationFlag(int screenOrientation);
14 | void setPlatFormNative();
15 | int initQCARiOS(int ScreenOrientation, const char* licenseKey);
16 | void setSurfaceOrientationiOS(int orientation);
17 |
18 | #ifdef __cplusplus
19 | }
20 | #endif
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1 | /*============================================================================
2 | Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | ============================================================================*/
5 |
6 | #import "UnityAppController.h"
7 | #import "VuforiaRenderDelegate.h"
8 |
9 |
10 | // Unity native rendering callback plugin mechanism is only supported
11 | // from version 4.5 onwards
12 | #if UNITY_VERSION>434
13 |
14 | // Exported methods for native rendering callback
15 | extern "C" void VuforiaRenderEvent(int marker);
16 |
17 | #endif
18 |
19 | // Controller to support native rendering callback
20 | @interface VuforiaNativeRendererController : UnityAppController
21 | {
22 | }
23 | - (void)shouldAttachRenderDelegate;
24 | @end
25 |
26 | @implementation VuforiaNativeRendererController
27 |
28 | - (void)shouldAttachRenderDelegate
29 | {
30 | self.renderDelegate = [[VuforiaRenderDelegate alloc] init];
31 |
32 | // Unity native rendering callback plugin mechanism is only supported
33 | // from version 4.5 onwards
34 | #if UNITY_VERSION>434
35 | UnityRegisterRenderingPlugin(NULL, &VuforiaRenderEvent);
36 | #endif
37 | }
38 | @end
39 |
40 |
41 | IMPL_APP_CONTROLLER_SUBCLASS(VuforiaNativeRendererController)
--------------------------------------------------------------------------------
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1 | /*============================================================================
2 | Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | ============================================================================*/
5 |
6 |
7 | #import "PluginBase/RenderPluginDelegate.h"
8 |
9 | // Controller to support native rendering callback
10 | @interface VuforiaRenderDelegate : NSObject
11 | @end
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1 | /*============================================================================
2 | Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | ============================================================================*/
5 |
6 |
7 | #import "VuforiaRenderDelegate.h"
8 |
9 | // Exported methods for setting surface recreated flag
10 | extern "C" void setSurfaceRecreated();
11 |
12 | @implementation VuforiaRenderDelegate
13 |
14 | - (void)mainDisplayInited:(struct UnityRenderingSurface*)surface
15 | {
16 | }
17 |
18 | - (void)onAfterMainDisplaySurfaceRecreate
19 | {
20 | setSurfaceRecreated();
21 | }
22 | @end
23 |
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Security.Cryptography.X509Certificates;
4 |
5 | public class DrawModelScript : MonoBehaviour {
6 | public Renderer renderer;
7 | public Material cubeMat;
8 | //懒于计算识别图的四个顶点……所以要用找几个物体来标识这个位置
9 | public Transform[] marks;
10 |
11 | public Camera camera;
12 | private int frameCount;
13 | private bool isFixedTexture;
14 |
15 |
16 |
17 | private Vector2 _webcamTex2ScreenScale;
18 |
19 | // Use this for initialization
20 | void Start() {
21 | frameCount = 0;
22 | isFixedTexture = false;
23 | }
24 |
25 | // Update is called once per frame
26 | void Update() {
27 | if (!isFixedTexture) {
28 | //一开始BackgroundPlane的Texture并非摄像头的图像……等一会儿再设置。
29 | if (frameCount++ <= 30) return;
30 | isFixedTexture = true;
31 | var texture = renderer.material.mainTexture;
32 | cubeMat.mainTexture = texture;
33 |
34 | var maxScale = Mathf.Max((float)Screen.width / texture.width, (float)Screen.height / texture.height);
35 |
36 | var t2sWidth = texture.width * maxScale;
37 | var t2sHeight = texture.height * maxScale;
38 |
39 | _webcamTex2ScreenScale.x = Screen.width / t2sWidth;
40 | _webcamTex2ScreenScale.y = Screen.height / t2sHeight;
41 | }
42 |
43 | UpdateMatrix();
44 |
45 | }
46 |
47 | void UpdateMatrix() {
48 | var p0 = AdjustUV(camera.WorldToViewportPoint(marks[0].position));
49 | var p1 = AdjustUV(camera.WorldToViewportPoint(marks[1].position));
50 | var p2 = AdjustUV(camera.WorldToViewportPoint(marks[2].position));
51 | var p3 = AdjustUV(camera.WorldToViewportPoint(marks[3].position));
52 |
53 | cubeMat.SetVector("p0", p0);
54 | cubeMat.SetVector("p1", p1);
55 | cubeMat.SetVector("p2", p2);
56 | cubeMat.SetVector("p3", p3);
57 | }
58 |
59 | Vector3 AdjustUV(Vector3 v) {
60 | var webcamX = FixWebcamTextureToScreenUV(v.x, _webcamTex2ScreenScale.x);
61 | var webcamY = FixWebcamTextureToScreenUV(v.y, _webcamTex2ScreenScale.y);
62 | return new Vector3(webcamX * v.z, (1 - webcamY) * v.z, v.z);
63 | }
64 |
65 | float FixWebcamTextureToScreenUV(float value, float scale) {
66 | return (1.0f - scale) * 0.5f + value * scale;
67 | }
68 | }
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1 | Shader "Unlit/PaintingShader"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Texture", 2D) = "white" {}
6 | }
7 | SubShader
8 | {
9 | Tags { "RenderType"="Opaque" }
10 | LOD 100
11 |
12 |
13 | Pass
14 | {
15 | CGPROGRAM
16 | #pragma vertex vert
17 | #pragma fragment frag
18 |
19 | #include "UnityCG.cginc"
20 |
21 | struct appdata
22 | {
23 | float4 vertex : POSITION;
24 | float2 uv : TEXCOORD0;
25 | };
26 |
27 | struct v2f
28 | {
29 | float2 uv : TEXCOORD0;
30 | float4 vertex : SV_POSITION;
31 | };
32 |
33 | sampler2D _MainTex;
34 | float4 p0;
35 | float4 p1;
36 | float4 p2;
37 | float4 p3;
38 |
39 | v2f vert (appdata v)
40 | {
41 | v2f o;
42 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
43 | o.uv.x = v.uv.x * 0.25;
44 | o.uv.y = v.uv.y * 0.25 + 0.75;
45 | return o;
46 | }
47 |
48 | fixed4 frag (v2f i) : SV_Target
49 | {
50 | float2 mid;
51 | float3 newUV;
52 |
53 | if (i.uv.x + i.uv.y >= 1) {
54 | mid = i.uv;
55 | newUV = p0 * (1 - mid.x - mid.y) + p1 * mid.x + p2 * mid.y;
56 | } else {
57 | mid = float2(1 - i.uv.y, i.uv.x + i.uv.y - 1);
58 | newUV = p2 * (1 - mid.x - mid.y) + p1 * mid.x + p3 * mid.y;
59 | }
60 |
61 | return tex2D(_MainTex, newUV.xy / newUV.zz);
62 | }
63 |
64 | ENDCG
65 | }
66 | }
67 | }
68 |
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1 | Shader "Unlit/ShowTextureShader"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Texture", 2D) = "white" {}
6 | }
7 | SubShader
8 | {
9 | Tags { "RenderType"="Opaque" }
10 | LOD 100
11 |
12 | Pass
13 | {
14 | CGPROGRAM
15 | #pragma vertex vert
16 | #pragma fragment frag
17 |
18 | #include "UnityCG.cginc"
19 |
20 | struct appdata
21 | {
22 | float4 vertex : POSITION;
23 | float2 uv : TEXCOORD0;
24 | };
25 |
26 | struct v2f
27 | {
28 | float2 uv : TEXCOORD0;
29 | float4 vertex : SV_POSITION;
30 | };
31 |
32 | sampler2D _MainTex;
33 | float4 _MainTex_ST;
34 |
35 | v2f vert (appdata v)
36 | {
37 | v2f o;
38 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
39 | o.uv = TRANSFORM_TEX(v.uv, _MainTex);
40 | return o;
41 | }
42 |
43 | fixed4 frag (v2f i) : SV_Target
44 | {
45 | fixed4 col = tex2D(_MainTex, i.uv);
46 |
47 | //return float4(i.uv, 0, 1);
48 | #if UNITY_UV_STARTS_AT_TOP
49 | return float4(1, 0, 0, 1);
50 | #else
51 | return float4(0, 1, 0, 1);
52 | #endif
53 | }
54 | ENDCG
55 | }
56 | }
57 | }
58 |
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1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Qualcomm Confidential and Proprietary
5 | ==============================================================================*/
6 |
7 | using System.IO;
8 | using UnityEditor;
9 |
10 | namespace Vuforia.EditorClasses
11 | {
12 | ///
13 | /// Small utility class to create an instance of the VuforiaBehaviourComponentFactory in the editor before anything is initialized.
14 | ///
15 | [InitializeOnLoad]
16 | public class ComponentFactoryStarter
17 | {
18 | ///
19 | /// register an instance of the VuforiaBehaviourComponentFactory class at the singleton immediately
20 | ///
21 | static ComponentFactoryStarter()
22 | {
23 | BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory();
24 | }
25 | }
26 | }
27 |
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1 | /*==============================================================================
2 | Copyright (c) 2015 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 | using UnityEditor;
9 |
10 | namespace Vuforia.EditorClasses
11 | {
12 | [InitializeOnLoad]
13 | public static class ExtensionImport
14 | {
15 | private static readonly string VUFORIA_ANDROID_SETTINGS = "VUFORIA_ANDROID_SETTINGS";
16 | private static readonly string VUFORIA_IOS_SETTINGS = "VUFORIA_IOS_SETTINGS";
17 |
18 | static ExtensionImport()
19 | {
20 | EditorApplication.update += UpdatePlayerSettings;
21 | }
22 |
23 | static void UpdatePlayerSettings()
24 | {
25 | // Unregister callback (executed only once)
26 | EditorApplication.update -= UpdatePlayerSettings;
27 |
28 | BuildTargetGroup androidBuildTarget = BuildTargetGroup.Android;
29 |
30 | #if (UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
31 | BuildTargetGroup iOSBuildTarget = BuildTargetGroup.iOS;
32 | #else
33 | BuildTargetGroup iOSBuildTarget = BuildTargetGroup.iPhone;
34 | #endif
35 |
36 | string androidSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(androidBuildTarget);
37 | androidSymbols = androidSymbols ?? "";
38 | if (!androidSymbols.Contains(VUFORIA_ANDROID_SETTINGS))
39 | {
40 | if (PlayerSettings.Android.targetDevice != AndroidTargetDevice.ARMv7)
41 | {
42 | Debug.Log("Setting Android target device to ARMv7");
43 | PlayerSettings.Android.targetDevice = AndroidTargetDevice.ARMv7;
44 | }
45 |
46 | #if (UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
47 | if (PlayerSettings.Android.androidTVCompatibility)
48 | {
49 | // Disable Android TV compatibility, as this is not compatible with
50 | // portrait, portrait-upside-down and landscape-right orientations.
51 | Debug.Log("Disabling Android TV compatibility.");
52 | PlayerSettings.Android.androidTVCompatibility = false;
53 | }
54 | #endif
55 |
56 | #if UNITY_5_2 || UNITY_5_1
57 | Debug.Log("Setting Android Graphics API to OpenGL ES 2.0.");
58 | PlayerSettings.SetGraphicsAPIs(
59 | BuildTarget.Android,
60 | new UnityEngine.Rendering.GraphicsDeviceType[]{UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2});
61 | #endif
62 |
63 | // Here we set the scripting define symbols for Android
64 | // so we can remember that the settings were set once.
65 | PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android,
66 | androidSymbols + ";" + VUFORIA_ANDROID_SETTINGS);
67 | }
68 |
69 | string iOSSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(iOSBuildTarget);
70 | iOSSymbols = iOSSymbols ?? "";
71 | if (!iOSSymbols.Contains(VUFORIA_IOS_SETTINGS))
72 | {
73 | #if UNITY_5_0 || UNITY_4_9 || UNITY_4_8 || UNITY_4_7 || (UNITY_4_6 && !UNITY_4_6_1 && !UNITY_4_6_2)
74 | // check if Graphics API for iOS is set to Metal or Automatic
75 | if ((PlayerSettings.targetIOSGraphics == TargetIOSGraphics.Automatic) ||
76 | (PlayerSettings.targetIOSGraphics == TargetIOSGraphics.Metal))
77 | {
78 | Debug.Log("Setting iOS Graphics API to OpenGL ES 2.0.");
79 | PlayerSettings.targetIOSGraphics = TargetIOSGraphics.OpenGLES_2_0;
80 |
81 | if (PlayerSettings.targetIOSGraphics != TargetIOSGraphics.OpenGLES_2_0)
82 | {
83 | Debug.LogWarning("Failed to set iOS Graphics API to OpenGL ES 2.0. Please make sure to set this manually in the "+
84 | "player settings, Vuforia does not support the Metal graphics API yet.");
85 | }
86 | }
87 | #elif (UNITY_5_1 || UNITY_5_2)
88 | Debug.Log("Setting iOS Graphics API to OpenGL ES 2.0.");
89 | PlayerSettings.SetGraphicsAPIs(
90 | BuildTarget.iOS,
91 | new UnityEngine.Rendering.GraphicsDeviceType[]{UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2});
92 | #endif
93 |
94 | #if INCLUDE_IL2CPP
95 | int scriptingBackend = PlayerSettings.GetPropertyInt("ScriptingBackend", iOSBuildTarget);
96 | if (scriptingBackend != (int) ScriptingImplementation.IL2CPP)
97 | {
98 | Debug.Log("Setting iOS scripting backend to IL2CPP to enable 64bit support.");
99 | PlayerSettings.SetPropertyInt("ScriptingBackend", (int)ScriptingImplementation.IL2CPP, iOSBuildTarget);
100 | }
101 | #endif
102 | // Here we set the scripting define symbols for IOS
103 | // so we can remember that the settings were set once.
104 | PlayerSettings.SetScriptingDefineSymbolsForGroup(iOSBuildTarget,
105 | iOSSymbols + ";" + VUFORIA_IOS_SETTINGS);
106 | }
107 | }
108 | }
109 | }
110 |
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1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Qualcomm Confidential and Proprietary
5 | ==============================================================================*/
6 |
7 | using System.IO;
8 | using UnityEditor;
9 |
10 | namespace Vuforia.EditorClasses
11 | {
12 | ///
13 | /// class wrapping a JS functionality to unzip a file, registers itself at the Unzipper Singleton to provide the functionality.
14 | ///
15 | [InitializeOnLoad]
16 | public class SharpZipLibUnzipper : IUnzipper
17 | {
18 | ///
19 | /// register an instance of this class at the singleton immediately
20 | ///
21 | static SharpZipLibUnzipper()
22 | {
23 | Unzipper.Instance = new SharpZipLibUnzipper();
24 | }
25 |
26 | public Stream UnzipFile(string path, string fileNameinZip)
27 | {
28 | #if !EXCLUDE_JAVASCRIPT
29 | return Unzip.Unzip(path, fileNameinZip);
30 | #else
31 | return null;
32 | #endif
33 | }
34 | }
35 | }
36 |
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/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs:
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1 | /*==============================================================================
2 | Copyright (c) 2014 Qualcomm Connected Experiences, Inc. All Rights Reserved.
3 |
4 | Confidential and Proprietary – Qualcomm Connected Experiences, Inc.
5 | Vuforia is a trademark of QUALCOMM Incorporated, registered in the United States
6 | and other countries. Trademarks of QUALCOMM Incorporated are used with permission.
7 | ==============================================================================*/
8 |
9 | using System;
10 | using UnityEngine;
11 |
12 | namespace Vuforia
13 | {
14 | ///
15 | /// The BackgroundPlaneBehaviour class creates a mesh at the far end
16 | /// of camera frustum over which video background is rendered.
17 | ///
18 | public class BackgroundPlaneBehaviour : BackgroundPlaneAbstractBehaviour
19 | {
20 |
21 | }
22 | }
23 |
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/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs:
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1 | /*==============================================================================
2 | Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System;
8 | using System.Collections.Generic;
9 | using UnityEngine;
10 |
11 | namespace Vuforia
12 | {
13 | ///
14 | /// This is the main behaviour class that encapsulates cloud recognition behaviour.
15 | /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the target finder and wait for new results.
16 | /// State changes and new results will be sent to registered ICloudRecoEventHandlers
17 | ///
18 | public class CloudRecoBehaviour : CloudRecoAbstractBehaviour
19 | {
20 | }
21 | }
22 |
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/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs:
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1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Qualcomm Confidential and Proprietary
5 | ==============================================================================*/
6 |
7 | using System;
8 | using UnityEngine;
9 |
10 | namespace Vuforia
11 | {
12 | ///
13 | /// This class serves both as an augmentation definition for a CylinderTarget in the editor
14 | /// as well as a tracked CylinderTarget result at runtime
15 | ///
16 | public class CylinderTargetBehaviour : CylinderTargetAbstractBehaviour
17 | {
18 | }
19 | }
20 |
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/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs:
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1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System.Collections.Generic;
8 | using UnityEngine;
9 |
10 | namespace Vuforia
11 | {
12 | ///
13 | /// This behaviour allows to automatically load and activate one or more DataSet on startup
14 | ///
15 | public class DatabaseLoadBehaviour : DatabaseLoadAbstractBehaviour
16 | {
17 | public override void AddOSSpecificExternalDatasetSearchDirs()
18 | {
19 | #if UNITY_ANDROID
20 | if (Application.platform == RuntimePlatform.Android)
21 | {
22 | // Get the external storage directory
23 | AndroidJavaClass jclassEnvironment = new AndroidJavaClass("android.os.Environment");
24 | AndroidJavaObject jobjFile = jclassEnvironment.CallStatic("getExternalStorageDirectory");
25 | string externalStorageDirectory = jobjFile.Call("getAbsolutePath");
26 |
27 | // Get the package name
28 | AndroidJavaObject jobjActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic("currentActivity");
29 | string packageName = jobjActivity.Call("getPackageName");
30 |
31 | // Add some best practice search directories
32 | //
33 | // Assumes just Vufroria datasets extracted to the files directory
34 | AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/");
35 |
36 | // Assume entire StreamingAssets dir is extracted here and our datasets are in the "Vuforia/DeviceDatabases" directory
37 | AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/Vuforia/DeviceDatabases/");
38 |
39 | // Assume entire StreamingAssets dir is extracted here and our datasets are in the "QCAR" directory
40 | AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/QCAR/");
41 | }
42 | #endif //UNITY_ANDROID
43 | }
44 | }
45 | }
46 |
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/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs:
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1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 |
8 | using UnityEngine;
9 |
10 | namespace Vuforia
11 | {
12 | ///
13 | /// A default event handler that handles reconstruction events for a ReconstructionFromTarget
14 | /// It uses a single Prop template that is used for every newly created prop,
15 | /// and a surface template that is used for the primary surface
16 | ///
17 | public class DefaultSmartTerrainEventHandler : MonoBehaviour
18 | {
19 | #region PRIVATE_MEMBERS
20 |
21 | private ReconstructionBehaviour mReconstructionBehaviour;
22 |
23 | #endregion // PRIVATE_MEMBERS
24 |
25 |
26 | #region PUBLIC_MEMBERS
27 |
28 | public PropBehaviour PropTemplate;
29 | public SurfaceBehaviour SurfaceTemplate;
30 |
31 | #endregion // PUBLIC_MEMBERS
32 |
33 |
34 |
35 | #region UNTIY_MONOBEHAVIOUR_METHODS
36 |
37 | void Start()
38 | {
39 | mReconstructionBehaviour = GetComponent();
40 | if (mReconstructionBehaviour)
41 | {
42 | mReconstructionBehaviour.RegisterPropCreatedCallback(OnPropCreated);
43 | mReconstructionBehaviour.RegisterSurfaceCreatedCallback(OnSurfaceCreated);
44 | }
45 | }
46 |
47 | void OnDestroy()
48 | {
49 | if (mReconstructionBehaviour)
50 | {
51 | mReconstructionBehaviour.UnregisterPropCreatedCallback(OnPropCreated);
52 | mReconstructionBehaviour.UnregisterSurfaceCreatedCallback(OnSurfaceCreated);
53 | }
54 | }
55 |
56 | #endregion // UNTIY_MONOBEHAVIOUR_METHODS
57 |
58 |
59 |
60 | #region RECONSTRUCTION_CALLBACKS
61 |
62 | ///
63 | /// Called when a prop has been created
64 | ///
65 | public void OnPropCreated(Prop prop)
66 | {
67 | if (mReconstructionBehaviour)
68 | mReconstructionBehaviour.AssociateProp(PropTemplate, prop);
69 | }
70 |
71 | ///
72 | /// Called when a surface has been created
73 | ///
74 | public void OnSurfaceCreated(Surface surface)
75 | {
76 | if (mReconstructionBehaviour)
77 | mReconstructionBehaviour.AssociateSurface(SurfaceTemplate, surface);
78 | }
79 |
80 | #endregion // RECONSTRUCTION_CALLBACKS
81 | }
82 | }
83 |
84 |
85 |
86 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// A custom handler that implements the ITrackableEventHandler interface.
13 | ///
14 | public class DefaultTrackableEventHandler : MonoBehaviour,
15 | ITrackableEventHandler
16 | {
17 | #region PRIVATE_MEMBER_VARIABLES
18 |
19 | private TrackableBehaviour mTrackableBehaviour;
20 |
21 | #endregion // PRIVATE_MEMBER_VARIABLES
22 |
23 |
24 |
25 | #region UNTIY_MONOBEHAVIOUR_METHODS
26 |
27 | void Start()
28 | {
29 | mTrackableBehaviour = GetComponent();
30 | if (mTrackableBehaviour)
31 | {
32 | mTrackableBehaviour.RegisterTrackableEventHandler(this);
33 | }
34 | }
35 |
36 | #endregion // UNTIY_MONOBEHAVIOUR_METHODS
37 |
38 |
39 |
40 | #region PUBLIC_METHODS
41 |
42 | ///
43 | /// Implementation of the ITrackableEventHandler function called when the
44 | /// tracking state changes.
45 | ///
46 | public void OnTrackableStateChanged(
47 | TrackableBehaviour.Status previousStatus,
48 | TrackableBehaviour.Status newStatus)
49 | {
50 | if (newStatus == TrackableBehaviour.Status.DETECTED ||
51 | newStatus == TrackableBehaviour.Status.TRACKED ||
52 | newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
53 | {
54 | OnTrackingFound();
55 | }
56 | else
57 | {
58 | OnTrackingLost();
59 | }
60 | }
61 |
62 | #endregion // PUBLIC_METHODS
63 |
64 |
65 |
66 | #region PRIVATE_METHODS
67 |
68 |
69 | private void OnTrackingFound()
70 | {
71 | Renderer[] rendererComponents = GetComponentsInChildren(true);
72 | Collider[] colliderComponents = GetComponentsInChildren(true);
73 |
74 | // Enable rendering:
75 | foreach (Renderer component in rendererComponents)
76 | {
77 | component.enabled = true;
78 | }
79 |
80 | // Enable colliders:
81 | foreach (Collider component in colliderComponents)
82 | {
83 | component.enabled = true;
84 | }
85 |
86 | Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
87 | }
88 |
89 |
90 | private void OnTrackingLost()
91 | {
92 | Renderer[] rendererComponents = GetComponentsInChildren(true);
93 | Collider[] colliderComponents = GetComponentsInChildren(true);
94 |
95 | // Disable rendering:
96 | foreach (Renderer component in rendererComponents)
97 | {
98 | component.enabled = false;
99 | }
100 |
101 | // Disable colliders:
102 | foreach (Collider component in colliderComponents)
103 | {
104 | component.enabled = false;
105 | }
106 |
107 | Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
108 | }
109 |
110 | #endregion // PRIVATE_METHODS
111 | }
112 | }
113 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/GLErrorHandler.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 | using System.Collections;
9 |
10 | namespace Vuforia
11 | {
12 | ///
13 | /// This Script can be used to set a full screen error message if an error happens on startup.
14 | /// (such as no OpenGL ES 2.0 support that is required for some samples).
15 | ///
16 | public class GLErrorHandler : MonoBehaviour
17 | {
18 | #region PRIVATE_MEMBER_VARIABLES
19 |
20 | private static string mErrorText = "";
21 | private static bool mErrorOccurred = false;
22 |
23 | private const string WINDOW_TITLE = "Sample Error";
24 |
25 | #endregion // PRIVATE_MEMBER_VARIABLES
26 |
27 |
28 |
29 | #region PUBLIC_METHODS
30 |
31 | ///
32 | /// Sets an error text that is rendered every frame
33 | ///
34 | public static void SetError(string errorText)
35 | {
36 | mErrorText = errorText;
37 | mErrorOccurred = true;
38 | }
39 |
40 | #endregion // PUBLIC_METHODS
41 |
42 |
43 |
44 | #region UNTIY_MONOBEHAVIOUR_METHODS
45 |
46 | // In this method we draw an error window in case something happened.
47 | void OnGUI()
48 | {
49 | // On error, create a full screen window.
50 | if (mErrorOccurred)
51 | {
52 | GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height),
53 | DrawWindowContent, WINDOW_TITLE);
54 | }
55 | }
56 |
57 | #endregion // UNTIY_MONOBEHAVIOUR_METHODS
58 |
59 |
60 |
61 | #region PRIVATE_METHODS
62 |
63 | // This method draws an error-dialog on the screen.
64 | private void DrawWindowContent(int id)
65 | {
66 | // Create text area with a 10 pixel distance from other controls and
67 | // window border.
68 | GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95),
69 | mErrorText);
70 |
71 | // Create centered button with 50/50 size and 10 pixel distance from
72 | // other controls and window border.
73 | if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60,
74 | 150, 50), "Close"))
75 | Application.Quit();
76 | }
77 |
78 | #endregion // PRIVATE_METHODS
79 | }
80 | }
81 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 | using System.Collections;
9 |
10 | namespace Vuforia
11 | {
12 | ///
13 | /// This Behaviour creates four planes (mattes) at the near clipping plane of camera frustum
14 | /// to hide the augmentation going off the limit of video background due to scaling
15 | ///
16 | public class HideExcessAreaBehaviour : HideExcessAreaAbstractBehaviour
17 | {
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System.Collections.Generic;
8 | using UnityEngine;
9 |
10 | namespace Vuforia
11 | {
12 | ///
13 | /// This class serves both as an augmentation definition for an ImageTarget in the editor
14 | /// as well as a tracked image target result at runtime
15 | ///
16 | public class ImageTargetBehaviour : ImageTargetAbstractBehaviour
17 | {
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Qualcomm Confidential and Proprietary
5 | ==============================================================================*/
6 |
7 | using System;
8 | using System.Collections.Generic;
9 | using System.Linq;
10 | using System.Reflection;
11 | using UnityEngine;
12 |
13 | namespace Vuforia
14 | {
15 | ///
16 | /// Small utility behaviour to create an instance of the VuforiaBehaviourComponentFactory at runtime before anything is initialized.
17 | ///
18 | public partial class ComponentFactoryStarterBehaviour : MonoBehaviour
19 | {
20 | ///
21 | /// call all member methods that have the FactoryStart attribute
22 | ///
23 | void Awake()
24 | {
25 | List methods = this.GetType().GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly).ToList();
26 | methods.AddRange(this.GetType().GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly));
27 |
28 | foreach (MethodInfo methodInfo in methods)
29 | {
30 | foreach (Attribute attribute in methodInfo.GetCustomAttributes(true))
31 | {
32 | if (attribute is FactorySetter)
33 | {
34 | Action factorySetMethod = Delegate.CreateDelegate(typeof(Action), this, methodInfo) as Action;
35 | if (factorySetMethod != null)
36 | {
37 | factorySetMethod();
38 | }
39 | }
40 | }
41 | }
42 | }
43 |
44 | [FactorySetter]
45 | void SetBehaviourComponentFactory()
46 | {
47 | Debug.Log("Setting BehaviourComponentFactory");
48 | BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory();
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System;
8 | using System.Runtime.InteropServices;
9 | using UnityEngine;
10 |
11 | namespace Vuforia
12 | {
13 | ///
14 | /// This class encapsulates functionality to detect various surface events
15 | /// (size, orientation changed) and delegate this to native.
16 | /// These are used by Unity Extension code and should usually not be called by app code.
17 | ///
18 | class IOSUnityPlayer : IUnityPlayer
19 | {
20 | private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown;
21 |
22 | ///
23 | /// Loads native plugin libraries on platforms where this is explicitly required.
24 | ///
25 | public void LoadNativeLibraries()
26 | {
27 | }
28 |
29 | ///
30 | /// Initialized platform specific settings
31 | ///
32 | public void InitializePlatform()
33 | {
34 | setPlatFormNative();
35 | }
36 |
37 | ///
38 | /// Initializes Vuforia; called from Start
39 | ///
40 | public VuforiaUnity.InitError Start(string licenseKey)
41 | {
42 | int errorCode = initQCARiOS((int)Screen.orientation, licenseKey);
43 | if (errorCode >= 0)
44 | InitializeSurface();
45 | return (VuforiaUnity.InitError)errorCode;
46 | }
47 |
48 | ///
49 | /// Called from Update, checks for various life cycle events that need to be forwarded
50 | /// to Vuforia, e.g. orientation changes
51 | ///
52 | public void Update()
53 | {
54 | if (SurfaceUtilities.HasSurfaceBeenRecreated())
55 | {
56 | InitializeSurface();
57 | }
58 | else
59 | {
60 | // if Unity reports that the orientation has changed, set it correctly in native
61 | if (Screen.orientation != mScreenOrientation)
62 | SetUnityScreenOrientation();
63 | }
64 |
65 | }
66 |
67 | public void Dispose()
68 | {
69 | }
70 |
71 | ///
72 | /// Pauses Vuforia
73 | ///
74 | public void OnPause()
75 | {
76 | VuforiaUnity.OnPause();
77 | }
78 |
79 | ///
80 | /// Resumes Vuforia
81 | ///
82 | public void OnResume()
83 | {
84 | VuforiaUnity.OnResume();
85 | }
86 |
87 | ///
88 | /// Deinitializes Vuforia
89 | ///
90 | public void OnDestroy()
91 | {
92 | VuforiaUnity.Deinit();
93 | }
94 |
95 |
96 | private void InitializeSurface()
97 | {
98 | SurfaceUtilities.OnSurfaceCreated();
99 |
100 | SetUnityScreenOrientation();
101 | }
102 |
103 | private void SetUnityScreenOrientation()
104 | {
105 | mScreenOrientation = Screen.orientation;
106 | SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation);
107 | // set the native orientation (only required on iOS)
108 | setSurfaceOrientationiOS((int) mScreenOrientation);
109 | }
110 |
111 | [DllImport("__Internal")]
112 | private static extern void setPlatFormNative();
113 |
114 | [DllImport("__Internal")]
115 | private static extern int initQCARiOS(int screenOrientation, string licenseKey);
116 |
117 | [DllImport("__Internal")]
118 | private static extern void setSurfaceOrientationiOS(int screenOrientation);
119 | }
120 | }
121 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Qualcomm Confidential and Proprietary
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// Factory class that adds child class Behaviours
13 | ///
14 | public class VuforiaBehaviourComponentFactory : IBehaviourComponentFactory
15 | {
16 | #region PUBLIC_METHODS
17 |
18 | public MaskOutAbstractBehaviour AddMaskOutBehaviour(GameObject gameObject)
19 | {
20 | return gameObject.AddComponent();
21 | }
22 |
23 | public VirtualButtonAbstractBehaviour AddVirtualButtonBehaviour(GameObject gameObject)
24 | {
25 | return gameObject.AddComponent();
26 | }
27 |
28 | public TurnOffAbstractBehaviour AddTurnOffBehaviour(GameObject gameObject)
29 | {
30 | return gameObject.AddComponent();
31 | }
32 |
33 | public ImageTargetAbstractBehaviour AddImageTargetBehaviour(GameObject gameObject)
34 | {
35 | return gameObject.AddComponent();
36 | }
37 |
38 | public MarkerAbstractBehaviour AddMarkerBehaviour(GameObject gameObject)
39 | {
40 | return gameObject.AddComponent();
41 | }
42 |
43 | public MultiTargetAbstractBehaviour AddMultiTargetBehaviour(GameObject gameObject)
44 | {
45 | return gameObject.AddComponent();
46 | }
47 |
48 | public CylinderTargetAbstractBehaviour AddCylinderTargetBehaviour(GameObject gameObject)
49 | {
50 | return gameObject.AddComponent();
51 | }
52 |
53 | public WordAbstractBehaviour AddWordBehaviour(GameObject gameObject)
54 | {
55 | return gameObject.AddComponent();
56 | }
57 |
58 | public TextRecoAbstractBehaviour AddTextRecoBehaviour(GameObject gameObject)
59 | {
60 | return gameObject.AddComponent();
61 | }
62 |
63 | public ObjectTargetAbstractBehaviour AddObjectTargetBehaviour(GameObject gameObject)
64 | {
65 | return gameObject.AddComponent();
66 | }
67 |
68 | #endregion // PUBLIC_METHODS
69 | }
70 | }
71 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System.Collections.Generic;
8 | using System.Linq;
9 | using UnityEngine;
10 |
11 | namespace Vuforia
12 | {
13 | ///
14 | /// The KeepAliveBehaviour allows Vuforia objects to be reused across multiple
15 | /// scenes. This makes it possible to share datasets and targets between scenes.
16 | ///
17 | [RequireComponent(typeof (VuforiaBehaviour))]
18 | public class KeepAliveBehaviour : KeepAliveAbstractBehaviour
19 | {
20 | }
21 | }
22 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/MarkerBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// This class serves both as an augmentation definition for a Marker in the editor
13 | /// as well as a tracked marker result at runtime
14 | ///
15 | public class MarkerBehaviour : MarkerAbstractBehaviour
16 | {
17 |
18 | }
19 | }
20 |
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/Assets/Vuforia/Scripts/MaskOutBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// Helper behaviour used to hide augmented objects behind the video background.
13 | ///
14 | public class MaskOutBehaviour : MaskOutAbstractBehaviour
15 | {
16 | #region UNITY_MONOBEHAVIOUR_METHODS
17 |
18 | void Start ()
19 | {
20 | if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
21 | {
22 | Renderer rendererComp = GetComponent();
23 | int numMaterials = rendererComp.materials.Length;
24 | if (numMaterials == 1)
25 | {
26 | rendererComp.sharedMaterial = maskMaterial;
27 | }
28 | else
29 | {
30 | Material[] maskMaterials = new Material[numMaterials];
31 | for (int i = 0; i < numMaterials; i++)
32 | maskMaterials[i] = maskMaterial;
33 |
34 | rendererComp.sharedMaterials = maskMaterials;
35 | }
36 | }
37 | }
38 |
39 | #endregion // UNITY_MONOBEHAVIOUR_METHODS
40 | }
41 | }
42 |
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/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// This class serves both as an augmentation definition for a MultiTarget in the editor
13 | /// as well as a tracked MultiTarget result at runtime
14 | ///
15 | public class MultiTargetBehaviour : MultiTargetAbstractBehaviour
16 | {
17 | }
18 | }
19 |
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/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs:
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1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System.Collections.Generic;
8 | using UnityEngine;
9 |
10 | namespace Vuforia
11 | {
12 | ///
13 | /// This class serves both as an augmentation definition for an ObjectTarget in the editor
14 | /// as well as a tracked object target result at runtime
15 | ///
16 | public class ObjectTargetBehaviour : ObjectTargetAbstractBehaviour
17 | {
18 | }
19 | }
20 |
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/Assets/Vuforia/Scripts/PropBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 |
8 | namespace Vuforia
9 | {
10 | ///
11 | /// This class serves both as an augmentation definition for a Prop in the editor
12 | /// as well as a reconstructed and tracked prop result at runtime
13 | ///
14 | public class PropBehaviour : PropAbstractBehaviour
15 | {
16 | }
17 | }
18 |
--------------------------------------------------------------------------------
/Assets/Vuforia/Scripts/PropBehaviour.cs.meta:
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11 |
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/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | namespace Vuforia
8 | {
9 | ///
10 | /// This is the main behaviour class that encapsulates smart terrain reconstruction behaviour.
11 | ///
12 | public class ReconstructionBehaviour : ReconstructionAbstractBehaviour
13 | {
14 | }
15 | }
16 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | namespace Vuforia
8 | {
9 | ///
10 | /// This Monobehaviour supplements the ReconstructionAbstractBehaviour with target initialization specific functionality
11 | ///
12 | public class ReconstructionFromTargetBehaviour : ReconstructionFromTargetAbstractBehaviour
13 | {
14 | }
15 | }
16 |
--------------------------------------------------------------------------------
/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs.meta:
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/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | namespace Vuforia
8 | {
9 | ///
10 | /// This is the main behaviour class that manages the smart terrain tracker
11 | /// It comes as a component of the ARCamera prefab but can be use on any other game object as well
12 | /// It is important that at any given time, only one instance of this script exists in the scene.
13 | ///
14 | public class SmartTerrainTrackerBehaviour : SmartTerrainTrackerAbstractBehaviour
15 | {
16 | }
17 | }
18 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/SurfaceBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 |
8 | namespace Vuforia
9 | {
10 | ///
11 | /// This class serves both as an augmentation definition for a Surface in the editor
12 | /// as well as a reconstructed and tracked surface result at runtime
13 | ///
14 | public class SurfaceBehaviour : SurfaceAbstractBehaviour
15 | {
16 | }
17 | }
18 |
--------------------------------------------------------------------------------
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11 |
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/Assets/Vuforia/Scripts/TextRecoBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System.Collections.Generic;
8 | using System.Linq;
9 | using UnityEngine;
10 |
11 |
12 | namespace Vuforia
13 | {
14 | ///
15 | /// This is the main behaviour class that encapsulates text recognition behaviour.
16 | /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the text tracker with the configured word list.
17 | /// Events for newly recognized or lost words will be called on registered ITextRecoEventHandlers
18 | ///
19 | public class TextRecoBehaviour : TextRecoAbstractBehaviour
20 | {
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/TurnOffBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// A utility behaviour to disable rendering of a game object at run time.
13 | ///
14 | public class TurnOffBehaviour : TurnOffAbstractBehaviour
15 | {
16 |
17 | #region UNITY_MONOBEHAVIOUR_METHODS
18 |
19 | void Awake()
20 | {
21 | if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
22 | {
23 | // We remove the mesh components at run-time only, but keep them for
24 | // visualization when running in the editor:
25 | MeshRenderer targetMeshRenderer = this.GetComponent();
26 | Destroy(targetMeshRenderer);
27 | MeshFilter targetMesh = this.GetComponent();
28 | Destroy(targetMesh);
29 | }
30 | }
31 |
32 | #endregion // UNITY_MONOBEHAVIOUR_METHODS
33 |
34 | }
35 | }
36 |
--------------------------------------------------------------------------------
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11 |
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/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// A utility behaviour to disable rendering of a word behaviour at run time.
13 | ///
14 | public class TurnOffWordBehaviour : MonoBehaviour
15 | {
16 |
17 | #region UNITY_MONOBEHAVIOUR_METHODS
18 |
19 | void Awake()
20 | {
21 | if (VuforiaRuntimeUtilities.IsVuforiaEnabled())
22 | {
23 | // We remove the renderer at run-time only, but keep it for
24 | // visualization when running in the editor
25 | // We keep the MeshFilter for retreiving the size of the Word-prefab
26 | MeshRenderer targetMeshRenderer = this.GetComponent();
27 | Destroy(targetMeshRenderer);
28 | //The child object for visualizing text is removed at runtime
29 | var text = transform.FindChild("Text");
30 | if(text != null)
31 | Destroy(text.gameObject);
32 | }
33 | }
34 |
35 | #endregion // UNITY_MONOBEHAVIOUR_METHODS
36 |
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System;
8 | using System.Collections.Generic;
9 | using System.Runtime.InteropServices;
10 | using UnityEngine;
11 |
12 | namespace Vuforia
13 | {
14 | ///
15 | /// This Component can be used to create new ImageTargets at runtime. It can be configured to start scanning automatically
16 | /// or via a call from an external script.
17 | /// Registered event handlers will be informed of changes in the frame quality as well as new TrackableSources
18 | ///
19 | public class UserDefinedTargetBuildingBehaviour : UserDefinedTargetBuildingAbstractBehaviour
20 | {
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System;
8 | using System.Collections.Generic;
9 | using System.Runtime.InteropServices;
10 | using System.Text.RegularExpressions;
11 | using UnityEngine;
12 |
13 | namespace Vuforia
14 | {
15 | ///
16 | /// The VideoBackgroundBehaviour class handles native video background rendering.
17 | ///
18 | [RequireComponent(typeof(Camera))]
19 | public class VideoBackgroundBehaviour : VideoBackgroundAbstractBehaviour
20 | {
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/VideoTextureRenderer.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2014 Qualcomm Connected Experiences, Inc. All Rights Reserved.
3 |
4 | Confidential and Proprietary – Qualcomm Connected Experiences, Inc.
5 | Vuforia is a trademark of QUALCOMM Incorporated, registered in the United States
6 | and other countries. Trademarks of QUALCOMM Incorporated are used with permission.
7 | ==============================================================================*/
8 |
9 | using UnityEngine;
10 | using System.Collections;
11 |
12 | namespace Vuforia
13 | {
14 | ///
15 | /// The VideoTextureRenderer class creates a texture which is used to
16 | /// render video background using BTA.
17 | ///
18 | public class VideoTextureRenderer : VideoTextureRendererAbstractBehaviour
19 | {
20 |
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System;
8 | using System.Collections.Generic;
9 | using System.Runtime.InteropServices;
10 | using UnityEngine;
11 |
12 | namespace Vuforia
13 | {
14 | ///
15 | /// This behaviour associates a Virtual Button with a game object. Use the
16 | /// functionality in ImageTargetBehaviour to create and destroy Virtual Buttons
17 | /// at run-time.
18 | ///
19 | public class VirtualButtonBehaviour : VirtualButtonAbstractBehaviour
20 | {
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/VuforiaBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// The VuforiaBehaviour class handles tracking and triggers native video
13 | /// background rendering. The class updates all Trackables in the scene.
14 | ///
15 | public class VuforiaBehaviour : VuforiaAbstractBehaviour
16 | {
17 | protected void Awake()
18 | {
19 | IUnityPlayer unityPlayer = new NullUnityPlayer();
20 |
21 | // instantiate the correct UnityPlayer for the current platform
22 | if (Application.platform == RuntimePlatform.Android)
23 | unityPlayer = new AndroidUnityPlayer();
24 | else if (Application.platform == RuntimePlatform.IPhonePlayer)
25 | unityPlayer = new IOSUnityPlayer();
26 | else if (VuforiaRuntimeUtilities.IsPlayMode())
27 | unityPlayer = new PlayModeUnityPlayer();
28 |
29 | SetUnityPlayerImplementation(unityPlayer);
30 |
31 | gameObject.AddComponent();
32 | }
33 |
34 | private static VuforiaBehaviour mVuforiaBehaviour= null;
35 |
36 | ///
37 | /// A simple static singleton getter to the VuforiaBehaviour (if present in the scene)
38 | /// Will return null if no VuforiaBehaviour has been instanciated in the scene.
39 | ///
40 | public static VuforiaBehaviour Instance
41 | {
42 | get
43 | {
44 | if (mVuforiaBehaviour == null)
45 | mVuforiaBehaviour = FindObjectOfType();
46 |
47 | return mVuforiaBehaviour;
48 | }
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/WebCamBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using System;
8 | using System.Collections.Generic;
9 | using System.Runtime.InteropServices;
10 | using UnityEngine;
11 |
12 | namespace Vuforia
13 | {
14 | ///
15 | /// This MonoBehaviour manages the usage of a webcam for Play Mode in Windows or Mac.
16 | ///
17 | public class WebCamBehaviour : WebCamAbstractBehaviour
18 | {
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Scripts/WireframeBehaviour.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// This script renders the mesh from the MeshFilter as wireframe.
13 | /// This is mainly supposed to be used for visualization/debugging purpoes. It uses GL.LINES to draw the wireframe,
14 | /// which is not very fast for larger meshes.
15 | /// In order to draw large wireframe meshes in an app, it is recommended to use 3rd party libraries such as Vectrosity.
16 | ///
17 | public class WireframeBehaviour : MonoBehaviour
18 | {
19 | #region PRIVATE_MEMBERS
20 |
21 | private Material mLineMaterial;
22 |
23 | #endregion // PRIVATE_MEMBERS
24 |
25 |
26 | #region PUBLIC_MEMBERS
27 |
28 | public bool ShowLines = true;
29 | public Color LineColor = Color.green;
30 |
31 | #endregion // PUBLIC_MEMBERS
32 |
33 |
34 | #region PRIVATE_METHODS
35 |
36 | private void CreateLineMaterial()
37 | {
38 | mLineMaterial = new Material("Shader \"Lines/Colored Blended\" {" +
39 | "SubShader {" +
40 | "Pass { Color (" + LineColor.r + "," + LineColor.g + "," + LineColor.b + "," + LineColor.a + ") }" +
41 | "} }" );
42 | mLineMaterial.hideFlags = HideFlags.HideAndDontSave;
43 | mLineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
44 | }
45 |
46 | #endregion // PRIVATE_METHODS
47 |
48 |
49 | #region UNITY_MONOBEHAVIOUR_METHODS
50 |
51 | void OnRenderObject ()
52 | {
53 | // avoid lines being rendered in Background-camera
54 | GameObject go = VuforiaManager.Instance.ARCameraTransform.gameObject;
55 | Camera[] cameras = go.GetComponentsInChildren();
56 | bool valid = false;
57 | foreach (Camera cam in cameras)
58 | {
59 | if(Camera.current == cam)
60 | valid = true;
61 | }
62 | if(!valid)
63 | return;
64 |
65 | if (!ShowLines) return;
66 |
67 | var mf = GetComponent();
68 | if (!mf) return;
69 |
70 | if (mLineMaterial == null)
71 | CreateLineMaterial();
72 |
73 | var mesh = mf.sharedMesh;
74 | var vertices = mesh.vertices;
75 | var triangles = mesh.triangles;
76 |
77 | GL.PushMatrix();
78 |
79 | GL.MultMatrix(transform.localToWorldMatrix);
80 |
81 | mLineMaterial.SetPass(0);
82 | GL.Begin(GL.LINES);
83 | for (int i=0; i();
107 | if (!mf) return;
108 |
109 | Gizmos.matrix = Matrix4x4.TRS(gameObject.transform.position, gameObject.transform.rotation, gameObject.transform.lossyScale);
110 | Gizmos.color = LineColor;
111 |
112 | var mesh = mf.sharedMesh;
113 | var vertices = mesh.vertices;
114 | var triangles = mesh.triangles;
115 | for (int i = 0; i < triangles.Length; i += 3)
116 | {
117 |
118 | var P0 = (vertices[triangles[i + 0]]);
119 | var P1 = (vertices[triangles[i + 1]]);
120 | var P2 = (vertices[triangles[i + 2]]);
121 |
122 | Gizmos.DrawLine(P0, P1);
123 | Gizmos.DrawLine(P1, P2);
124 | Gizmos.DrawLine(P2, P0);
125 | }
126 | }
127 | }
128 |
129 | #endregion // UNITY_MONOBEHAVIOUR_METHODS
130 | }
131 | }
132 |
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/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs:
--------------------------------------------------------------------------------
1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 |
8 | using UnityEngine;
9 |
10 | namespace Vuforia
11 | {
12 | ///
13 | /// A custom handler that also hides the wireframe-renderer in the smart terrain
14 | ///
15 | public class WireframeTrackableEventHandler : MonoBehaviour,
16 | ITrackableEventHandler
17 | {
18 | #region PRIVATE_MEMBER_VARIABLES
19 |
20 | private TrackableBehaviour mTrackableBehaviour;
21 |
22 | #endregion // PRIVATE_MEMBER_VARIABLES
23 |
24 |
25 |
26 | #region UNTIY_MONOBEHAVIOUR_METHODS
27 |
28 | void Start()
29 | {
30 | mTrackableBehaviour = GetComponent();
31 | if (mTrackableBehaviour)
32 | {
33 | mTrackableBehaviour.RegisterTrackableEventHandler(this);
34 | }
35 | }
36 |
37 | #endregion // UNTIY_MONOBEHAVIOUR_METHODS
38 |
39 |
40 |
41 | #region PUBLIC_METHODS
42 |
43 | ///
44 | /// Implementation of the ITrackableEventHandler function called when the
45 | /// tracking state changes.
46 | ///
47 | public void OnTrackableStateChanged(
48 | TrackableBehaviour.Status previousStatus,
49 | TrackableBehaviour.Status newStatus)
50 | {
51 | if (newStatus == TrackableBehaviour.Status.DETECTED ||
52 | newStatus == TrackableBehaviour.Status.TRACKED)
53 | {
54 | OnTrackingFound();
55 | }
56 | else
57 | {
58 | OnTrackingLost();
59 | }
60 | }
61 |
62 | #endregion // PUBLIC_METHODS
63 |
64 |
65 |
66 | #region PRIVATE_METHODS
67 |
68 |
69 | private void OnTrackingFound()
70 | {
71 | Renderer[] rendererComponents = GetComponentsInChildren(true);
72 | Collider[] colliderComponents = GetComponentsInChildren(true);
73 | WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true);
74 |
75 | // Enable rendering:
76 | foreach (Renderer component in rendererComponents)
77 | {
78 | component.enabled = true;
79 | }
80 |
81 | // Enable colliders:
82 | foreach (Collider component in colliderComponents)
83 | {
84 | component.enabled = true;
85 | }
86 |
87 | // Enable wireframe rendering:
88 | foreach (WireframeBehaviour component in wireframeComponents)
89 | {
90 | component.enabled = true;
91 | }
92 |
93 | Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
94 | }
95 |
96 |
97 | private void OnTrackingLost()
98 | {
99 | Renderer[] rendererComponents = GetComponentsInChildren(true);
100 | Collider[] colliderComponents = GetComponentsInChildren(true);
101 | WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true);
102 |
103 | // Disable rendering:
104 | foreach (Renderer component in rendererComponents)
105 | {
106 | component.enabled = false;
107 | }
108 |
109 | // Disable colliders:
110 | foreach (Collider component in colliderComponents)
111 | {
112 | component.enabled = false;
113 | }
114 |
115 | // Disable wireframe rendering:
116 | foreach (WireframeBehaviour component in wireframeComponents)
117 | {
118 | component.enabled = false;
119 | }
120 | Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
121 | }
122 |
123 | #endregion // PRIVATE_METHODS
124 | }
125 | }
126 |
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1 | /*==============================================================================
2 | Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | All Rights Reserved.
4 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
5 | ==============================================================================*/
6 |
7 | using UnityEngine;
8 |
9 | namespace Vuforia
10 | {
11 | ///
12 | /// This class serves both as an augmentation definition for a Word in the editor
13 | /// as well as a tracked Word result at runtime
14 | ///
15 | public class WordBehaviour : WordAbstractBehaviour
16 | {
17 | }
18 | }
19 |
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1 | Shader "Custom/BrightTexture" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "white" {}
4 | }
5 | SubShader {
6 |
7 | Pass{
8 |
9 | CGPROGRAM
10 |
11 | #pragma vertex vert
12 | #pragma fragment frag
13 |
14 | #include "UnityCG.cginc"
15 |
16 | sampler2D _MainTex;
17 |
18 | struct v2f {
19 | float4 pos : SV_POSITION;
20 | float2 uv : TEXCOORD0;
21 | };
22 |
23 | float4 _MainTex_ST;
24 |
25 | v2f vert (appdata_base v)
26 | {
27 | v2f o;
28 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
29 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
30 | return o;
31 | }
32 |
33 |
34 | half4 frag(v2f i) : COLOR
35 | {
36 | half4 c = tex2D (_MainTex, i.uv);
37 |
38 | float scale = 0.2f;
39 | c.rgb = c.rgb * scale + 1.0f - scale;
40 |
41 | return c;
42 | }
43 |
44 | ENDCG
45 | }
46 | }
47 |
48 |
49 |
50 |
51 | FallBack "Diffuse"
52 | }
53 |
--------------------------------------------------------------------------------
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1 | //Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
2 | //All Rights Reserved.
3 | //Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
4 | Shader "DepthMask" {
5 |
6 | SubShader {
7 | // Render the mask after regular geometry, but before masked geometry and
8 | // transparent things.
9 |
10 | Tags {"Queue" = "Geometry-10" }
11 |
12 | // Turn off lighting, because it's expensive and the thing is supposed to be
13 | // invisible anyway.
14 |
15 | Lighting Off
16 |
17 | // Draw into the depth buffer in the usual way. This is probably the default,
18 | // but it doesn't hurt to be explicit.
19 |
20 | ZTest LEqual
21 | ZWrite On
22 |
23 | // Don't draw anything into the RGBA channels. This is an undocumented
24 | // argument to ColorMask which lets us avoid writing to anything except
25 | // the depth buffer.
26 |
27 | ColorMask 0
28 |
29 | // Do nothing specific in the pass:
30 |
31 | Pass {}
32 | }
33 | }
34 |
--------------------------------------------------------------------------------
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/Assets/Vuforia/Shaders/RenderVideoBackground.shader:
--------------------------------------------------------------------------------
1 | //Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc.
2 | //All Rights Reserved.
3 | //Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
4 | Shader "Custom/RenderVideoBackground" {
5 | Properties {
6 | _MainTex ("Base (RGB)", 2D) = "white" {}
7 | }
8 | SubShader {
9 | Tags {"Queue"="overlay+1" "RenderType"="overlay" }
10 | Pass {
11 | // Render the teapot
12 | SetTexture [_MainTex] {
13 | combine texture
14 | }
15 | }
16 | }
17 | FallBack "Diffuse"
18 | }
19 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
1 | //Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
2 | //All Rights Reserved.
3 | //Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
4 | Shader "Custom/Text3D" {
5 | Properties {
6 | _MainTex ("Base (RGB)", 2D) = "white" {}
7 | _Color ("Text Color", Color) = (1,1,1,1)
8 | }
9 |
10 | SubShader {
11 | Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" }
12 | Lighting Off Offset -1, -1 ZTest LEqual ZWrite On Fog { Mode Off }
13 | Blend SrcAlpha OneMinusSrcAlpha
14 | Pass {
15 | Color [_Color]
16 | SetTexture [_MainTex] {
17 | combine primary, texture * primary
18 | }
19 | }
20 | }
21 |
22 |
23 | }
24 |
--------------------------------------------------------------------------------
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1 | //==============================================================================
2 | //Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
3 | //All Rights Reserved.
4 | //==============================================================================
5 |
6 | Shader "Transparent/VertexLit with Z" {
7 | Properties {
8 | _Color ("Main Color", Color) = (1,1,1,1)
9 | _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
10 | }
11 |
12 | SubShader {
13 | Tags {"RenderType"="Transparent" "Queue"="Transparent"}
14 | // Render into depth buffer only
15 | Pass {
16 | ColorMask 0
17 | }
18 | // Render normally
19 | Pass {
20 | ZWrite On
21 | Blend SrcAlpha OneMinusSrcAlpha
22 | ColorMask RGB
23 | Material {
24 | Diffuse [_Color]
25 | Ambient [_Color]
26 | }
27 | Lighting On
28 | SetTexture [_MainTex] {
29 | Combine texture * primary DOUBLE, texture * primary
30 | }
31 | }
32 | }
33 | }
34 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
1 | //Copyright (c) 2014 Qualcomm Connected Experiences, Inc.
2 | //All Rights Reserved.
3 | //Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
4 | Shader "Custom/VideoBackground" {
5 | Properties {
6 | _MainTex ("Base (RGB)", 2D) = "white" {}
7 | }
8 | SubShader {
9 | Tags {"Queue"="geometry-11" "RenderType"="opaque" }
10 | Pass {
11 | ZWrite Off
12 | Cull Off
13 | Lighting Off
14 |
15 | SetTexture [_MainTex] {
16 | combine texture
17 | }
18 | }
19 | }
20 | FallBack "Diffuse"
21 | }
22 |
--------------------------------------------------------------------------------
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1 |
2 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
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1 | Vuforia Augmented Reality SDK Release Package
2 | ==============================================
3 |
4 | Vuforia supports Unity 4.6.4 or newer.
5 | To learn more about Vuforia, go to https://developer.vuforia.com/library/getting-started
6 | To view the SDK license agreement, go to https://developer.vuforia.com/legal/vuforia-developer-agreement
7 | To view the release notes, go to https://developer.vuforia.com/library/release-notes
8 |
9 | /*============================================================================
10 | Copyright (c) 2010-2015 Qualcomm Connected Experiences, Inc.
11 | All Rights Reserved.
12 | Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
13 | ============================================================================*/
14 |
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2 | m_StandardAssetsVersion: 0
3 |
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1 | # PaintModel
2 |
3 | 模仿涂涂乐,核心就是把屏幕四边形坐标投影到UV空间。基于Vuforia的AR SDK。
4 |
5 | 原理地址:http://www.arvrschool.com/read.php?tid=537&fid=23
6 |
7 | P.S. 非商业项目,只为了提供一个大概思路,如何实现剩余的功能变成一个商业项目请不要问我……
8 |
9 | 使用方法:
10 | 打开Scenes中的场景,打开scene,把摄像头对准识别的图片,然后对识别图上色,上面的模型也会跟随着上色。
11 |
12 | —————————————2015/11/12更新——————————————
13 |
14 | 关于移动端显示不正确的问题
15 |
16 | 自己也开始发布到移动端,的确有类似的问题,主要原因好像是因为Vuforia提供的BackgroundPlane的Texture与PC端上的不同,而且还不止是uv方向上的不同(目前情况看起来好像是uv0.75以上的范围都是黑的),所以各种UV映射错误
17 |
18 | 没有想到太好的解决方法……
19 |
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