├── LICENSE
├── README.md
├── ThinkingWithPortals
├── .gitignore
├── Assets
│ ├── Materials.meta
│ ├── Materials
│ │ ├── ARWorld.mat
│ │ ├── ARWorld.mat.meta
│ │ ├── ARWorldMask.mat
│ │ ├── ARWorldMask.mat.meta
│ │ ├── Skybox.meta
│ │ └── Skybox
│ │ │ ├── Bottom.mat
│ │ │ ├── Bottom.mat.meta
│ │ │ ├── Side.mat
│ │ │ ├── Side.mat.meta
│ │ │ ├── Top.mat
│ │ │ └── Top.mat.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── DetectionPlane.prefab
│ │ ├── DetectionPlane.prefab.meta
│ │ ├── Portal.prefab
│ │ └── Portal.prefab.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── Portal.cs
│ │ └── Portal.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── DepthMask.shader
│ │ ├── DepthMask.shader.meta
│ │ ├── PortalShader.shader
│ │ └── PortalShader.shader.meta
│ ├── Textures.meta
│ ├── Textures
│ │ ├── ARWorld.renderTexture
│ │ ├── ARWorld.renderTexture.meta
│ │ ├── simple-gradient-skybox.meta
│ │ └── simple-gradient-skybox
│ │ │ ├── simplegradient_bottom.png
│ │ │ ├── simplegradient_bottom.png.meta
│ │ │ ├── simplegradient_side.png
│ │ │ ├── simplegradient_side.png.meta
│ │ │ ├── simplegradient_top.png
│ │ │ └── simplegradient_top.png.meta
│ ├── UnityARKitPlugin.meta
│ ├── UnityARKitPlugin
│ │ ├── ARKitRemote.meta
│ │ ├── ARKitRemote
│ │ │ ├── ARKITREMOTE.txt
│ │ │ ├── ARKITREMOTE.txt.meta
│ │ │ ├── ARKitRemoteConnection.cs
│ │ │ ├── ARKitRemoteConnection.cs.meta
│ │ │ ├── ARKitRemoteConnection.prefab
│ │ │ ├── ARKitRemoteConnection.prefab.meta
│ │ │ ├── ConnectToEditor.cs
│ │ │ ├── ConnectToEditor.cs.meta
│ │ │ ├── ConnectionMessageIds.cs
│ │ │ ├── ConnectionMessageIds.cs.meta
│ │ │ ├── EditorHitTest.cs
│ │ │ ├── EditorHitTest.cs.meta
│ │ │ ├── EditorTestScene.unity
│ │ │ ├── EditorTestScene.unity.meta
│ │ │ ├── ObjectSerializationExtension.cs
│ │ │ ├── ObjectSerializationExtension.cs.meta
│ │ │ ├── SerializableObjects.cs
│ │ │ ├── SerializableObjects.cs.meta
│ │ │ ├── UnityARKitRemote.unity
│ │ │ ├── UnityARKitRemote.unity.meta
│ │ │ ├── UnityRemoteVideo.cs
│ │ │ └── UnityRemoteVideo.cs.meta
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ │ ├── AddRemoveAnchorExample.meta
│ │ │ ├── AddRemoveAnchorExample
│ │ │ │ ├── AddRemoveAnchorScene.unity
│ │ │ │ ├── AddRemoveAnchorScene.unity.meta
│ │ │ │ ├── RandomCube.prefab
│ │ │ │ ├── RandomCube.prefab.meta
│ │ │ │ ├── UnityARUserAnchorExample.cs
│ │ │ │ └── UnityARUserAnchorExample.cs.meta
│ │ │ ├── BallMaker.cs
│ │ │ ├── BallMaker.cs.meta
│ │ │ ├── BallMover.cs
│ │ │ ├── BallMover.cs.meta
│ │ │ ├── Ballz.cs
│ │ │ ├── Ballz.cs.meta
│ │ │ ├── FocusSquare.meta
│ │ │ ├── FocusSquare
│ │ │ │ ├── FocusSquare.cs
│ │ │ │ ├── FocusSquare.cs.meta
│ │ │ │ ├── FocusSquareFinding.controller
│ │ │ │ ├── FocusSquareFinding.controller.meta
│ │ │ │ ├── FocusSquareFinding.mat
│ │ │ │ ├── FocusSquareFinding.mat.meta
│ │ │ │ ├── FocusSquareFinding.prefab
│ │ │ │ ├── FocusSquareFinding.prefab.meta
│ │ │ │ ├── FocusSquareFocused.prefab
│ │ │ │ ├── FocusSquareFocused.prefab.meta
│ │ │ │ ├── FocusSquareFound.mat
│ │ │ │ ├── FocusSquareFound.mat.meta
│ │ │ │ ├── FocusSquareScene.unity
│ │ │ │ ├── FocusSquareScene.unity.meta
│ │ │ │ ├── focuspulse.anim
│ │ │ │ ├── focuspulse.anim.meta
│ │ │ │ ├── focussquare.png
│ │ │ │ ├── focussquare.png.meta
│ │ │ │ ├── focussquarefound.png
│ │ │ │ └── focussquarefound.png.meta
│ │ │ ├── InstancedSurfaceShader.shader
│ │ │ ├── InstancedSurfaceShader.shader.meta
│ │ │ ├── ModeSwitcher.cs
│ │ │ ├── ModeSwitcher.cs.meta
│ │ │ ├── Plane Physic Material.physicMaterial
│ │ │ └── Plane Physic Material.physicMaterial.meta
│ │ ├── HSVPicker.meta
│ │ ├── HSVPicker
│ │ │ ├── Editor.meta
│ │ │ ├── Editor
│ │ │ │ ├── BoxSliderEditor.cs
│ │ │ │ └── BoxSliderEditor.cs.meta
│ │ │ ├── Enums.meta
│ │ │ ├── Enums
│ │ │ │ ├── ColorValues.cs
│ │ │ │ └── ColorValues.cs.meta
│ │ │ ├── Events.meta
│ │ │ ├── Events
│ │ │ │ ├── ColorChangedEvent.cs
│ │ │ │ ├── ColorChangedEvent.cs.meta
│ │ │ │ ├── HSVChangedEvent.cs
│ │ │ │ └── HSVChangedEvent.cs.meta
│ │ │ ├── Other.meta
│ │ │ ├── Other
│ │ │ │ ├── ColorPickerTester.cs
│ │ │ │ ├── ColorPickerTester.cs.meta
│ │ │ │ ├── TiltWindow.cs
│ │ │ │ └── TiltWindow.cs.meta
│ │ │ ├── Picker 2.0.prefab
│ │ │ ├── Picker 2.0.prefab.meta
│ │ │ ├── PickerTest.unity
│ │ │ ├── PickerTest.unity.meta
│ │ │ ├── UI.meta
│ │ │ ├── UI
│ │ │ │ ├── ColorImage.cs
│ │ │ │ ├── ColorImage.cs.meta
│ │ │ │ ├── ColorLabel.cs
│ │ │ │ ├── ColorLabel.cs.meta
│ │ │ │ ├── ColorPicker.cs
│ │ │ │ ├── ColorPicker.cs.meta
│ │ │ │ ├── ColorPresets.cs
│ │ │ │ ├── ColorPresets.cs.meta
│ │ │ │ ├── ColorSlider.cs
│ │ │ │ ├── ColorSlider.cs.meta
│ │ │ │ ├── ColorSliderImage.cs
│ │ │ │ ├── ColorSliderImage.cs.meta
│ │ │ │ ├── HexColorField.cs
│ │ │ │ ├── HexColorField.cs.meta
│ │ │ │ ├── SVBoxSlider.cs
│ │ │ │ └── SVBoxSlider.cs.meta
│ │ │ ├── UtilityScripts.meta
│ │ │ └── UtilityScripts
│ │ │ │ ├── BoxSlider.cs
│ │ │ │ ├── BoxSlider.cs.meta
│ │ │ │ ├── HSVUtil.cs
│ │ │ │ └── HSVUtil.cs.meta
│ │ ├── LICENSE
│ │ ├── LICENSE.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── 2000px-Checkerboard_pattern.svg.mat
│ │ │ ├── 2000px-Checkerboard_pattern.svg.mat.meta
│ │ │ ├── 2000px-Checkerboard_patternUV.svg.mat
│ │ │ ├── 2000px-Checkerboard_patternUV.svg.mat.meta
│ │ │ ├── BallMaterial.mat
│ │ │ ├── BallMaterial.mat.meta
│ │ │ ├── PlayerMaterial.mat
│ │ │ └── PlayerMaterial.mat.meta
│ │ ├── Models.meta
│ │ ├── Models
│ │ │ ├── Characters.meta
│ │ │ └── Characters
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ ├── GunMaterial.mat
│ │ │ │ └── GunMaterial.mat.meta
│ │ │ │ ├── Player.fbx
│ │ │ │ └── Player.fbx.meta
│ │ ├── ParticlePainter.cs
│ │ ├── ParticlePainter.cs.meta
│ │ ├── Plugins.meta
│ │ ├── Plugins
│ │ │ ├── iOS.meta
│ │ │ └── iOS
│ │ │ │ ├── UnityARKit.meta
│ │ │ │ └── UnityARKit
│ │ │ │ ├── AR3DOFCameraManager.cs
│ │ │ │ ├── AR3DOFCameraManager.cs.meta
│ │ │ │ ├── ARPlaneAnchorGameObject.cs
│ │ │ │ ├── ARPlaneAnchorGameObject.cs.meta
│ │ │ │ ├── DontDestroyOnLoad.cs
│ │ │ │ ├── DontDestroyOnLoad.cs.meta
│ │ │ │ ├── Editor.meta
│ │ │ │ ├── Editor
│ │ │ │ ├── UnityARBuildPostprocessor.cs
│ │ │ │ └── UnityARBuildPostprocessor.cs.meta
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ ├── PointCloudMaterial.mat
│ │ │ │ ├── PointCloudMaterial.mat.meta
│ │ │ │ ├── PointCloudParticleMaterial.mat
│ │ │ │ ├── PointCloudParticleMaterial.mat.meta
│ │ │ │ ├── XColor.mat
│ │ │ │ ├── XColor.mat.meta
│ │ │ │ ├── YColor.mat
│ │ │ │ ├── YColor.mat.meta
│ │ │ │ ├── YUVMaterial.mat
│ │ │ │ ├── YUVMaterial.mat.meta
│ │ │ │ ├── ZColor.mat
│ │ │ │ ├── ZColor.mat.meta
│ │ │ │ ├── debugPlaneMaterial.mat
│ │ │ │ ├── debugPlaneMaterial.mat.meta
│ │ │ │ ├── occlusionPlaneMaterial.mat
│ │ │ │ ├── occlusionPlaneMaterial.mat.meta
│ │ │ │ ├── shadowPlaneMaterial.mat
│ │ │ │ └── shadowPlaneMaterial.mat.meta
│ │ │ │ ├── NativeInterface.meta
│ │ │ │ ├── NativeInterface
│ │ │ │ ├── ARAnchor.cs
│ │ │ │ ├── ARAnchor.cs.meta
│ │ │ │ ├── ARCamera.cs
│ │ │ │ ├── ARCamera.cs.meta
│ │ │ │ ├── ARErrorCode.cs
│ │ │ │ ├── ARErrorCode.cs.meta
│ │ │ │ ├── ARFrame.cs
│ │ │ │ ├── ARFrame.cs.meta
│ │ │ │ ├── ARHitTestResult.cs
│ │ │ │ ├── ARHitTestResult.cs.meta
│ │ │ │ ├── ARHitTestResultType.cs
│ │ │ │ ├── ARHitTestResultType.cs.meta
│ │ │ │ ├── ARLightEstimate.cs
│ │ │ │ ├── ARLightEstimate.cs.meta
│ │ │ │ ├── ARPlaneAnchor.cs
│ │ │ │ ├── ARPlaneAnchor.cs.meta
│ │ │ │ ├── ARPlaneAnchorAlignment.cs
│ │ │ │ ├── ARPlaneAnchorAlignment.cs.meta
│ │ │ │ ├── ARPoint.cs
│ │ │ │ ├── ARPoint.cs.meta
│ │ │ │ ├── ARRect.cs
│ │ │ │ ├── ARRect.cs.meta
│ │ │ │ ├── ARSessionNative.mm
│ │ │ │ ├── ARSessionNative.mm.meta
│ │ │ │ ├── ARSize.cs
│ │ │ │ ├── ARSize.cs.meta
│ │ │ │ ├── ARTextureHandles.cs
│ │ │ │ ├── ARTextureHandles.cs.meta
│ │ │ │ ├── ARTrackingQuality.cs
│ │ │ │ ├── ARTrackingQuality.cs.meta
│ │ │ │ ├── ARTrackingState.cs
│ │ │ │ ├── ARTrackingState.cs.meta
│ │ │ │ ├── ARTrackingStateReason.cs
│ │ │ │ ├── ARTrackingStateReason.cs.meta
│ │ │ │ ├── ARUserAnchor.cs
│ │ │ │ ├── ARUserAnchor.cs.meta
│ │ │ │ ├── UnityARSessionNativeInterface.cs
│ │ │ │ └── UnityARSessionNativeInterface.cs.meta
│ │ │ │ ├── PointCloudParticleExample.cs
│ │ │ │ ├── PointCloudParticleExample.cs.meta
│ │ │ │ ├── Prefabs.meta
│ │ │ │ ├── Prefabs
│ │ │ │ ├── BallPrefab.prefab
│ │ │ │ ├── BallPrefab.prefab.meta
│ │ │ │ ├── CollSphere.prefab
│ │ │ │ ├── CollSphere.prefab.meta
│ │ │ │ ├── ParticlePainterPrefab.prefab
│ │ │ │ ├── ParticlePainterPrefab.prefab.meta
│ │ │ │ ├── ParticlePrefab.prefab
│ │ │ │ ├── ParticlePrefab.prefab.meta
│ │ │ │ ├── PointCloudPrefab.prefab
│ │ │ │ ├── PointCloudPrefab.prefab.meta
│ │ │ │ ├── collisionPlanePrefab.prefab
│ │ │ │ ├── collisionPlanePrefab.prefab.meta
│ │ │ │ ├── debugPlanePrefab.prefab
│ │ │ │ ├── debugPlanePrefab.prefab.meta
│ │ │ │ ├── occlusionPlanePrefab.prefab
│ │ │ │ ├── occlusionPlanePrefab.prefab.meta
│ │ │ │ ├── shadowPlanePrefab.prefab
│ │ │ │ └── shadowPlanePrefab.prefab.meta
│ │ │ │ ├── Shaders.meta
│ │ │ │ ├── Shaders
│ │ │ │ ├── MobileARShadow.shader
│ │ │ │ ├── MobileARShadow.shader.meta
│ │ │ │ ├── MobileOcclusion.shader
│ │ │ │ ├── MobileOcclusion.shader.meta
│ │ │ │ ├── YUVShader.shader
│ │ │ │ └── YUVShader.shader.meta
│ │ │ │ ├── Textures.meta
│ │ │ │ ├── Textures
│ │ │ │ ├── debugPlaneTile.png
│ │ │ │ └── debugPlaneTile.png.meta
│ │ │ │ ├── UnityARCameraManager.cs
│ │ │ │ ├── UnityARCameraManager.cs.meta
│ │ │ │ ├── UnityARCameraNearFar.cs
│ │ │ │ ├── UnityARCameraNearFar.cs.meta
│ │ │ │ ├── UnityARGeneratePlane.cs
│ │ │ │ ├── UnityARGeneratePlane.cs.meta
│ │ │ │ ├── UnityARHitTestExample.cs
│ │ │ │ ├── UnityARHitTestExample.cs.meta
│ │ │ │ ├── UnityARKitControl.cs
│ │ │ │ ├── UnityARKitControl.cs.meta
│ │ │ │ ├── UnityARUserAnchorComponent.cs
│ │ │ │ ├── UnityARUserAnchorComponent.cs.meta
│ │ │ │ ├── UnityARVideo.cs
│ │ │ │ ├── UnityARVideo.cs.meta
│ │ │ │ ├── UnityPointCloudExample.cs
│ │ │ │ ├── UnityPointCloudExample.cs.meta
│ │ │ │ ├── Utility.meta
│ │ │ │ └── Utility
│ │ │ │ ├── UnityARAnchorManager.cs
│ │ │ │ ├── UnityARAnchorManager.cs.meta
│ │ │ │ ├── UnityARMatrixOps.cs
│ │ │ │ ├── UnityARMatrixOps.cs.meta
│ │ │ │ ├── UnityARUtility.cs
│ │ │ │ └── UnityARUtility.cs.meta
│ │ ├── README.md
│ │ ├── README.md.meta
│ │ ├── SCENES.txt
│ │ ├── SCENES.txt.meta
│ │ ├── TUTORIAL.txt
│ │ ├── TUTORIAL.txt.meta
│ │ ├── Textures.meta
│ │ ├── Textures
│ │ │ ├── PlayerDiffuse.png
│ │ │ ├── PlayerDiffuse.png.meta
│ │ │ ├── PlayerNormals.png
│ │ │ ├── PlayerNormals.png.meta
│ │ │ ├── PlayerOcclusion.png
│ │ │ ├── PlayerOcclusion.png.meta
│ │ │ ├── PlayerSpecular.tif
│ │ │ └── PlayerSpecular.tif.meta
│ │ ├── UnityARAmbient.cs
│ │ ├── UnityARAmbient.cs.meta
│ │ ├── UnityARBallz.unity
│ │ ├── UnityARBallz.unity.meta
│ │ ├── UnityARKitScene.unity
│ │ ├── UnityARKitScene.unity.meta
│ │ ├── UnityAROcclusion.unity
│ │ ├── UnityAROcclusion.unity.meta
│ │ ├── UnityARShadows.unity
│ │ ├── UnityARShadows.unity.meta
│ │ ├── UnityParticlePainter.unity
│ │ ├── UnityParticlePainter.unity.meta
│ │ ├── checker_large UV.gif
│ │ └── checker_large UV.gif.meta
│ ├── _Scenes.meta
│ └── _Scenes
│ │ ├── MainScene.unity
│ │ └── MainScene.unity.meta
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.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
│ └── UnityConnectSettings.asset
└── readme_img
└── example-run.gif
/README.md:
--------------------------------------------------------------------------------
1 | # Thinking With Portals
2 |
3 |
4 |
5 |
6 |
7 | This project shows you how to setup basic ARKit portals inside Unity using a combination of Render Textures, Depth Masks, and Layers.
8 |
9 | Software Used:
10 | - Unity 2017.1.1
11 | - Unity ARKit Plugin 1.0.9
12 | - Xcode 9
13 | - iOS 11
14 |
15 | Portal shader from https://github.com/pr0g/unity-portal-rendering
--------------------------------------------------------------------------------
/ThinkingWithPortals/.gitignore:
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1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
8 | # Visual Studio 2015 cache directory
9 | /.vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 |
26 | # Unity3D generated meta files
27 | *.pidb.meta
28 |
29 | # Unity3D Generated File On Crash Reports
30 | sysinfo.txt
31 |
32 | # Builds
33 | *.apk
34 | *.unitypackage
35 |
36 | *.DS_Store*
37 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class Portal : MonoBehaviour {
5 |
6 | [Header("Cameras")]
7 | public Camera mainCam;
8 | public Camera portalCam;
9 |
10 | void Update () {
11 |
12 | // Move portal camera position based on main camera distance from the portal.
13 | Vector3 cameraOffset = mainCam.transform.position - transform.position;
14 | portalCam.transform.position = transform.position + cameraOffset;
15 |
16 | // Make portal cam face the same direction as the main camera.
17 | portalCam.transform.rotation = Quaternion.LookRotation(mainCam.transform.forward, Vector3.up);
18 | }
19 |
20 | void OnTriggerEnter (Collider other) {
21 | if (other.CompareTag ("MainCamera")) {
22 |
23 | // Use xor operator to toggle the ARWorld layer in the mainCam's culling mask.
24 | mainCam.cullingMask ^= 1 << LayerMask.NameToLayer("ARWorld");
25 |
26 | }
27 | }
28 | }
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1 | Shader "Custom/DepthMask" {
2 |
3 | SubShader {
4 | // Render the mask after regular geometry, but before masked geometry and
5 | // transparent things.
6 |
7 | Tags {"Queue" = "Geometry-1" }
8 |
9 | // Don't draw in the RGBA channels; just the depth buffer
10 |
11 | ColorMask 0
12 | ZWrite On
13 |
14 | // Do nothing specific in the pass:
15 |
16 | Pass {}
17 | }
18 | }
19 |
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1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | Shader "Custom/PortalShader" {
4 | Properties {
5 | _MainTex ("Base (RGB)", 2D) = "white" {}
6 | }
7 | SubShader {
8 | Pass {
9 | CGPROGRAM
10 |
11 | #pragma target 3.0
12 | #pragma vertex vert
13 | #pragma fragment frag
14 |
15 | #include "UnityCG.cginc"
16 |
17 | uniform sampler2D _MainTex;
18 |
19 | struct v2f {
20 | float4 pos : SV_POSITION;
21 | float4 pos_frag : TEXCOORD0;
22 | };
23 |
24 | v2f vert(appdata_base v) {
25 | v2f o;
26 | float4 clipSpacePosition = UnityObjectToClipPos(v.vertex);
27 | o.pos = clipSpacePosition;
28 | // Copy of clip space position for fragment shader
29 | o.pos_frag = clipSpacePosition;
30 | return o;
31 | }
32 |
33 | half4 frag(v2f i) : SV_Target {
34 | // Perspective divide (Translate to NDC - (-1, 1))
35 | float2 uv = i.pos_frag.xy / i.pos_frag.w;
36 | // Map -1, 1 range to 0, 1 tex coord range
37 | uv = (uv + float2(1.0, 1.0)) * 0.5;
38 | return tex2D(_MainTex, uv);
39 | }
40 | ENDCG
41 | }
42 | }
43 | }
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/ThinkingWithPortals/Assets/UnityARKitPlugin/ARKitRemote/ConnectionMessageIds.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public static class ConnectionMessageIds
6 | {
7 | public static Guid fromEditorARKitSessionMsgId { get { return new Guid("523bb5dd-163b-4e5b-9271-d18a50e8897e"); } }
8 | public static Guid updateCameraFrameMsgId { get { return new Guid("6d8c39bf-279a-46cf-91f4-9827a44443af"); } }
9 | public static Guid addPlaneAnchorMsgeId { get { return new Guid("a435cdb9-fa85-4d3c-9d3f-57fa85f62da3"); } }
10 | public static Guid updatePlaneAnchorMsgeId { get { return new Guid("84d5ad8d-e7f9-432c-ae5d-40717790a12f"); } }
11 | public static Guid removePlaneAnchorMsgeId { get { return new Guid("b07750a2-8825-4e86-9483-0b22b07df800"); } }
12 | public static Guid screenCaptureYMsgId { get { return new Guid("25c3d26f-72c5-4f3e-9a1f-c8c9b859453b"); } }
13 | public static Guid screenCaptureUVMsgId { get { return new Guid("d7f4d3cd-2d12-4ab7-b755-932fe7ab744d"); } }
14 | };
15 |
16 | public static class SubMessageIds
17 | {
18 | public static Guid editorInitARKit { get { return new Guid("2e5d7c45-daef-474d-bf55-1f02f0a10b69"); } }
19 | };
20 | }
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/ThinkingWithPortals/Assets/UnityARKitPlugin/ARKitRemote/EditorHitTest.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace UnityEngine.XR.iOS
6 | {
7 |
8 | public class EditorHitTest : MonoBehaviour {
9 |
10 | public Transform m_HitTransform;
11 | public float maxRayDistance = 30.0f;
12 | public LayerMask collisionLayerMask;
13 |
14 | #if UNITY_EDITOR //we will only use this script on the editor side, though there is nothing that would prevent it from working on device
15 | void Update () {
16 | if (Input.GetMouseButtonDown (0)) {
17 | Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
18 | RaycastHit hit;
19 |
20 | //we'll try to hit one of the plane collider gameobjects that were generated by the plugin
21 | //effectively similar to calling HitTest with ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent
22 | if (Physics.Raycast (ray, out hit, maxRayDistance, collisionLayerMask)) {
23 | //we're going to get the position from the contact point
24 | m_HitTransform.position = hit.point;
25 | Debug.Log (string.Format ("x:{0:0.######} y:{1:0.######} z:{2:0.######}", m_HitTransform.position.x, m_HitTransform.position.y, m_HitTransform.position.z));
26 |
27 | //and the rotation from the transform of the plane collider
28 | m_HitTransform.rotation = hit.transform.rotation;
29 | }
30 | }
31 | }
32 | #endif
33 | }
34 | }
35 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/ARKitRemote/ObjectSerializationExtension.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Runtime.Serialization.Formatters.Binary;
4 | using System.IO;
5 |
6 | namespace Utils
7 | {
8 | //Extension class to provide serialize / deserialize methods to object.
9 | //src: http://stackoverflow.com/questions/1446547/how-to-convert-an-object-to-a-byte-array-in-c-sharp
10 | //NOTE: You need add [Serializable] attribute in your class to enable serialization
11 | public static class ObjectSerializationExtension
12 | {
13 |
14 | public static byte[] SerializeToByteArray(this object obj)
15 | {
16 | if (obj == null)
17 | {
18 | return null;
19 | }
20 | var bf = new BinaryFormatter();
21 | using (var ms = new MemoryStream())
22 | {
23 | bf.Serialize(ms, obj);
24 | return ms.ToArray();
25 | }
26 | }
27 |
28 | public static T Deserialize(this byte[] byteArray) where T : class
29 | {
30 | if (byteArray == null)
31 | {
32 | return null;
33 | }
34 | using (var memStream = new MemoryStream())
35 | {
36 | var binForm = new BinaryFormatter();
37 | memStream.Write(byteArray, 0, byteArray.Length);
38 | memStream.Seek(0, SeekOrigin.Begin);
39 | var obj = (T)binForm.Deserialize(memStream);
40 | return obj;
41 | }
42 | }
43 | }
44 | }
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Examples/AddRemoveAnchorExample/UnityARUserAnchorExample.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Runtime.InteropServices;
5 | using UnityEngine;
6 | using UnityEngine.XR.iOS;
7 |
8 | /**
9 | This Class will place a game object with an UnityARUserAnchorComponent attached to it.
10 | It will then call the RemoveAnchor API after 5 seconds. This scipt will subscribe to the
11 | AnchorRemoved event and remove the game object from the scene.
12 | */
13 | public class UnityARUserAnchorExample : MonoBehaviour {
14 |
15 |
16 | public GameObject prefabObject;
17 | // Distance in Meters
18 | public int distanceFromCamera = 1;
19 | private HashSet m_Clones;
20 |
21 |
22 | private float m_TimeUntilRemove = 5.0f;
23 |
24 | void Awake() {
25 | UnityARSessionNativeInterface.ARUserAnchorAddedEvent += ExampleAddAnchor;
26 | UnityARSessionNativeInterface.ARUserAnchorRemovedEvent += AnchorRemoved;
27 | m_Clones = new HashSet();
28 | }
29 |
30 | public void ExampleAddAnchor(ARUserAnchor anchor)
31 | {
32 | if (m_Clones.Contains(anchor.identifier))
33 | {
34 | Console.WriteLine("Our anchor was added!");
35 | }
36 | }
37 |
38 | public void AnchorRemoved(ARUserAnchor anchor)
39 | {
40 | if (m_Clones.Contains(anchor.identifier))
41 | {
42 | m_Clones.Remove(anchor.identifier);
43 | Console.WriteLine("AnchorRemovedExample: " + anchor.identifier);
44 | }
45 | }
46 |
47 | // Update is called once per frame
48 | void Update () {
49 | if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
50 | {
51 | GameObject clone = Instantiate(prefabObject, Camera.main.transform.position + (this.distanceFromCamera * Camera.main.transform.forward), Quaternion.identity);
52 | UnityARUserAnchorComponent component = clone.GetComponent();
53 | m_Clones.Add(component.AnchorId);
54 | m_TimeUntilRemove = 4.0f;
55 | }
56 |
57 | // just remove anchors afte a certain amount of time for example's sake.
58 | m_TimeUntilRemove -= Time.deltaTime;
59 | if (m_TimeUntilRemove <= 0.0f)
60 | {
61 | foreach (string id in m_Clones)
62 | {
63 | Console.WriteLine("Removing anchor with id: " + id);
64 | UnityARSessionNativeInterface.GetARSessionNativeInterface().RemoveUserAnchor(id);
65 | break;
66 | }
67 | m_TimeUntilRemove = 4.0f;
68 | }
69 | }
70 | }
71 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Examples/BallMaker.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.XR.iOS;
5 |
6 | public class BallMaker : MonoBehaviour {
7 |
8 | public GameObject ballPrefab;
9 | public float createHeight;
10 | private MaterialPropertyBlock props;
11 |
12 | // Use this for initialization
13 | void Start () {
14 | props = new MaterialPropertyBlock ();
15 |
16 | }
17 |
18 | void CreateBall(Vector3 atPosition)
19 | {
20 | GameObject ballGO = Instantiate (ballPrefab, atPosition, Quaternion.identity);
21 |
22 |
23 | float r = Random.Range(0.0f, 1.0f);
24 | float g = Random.Range(0.0f, 1.0f);
25 | float b = Random.Range(0.0f, 1.0f);
26 |
27 | props.SetColor("_InstanceColor", new Color(r, g, b));
28 |
29 | MeshRenderer renderer = ballGO.GetComponent();
30 | renderer.SetPropertyBlock(props);
31 |
32 | }
33 |
34 | // Update is called once per frame
35 | void Update () {
36 | if (Input.touchCount > 0 )
37 | {
38 | var touch = Input.GetTouch(0);
39 | if (touch.phase == TouchPhase.Began)
40 | {
41 | var screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
42 | ARPoint point = new ARPoint {
43 | x = screenPosition.x,
44 | y = screenPosition.y
45 | };
46 |
47 | List hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface ().HitTest (point,
48 | ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent);
49 | if (hitResults.Count > 0) {
50 | foreach (var hitResult in hitResults) {
51 | Vector3 position = UnityARMatrixOps.GetPosition (hitResult.worldTransform);
52 | CreateBall (new Vector3 (position.x, position.y + createHeight, position.z));
53 | break;
54 | }
55 | }
56 |
57 | }
58 | }
59 |
60 | }
61 |
62 | }
63 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Examples/BallMover.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.XR.iOS;
5 |
6 | public class BallMover : MonoBehaviour {
7 |
8 | public GameObject collBallPrefab;
9 | private GameObject collBallGO;
10 |
11 | // Use this for initialization
12 | void Start () {
13 |
14 | }
15 |
16 | void CreateMoveBall( Vector3 explodePosition)
17 | {
18 | collBallGO = Instantiate (collBallPrefab, explodePosition, Quaternion.identity);
19 | }
20 |
21 | // Update is called once per frame
22 | void Update () {
23 | if (Input.touchCount > 0 )
24 | {
25 | var touch = Input.GetTouch(0);
26 | if (touch.phase == TouchPhase.Began) {
27 | var screenPosition = Camera.main.ScreenToViewportPoint (touch.position);
28 | ARPoint point = new ARPoint {
29 | x = screenPosition.x,
30 | y = screenPosition.y
31 | };
32 |
33 | List hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface ().HitTest (point,
34 | ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent);
35 | if (hitResults.Count > 0) {
36 | foreach (var hitResult in hitResults) {
37 | Vector3 position = UnityARMatrixOps.GetPosition (hitResult.worldTransform);
38 | CreateMoveBall (position);
39 | break;
40 | }
41 | }
42 |
43 | } else if (touch.phase == TouchPhase.Moved && collBallGO != null) {
44 | var screenPosition = Camera.main.ScreenToViewportPoint (touch.position);
45 | ARPoint point = new ARPoint {
46 | x = screenPosition.x,
47 | y = screenPosition.y
48 | };
49 |
50 | List hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface ().HitTest (point,
51 | ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent);
52 | if (hitResults.Count > 0) {
53 | foreach (var hitResult in hitResults) {
54 | Vector3 position = UnityARMatrixOps.GetPosition (hitResult.worldTransform);
55 | collBallGO.transform.position = Vector3.MoveTowards (collBallGO.transform.position, position, 0.05f);
56 | break;
57 | }
58 | }
59 | } else if (touch.phase != TouchPhase.Stationary) { //ended or cancelled
60 | Destroy(collBallGO);
61 | collBallGO = null;
62 |
63 | }
64 | }
65 |
66 | }
67 | }
68 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Ballz : MonoBehaviour {
6 |
7 | public float yDistanceThreshold;
8 |
9 | private float startingY;
10 |
11 | // Use this for initialization
12 | void Start () {
13 | startingY = transform.position.y;
14 | }
15 |
16 | // Update is called once per frame
17 | void Update () {
18 |
19 | if (Mathf.Abs (startingY - transform.position.y) > yDistanceThreshold) {
20 | Destroy (gameObject);
21 | }
22 | }
23 | }
24 |
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1 | Shader "Custom/InstancedSurfaceShader" {
2 | Properties {
3 | _Color ("Color", Color) = (1,1,1,1)
4 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5
6 | _Metallic ("Metallic", Range(0,1)) = 0.0
7 | }
8 | SubShader {
9 | Tags { "RenderType"="Opaque" }
10 | LOD 200
11 |
12 | CGPROGRAM
13 | // Physically based Standard lighting model, and enable shadows on all light types
14 | #pragma surface surf Standard fullforwardshadows
15 |
16 | // Use shader model 3.0 target, to get nicer looking lighting
17 | #pragma target 3.0
18 |
19 | sampler2D _MainTex;
20 |
21 | struct Input {
22 | float2 uv_MainTex;
23 | };
24 |
25 | half _Glossiness;
26 | half _Metallic;
27 | fixed4 _Color;
28 |
29 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
30 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
31 | // #pragma instancing_options assumeuniformscaling
32 | UNITY_INSTANCING_CBUFFER_START(Props)
33 | // put more per-instance properties here
34 | UNITY_DEFINE_INSTANCED_PROP (fixed4, _InstanceColor)
35 | UNITY_INSTANCING_CBUFFER_END
36 |
37 | void surf (Input IN, inout SurfaceOutputStandard o) {
38 | // Albedo comes from a texture tinted by color
39 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * UNITY_ACCESS_INSTANCED_PROP (_InstanceColor);
40 | o.Albedo = c.rgb;
41 | // Metallic and smoothness come from slider variables
42 | o.Metallic = _Metallic;
43 | o.Smoothness = _Glossiness;
44 | o.Alpha = c.a;
45 | }
46 | ENDCG
47 | }
48 | FallBack "Diffuse"
49 | }
50 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Examples/ModeSwitcher.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ModeSwitcher : MonoBehaviour {
6 |
7 | public GameObject ballMake;
8 | public GameObject ballMove;
9 |
10 | private int appMode = 0;
11 | // Use this for initialization
12 | void Start () {
13 |
14 | }
15 |
16 | // Update is called once per frame
17 | void Update () {
18 |
19 | }
20 |
21 | void EnableBallCreation(bool enable)
22 | {
23 | ballMake.SetActive (enable);
24 | ballMove.SetActive (!enable);
25 |
26 | }
27 |
28 | void OnGUI()
29 | {
30 | string modeString = appMode == 0 ? "MAKE" : "BREAK";
31 | if (GUI.Button(new Rect(Screen.width -150.0f, 0.0f, 150.0f, 100.0f), modeString))
32 | {
33 | appMode = (appMode + 1) % 2;
34 | EnableBallCreation (appMode == 0);
35 | }
36 |
37 | }
38 |
39 | }
40 |
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14 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/Editor/BoxSliderEditor.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 | using UnityEngine.UI;
4 |
5 | namespace UnityEditor.UI
6 | {
7 | [CustomEditor(typeof(BoxSlider), true)]
8 | [CanEditMultipleObjects]
9 | public class BoxSliderEditor : SelectableEditor
10 | {
11 |
12 | SerializedProperty m_HandleRect;
13 | SerializedProperty m_MinValue;
14 | SerializedProperty m_MaxValue;
15 | SerializedProperty m_WholeNumbers;
16 | SerializedProperty m_Value;
17 | SerializedProperty m_ValueY;
18 | SerializedProperty m_OnValueChanged;
19 |
20 | protected override void OnEnable()
21 | {
22 | base.OnEnable();
23 | m_HandleRect = serializedObject.FindProperty("m_HandleRect");
24 |
25 | m_MinValue = serializedObject.FindProperty("m_MinValue");
26 | m_MaxValue = serializedObject.FindProperty("m_MaxValue");
27 | m_WholeNumbers = serializedObject.FindProperty("m_WholeNumbers");
28 | m_Value = serializedObject.FindProperty("m_Value");
29 | m_ValueY = serializedObject.FindProperty("m_ValueY");
30 | m_OnValueChanged = serializedObject.FindProperty("m_OnValueChanged");
31 | }
32 |
33 | public override void OnInspectorGUI()
34 | {
35 | base.OnInspectorGUI();
36 | EditorGUILayout.Space();
37 |
38 | serializedObject.Update();
39 |
40 | EditorGUILayout.PropertyField(m_HandleRect);
41 |
42 | if (m_HandleRect.objectReferenceValue != null)
43 | {
44 | EditorGUI.BeginChangeCheck();
45 |
46 |
47 | EditorGUILayout.PropertyField(m_MinValue);
48 | EditorGUILayout.PropertyField(m_MaxValue);
49 | EditorGUILayout.PropertyField(m_WholeNumbers);
50 | EditorGUILayout.Slider(m_Value, m_MinValue.floatValue, m_MaxValue.floatValue);
51 | EditorGUILayout.Slider(m_ValueY, m_MinValue.floatValue, m_MaxValue.floatValue);
52 |
53 | // Draw the event notification options
54 | EditorGUILayout.Space();
55 | EditorGUILayout.PropertyField(m_OnValueChanged);
56 | }
57 | else
58 | {
59 | EditorGUILayout.HelpBox("Specify a RectTransform for the slider fill or the slider handle or both. Each must have a parent RectTransform that it can slide within.", MessageType.Info);
60 | }
61 |
62 | serializedObject.ApplyModifiedProperties();
63 | }
64 | }
65 | }
66 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/Enums/ColorValues.cs:
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1 | using UnityEngine;
2 |
3 | public enum ColorValues
4 | {
5 | R,
6 | G,
7 | B,
8 | A,
9 |
10 | Hue,
11 | Saturation,
12 | Value
13 | }
14 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/Events/ColorChangedEvent.cs:
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1 | using UnityEngine;
2 | using System;
3 | using UnityEngine.Events;
4 |
5 | [Serializable]
6 | public class ColorChangedEvent : UnityEvent
7 | {
8 |
9 | }
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/Events/HSVChangedEvent.cs:
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1 | using UnityEngine;
2 | using UnityEngine.Events;
3 |
4 | public class HSVChangedEvent : UnityEvent
5 | {
6 |
7 | }
8 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/Other/ColorPickerTester.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class ColorPickerTester : MonoBehaviour
5 | {
6 |
7 | public new Renderer renderer;
8 | public ColorPicker picker;
9 |
10 | // Use this for initialization
11 | void Start ()
12 | {
13 | picker.onValueChanged.AddListener(color =>
14 | {
15 | renderer.material.color = color;
16 | });
17 | renderer.material.color = picker.CurrentColor;
18 | }
19 |
20 | // Update is called once per frame
21 | void Update () {
22 |
23 | }
24 | }
25 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/Other/TiltWindow.cs:
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1 | using UnityEngine;
2 |
3 | public class TiltWindow : MonoBehaviour
4 | {
5 | public Vector2 range = new Vector2(5f, 3f);
6 |
7 | Transform mTrans;
8 | Quaternion mStart;
9 | Vector2 mRot = Vector2.zero;
10 |
11 | void Start ()
12 | {
13 | mTrans = transform;
14 | mStart = mTrans.localRotation;
15 | }
16 |
17 | void Update ()
18 | {
19 | Vector3 pos = Input.mousePosition;
20 |
21 | float halfWidth = Screen.width * 0.5f;
22 | float halfHeight = Screen.height * 0.5f;
23 | float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth, -1f, 1f);
24 | float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight, -1f, 1f);
25 | mRot = Vector2.Lerp(mRot, new Vector2(x, y), Time.deltaTime * 5f);
26 |
27 | mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * range.y, mRot.x * range.x, 0f);
28 | }
29 | }
30 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/UI/ColorImage.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 |
5 | [RequireComponent(typeof(Image))]
6 | public class ColorImage : MonoBehaviour
7 | {
8 | public ColorPicker picker;
9 |
10 | private Image image;
11 |
12 | private void Awake()
13 | {
14 | image = GetComponent();
15 | picker.onValueChanged.AddListener(ColorChanged);
16 | }
17 |
18 | private void OnDestroy()
19 | {
20 | picker.onValueChanged.RemoveListener(ColorChanged);
21 | }
22 |
23 | private void ColorChanged(Color newColor)
24 | {
25 | image.color = newColor;
26 | }
27 | }
28 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/UI/ColorLabel.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System;
4 |
5 | [RequireComponent(typeof(Text))]
6 | public class ColorLabel : MonoBehaviour
7 | {
8 | public ColorPicker picker;
9 |
10 | public ColorValues type;
11 |
12 | public string prefix = "R: ";
13 | public float minValue = 0;
14 | public float maxValue = 255;
15 |
16 | public int precision = 0;
17 |
18 | private Text label;
19 |
20 | private void Awake()
21 | {
22 | label = GetComponent();
23 |
24 | }
25 |
26 | private void OnEnable()
27 | {
28 | if (Application.isPlaying && picker != null)
29 | {
30 | picker.onValueChanged.AddListener(ColorChanged);
31 | picker.onHSVChanged.AddListener(HSVChanged);
32 | }
33 | }
34 |
35 | private void OnDestroy()
36 | {
37 | if (picker != null)
38 | {
39 | picker.onValueChanged.RemoveListener(ColorChanged);
40 | picker.onHSVChanged.RemoveListener(HSVChanged);
41 | }
42 | }
43 |
44 | #if UNITY_EDITOR
45 | private void OnValidate()
46 | {
47 | label = GetComponent();
48 | UpdateValue();
49 | }
50 | #endif
51 |
52 | private void ColorChanged(Color color)
53 | {
54 | UpdateValue();
55 | }
56 |
57 | private void HSVChanged(float hue, float sateration, float value)
58 | {
59 | UpdateValue();
60 | }
61 |
62 | private void UpdateValue()
63 | {
64 | if (picker == null)
65 | {
66 | label.text = prefix + "-";
67 | }
68 | else
69 | {
70 | float value = minValue + (picker.GetValue(type) * (maxValue - minValue));
71 |
72 | label.text = prefix + ConvertToDisplayString(value);
73 | }
74 | }
75 |
76 | private string ConvertToDisplayString(float value)
77 | {
78 | if (precision > 0)
79 | return value.ToString("f " + precision);
80 | else
81 | return Mathf.FloorToInt(value).ToString();
82 | }
83 | }
84 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/HSVPicker/UI/ColorPresets.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 |
4 | public class ColorPresets : MonoBehaviour
5 | {
6 | public ColorPicker picker;
7 | public GameObject[] presets;
8 | public Image createPresetImage;
9 |
10 | void Awake()
11 | {
12 | // picker.onHSVChanged.AddListener(HSVChanged);
13 | picker.onValueChanged.AddListener(ColorChanged);
14 | }
15 |
16 | public void CreatePresetButton()
17 | {
18 | for (var i = 0; i < presets.Length; i++)
19 | {
20 | if (!presets[i].activeSelf)
21 | {
22 | presets[i].SetActive(true);
23 | presets[i].GetComponent().color = picker.CurrentColor;
24 | break;
25 | }
26 | }
27 | }
28 |
29 | public void PresetSelect(Image sender)
30 | {
31 | picker.CurrentColor = sender.color;
32 | }
33 |
34 | // Not working, it seems ConvertHsvToRgb() is broken. It doesn't work when fed
35 | // input h, s, v as shown below.
36 | // private void HSVChanged(float h, float s, float v)
37 | // {
38 | // createPresetImage.color = HSVUtil.ConvertHsvToRgb(h, s, v, 1);
39 | // }
40 | private void ColorChanged(Color color)
41 | {
42 | createPresetImage.color = color;
43 | }
44 | }
45 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/LICENSE:
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1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2017, Unity Technologies
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in
13 | all copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
21 | THE SOFTWARE.
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1 |
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.XR.iOS;
6 |
7 | public class AR3DOFCameraManager : MonoBehaviour {
8 |
9 | public Camera m_camera;
10 | private UnityARSessionNativeInterface m_session;
11 | private Material savedClearMaterial;
12 |
13 | // Use this for initialization
14 | void Start () {
15 | #if !UNITY_EDITOR
16 | Application.targetFrameRate = 60;
17 | m_session = UnityARSessionNativeInterface.GetARSessionNativeInterface();
18 | ARKitSessionConfiguration config = new ARKitSessionConfiguration();
19 | config.alignment = UnityARAlignment.UnityARAlignmentGravity;
20 | config.getPointCloudData = true;
21 | config.enableLightEstimation = true;
22 | m_session.RunWithConfig(config);
23 |
24 | if (m_camera == null) {
25 | m_camera = Camera.main;
26 | }
27 | #endif
28 | }
29 |
30 | public void SetCamera(Camera newCamera)
31 | {
32 | if (m_camera != null) {
33 | UnityARVideo oldARVideo = m_camera.gameObject.GetComponent ();
34 | if (oldARVideo != null) {
35 | savedClearMaterial = oldARVideo.m_ClearMaterial;
36 | Destroy (oldARVideo);
37 | }
38 | }
39 | SetupNewCamera (newCamera);
40 | }
41 |
42 | private void SetupNewCamera(Camera newCamera)
43 | {
44 | m_camera = newCamera;
45 |
46 | if (m_camera != null) {
47 | UnityARVideo unityARVideo = m_camera.gameObject.GetComponent ();
48 | if (unityARVideo != null) {
49 | savedClearMaterial = unityARVideo.m_ClearMaterial;
50 | Destroy (unityARVideo);
51 | }
52 | unityARVideo = m_camera.gameObject.AddComponent ();
53 | unityARVideo.m_ClearMaterial = savedClearMaterial;
54 | }
55 | }
56 |
57 | // Update is called once per frame
58 |
59 | #if !UNITY_EDITOR
60 | void Update () {
61 |
62 | if (m_camera != null)
63 | {
64 | // JUST WORKS!
65 | Matrix4x4 matrix = m_session.GetCameraPose();
66 | m_camera.transform.localPosition = UnityARMatrixOps.GetPosition(matrix);
67 | m_camera.transform.localRotation = UnityARMatrixOps.GetRotation (matrix);
68 | m_camera.projectionMatrix = m_session.GetCameraProjection ();
69 | }
70 |
71 | }
72 | #endif
73 |
74 | }
75 |
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public class ARPlaneAnchorGameObject
6 | {
7 | public GameObject gameObject;
8 | public ARPlaneAnchor planeAnchor;
9 | }
10 | }
11 |
12 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class DontDestroyOnLoad : MonoBehaviour {
6 |
7 | // Use this for initialization
8 | void Start () {
9 | DontDestroyOnLoad (gameObject);
10 | }
11 |
12 | // Update is called once per frame
13 | void Update () {
14 |
15 | }
16 | }
17 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/Editor/UnityARBuildPostprocessor.cs:
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1 | using UnityEngine;
2 | using UnityEditor;
3 | using UnityEditor.Callbacks;
4 | using System.IO;
5 |
6 | public class UnityARBuildPostprocessor
7 | {
8 | // Build postprocessor. Currently only needed on:
9 | // - iOS: no dynamic libraries, so plugin source files have to be copied into Xcode project
10 | [PostProcessBuild]
11 | public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
12 | {
13 | if (target == BuildTarget.iOS)
14 | OnPostprocessBuildIOS(pathToBuiltProject);
15 | }
16 |
17 | private static void OnPostprocessBuildIOS(string pathToBuiltProject)
18 | {
19 | // We use UnityEditor.iOS.Xcode API which only exists in iOS editor module
20 | #if UNITY_IOS
21 |
22 | string projPath = pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
23 |
24 | UnityEditor.iOS.Xcode.PBXProject proj = new UnityEditor.iOS.Xcode.PBXProject();
25 | proj.ReadFromString(File.ReadAllText(projPath));
26 | proj.AddFrameworkToProject(proj.TargetGuidByName("Unity-iPhone"), "ARKit.framework", false);
27 | string target = proj.TargetGuidByName("Unity-iPhone");
28 | Directory.CreateDirectory(Path.Combine(pathToBuiltProject, "Libraries/Unity"));
29 |
30 | string[] filesToCopy = new string[]
31 | {
32 |
33 | };
34 |
35 | for(int i = 0 ; i < filesToCopy.Length ; ++i)
36 | {
37 | var srcPath = Path.Combine("../PluginSource/source", filesToCopy[i]);
38 | var dstLocalPath = "Libraries/" + filesToCopy[i];
39 | var dstPath = Path.Combine(pathToBuiltProject, dstLocalPath);
40 | File.Copy(srcPath, dstPath, true);
41 | proj.AddFileToBuild(target, proj.AddFile(dstLocalPath, dstLocalPath));
42 | }
43 |
44 | File.WriteAllText(projPath, proj.WriteToString());
45 | #endif // #if UNITY_IOS
46 | }
47 | }
48 |
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARAnchor
6 | {
7 | public string identifier;
8 |
9 | /**
10 | The transformation matrix that defines the anchor's rotation, translation and scale in world coordinates.
11 | */
12 | public Matrix4x4 transform;
13 | }
14 | }
15 |
16 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARCamera.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace UnityEngine.XR.iOS
6 | {
7 | public struct ARCamera
8 | {
9 | /**
10 | The transformation matrix that defines the camera's rotation and translation in world coordinates.
11 | */
12 |
13 | public Matrix4x4 worldTransform;
14 |
15 | /**
16 | The camera's orientation defined as Euler angles.
17 |
18 | @dicussion The order of components in this vector matches the axes of rotation:
19 | 1. Pitch (the x component) is the rotation about the node's x-axis (in radians)
20 | 2. Yaw (the y component) is the rotation about the node's y-axis (in radians)
21 | 3. Roll (the z component) is the rotation about the node's z-axis (in radians)
22 | ARKit applies these rotations in the reverse order of the components:
23 | 1. first roll
24 | 2. then yaw
25 | 3. then pitch
26 | */
27 |
28 | public Vector3 eulerAngles;
29 |
30 | public ARTrackingQuality trackingQuality;
31 |
32 | /**
33 | The camera intrinsics.
34 | @discussion The matrix has the following contents:
35 | fx 0 px
36 | 0 fy py
37 | 0 0 1
38 | fx and fy are the focal length in pixels.
39 | px and py are the coordinates of the principal point in pixels.
40 | The origin is at the center of the upper-left pixel.
41 | */
42 |
43 | public Vector3 intrinsics_row1;
44 | public Vector3 intrinsics_row2;
45 | public Vector3 intrinsics_row3;
46 |
47 | public ARSize imageResolution;
48 |
49 | }
50 | }
51 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARErrorCode.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public enum ARErrorCode : long
6 | {
7 | /** Unsupported session configuration. */
8 | ARErrorCodeUnsupportedConfiguration = 100,
9 |
10 | /** A sensor required to run the session is not available. */
11 | ARErrorCodeSensorUnavailable = 101,
12 |
13 | /** A sensor failed to provide the required input. */
14 | ARErrorCodeSensorFailed = 102,
15 |
16 | /** World tracking has encountered a fatal error. */
17 | ARErrorCodeWorldTrackingFailed = 200,
18 |
19 | }
20 | }
21 |
22 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARFrame.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARFrame
6 | {
7 | /**
8 | A timestamp identifying the frame.
9 | */
10 | public double timestamp;
11 |
12 | /**
13 | The frame's captured image.
14 | */
15 | public IntPtr capturedImage;
16 |
17 | /**
18 | The camera used to capture the frame's image.
19 | @discussion The camera provides the device's position and orientation as well as camera parameters.
20 | */
21 | public ARCamera camera;
22 |
23 | /**
24 | A list of anchors in the scene.
25 | */
26 | //List anchors;
27 |
28 | /**
29 | A light estimate representing the light in the scene.
30 | @discussion Returns nil if there is no light estimation.
31 | */
32 | ARLightEstimate lightEstimate;
33 |
34 | }
35 | }
36 |
37 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARHitTestResult.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARHitTestResult
6 | {
7 | /**
8 | The type of the hit-test result.
9 | */
10 | public ARHitTestResultType type;
11 |
12 | /**
13 | The distance from the camera to the intersection in meters.
14 | */
15 | public double distance;
16 |
17 | /**
18 | The transformation matrix that defines the intersection's rotation, translation and scale
19 | relative to the anchor or nearest feature point.
20 | */
21 | public Matrix4x4 localTransform;
22 |
23 | /**
24 | The transformation matrix that defines the intersection's rotation, translation and scale
25 | relative to the world.
26 | */
27 | public Matrix4x4 worldTransform;
28 |
29 | /**
30 | The anchor that the hit-test intersected.
31 | */
32 | public string anchorIdentifier;
33 |
34 | /**
35 | True if the test represents a valid hit test. Data is undefined otherwise.
36 | */
37 | public bool isValid;
38 | }
39 | }
40 |
41 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARHitTestResultType.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | [Flags]
6 | public enum ARHitTestResultType : long
7 | {
8 | /** Result type from intersecting the nearest feature point. */
9 | ARHitTestResultTypeFeaturePoint = (1 << 0),
10 |
11 | /** Result type from detecting and intersecting a new horizontal plane. */
12 | ARHitTestResultTypeHorizontalPlane = (1 << 1),
13 |
14 | /** Result type from detecting and intersecting a new vertical plane. */
15 | ARHitTestResultTypeVerticalPlane = (1 << 2),
16 |
17 | /** Result type from intersecting with an existing plane anchor. */
18 | ARHitTestResultTypeExistingPlane = (1 << 3),
19 |
20 | /** Result type from intersecting with an existing plane anchor, taking into account the plane's extent. */
21 | ARHitTestResultTypeExistingPlaneUsingExtent = ( 1 << 4)
22 |
23 | }
24 | }
25 |
26 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARLightEstimate.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARLightEstimate
6 | {
7 | public double ambientIntensity;
8 | }
9 | }
10 |
11 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARPlaneAnchor.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARPlaneAnchor
6 | {
7 |
8 | public string identifier;
9 |
10 | /**
11 | The transformation matrix that defines the anchor's rotation, translation and scale in world coordinates.
12 | */
13 | public Matrix4x4 transform;
14 |
15 | /**
16 | The alignment of the plane.
17 | */
18 |
19 | public ARPlaneAnchorAlignment alignment;
20 |
21 | /**
22 | The center of the plane in the anchor’s coordinate space.
23 | */
24 |
25 | public Vector3 center;
26 |
27 | /**
28 | The extent of the plane in the anchor’s coordinate space.
29 | */
30 | public Vector3 extent;
31 |
32 |
33 | }
34 | }
35 |
36 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARPlaneAnchorAlignment.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public enum ARPlaneAnchorAlignment : long
6 | {
7 | /** A plane that is horizontal with respect to gravity. */
8 | ARPlaneAnchorAlignmentHorizontal
9 | }
10 | }
11 |
12 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARPoint.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARPoint
6 | {
7 | public double x;
8 | public double y;
9 | }
10 | }
11 |
12 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARRect.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARRect
6 | {
7 | public ARPoint origin;
8 | public ARSize size;
9 | }
10 | }
11 |
12 |
--------------------------------------------------------------------------------
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10 | isOverridable: 0
11 | platformData:
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18 | data:
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23 | settings:
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARSize.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARSize
6 | {
7 | public double width;
8 | public double height;
9 | }
10 | }
11 |
12 |
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARTextureHandles
6 | {
7 | // Native (Metal) texture handles for the device camera buffer
8 | public IntPtr textureY;
9 | public IntPtr textureCbCr;
10 | }
11 | }
12 |
13 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARTrackingQuality.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public enum ARTrackingQuality : long
6 | {
7 | /** The tracking quality is not available. */
8 | ARTrackingQualityNotAvailable,
9 |
10 | /** The tracking quality is limited, relying only on the device's motion. */
11 | ARTrackingQualityLimited,
12 |
13 | /** The tracking quality is poor. */
14 | ARTrackingQualityPoor,
15 |
16 | /** The tracking quality is good. */
17 | ARTrackingQualityGood
18 |
19 | }
20 | }
21 |
22 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARTrackingState.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public enum ARTrackingState
6 | {
7 | /** Tracking is not available. */
8 | ARTrackingStateNotAvailable,
9 |
10 | /** Tracking is limited. See tracking reason for details. */
11 | ARTrackingStateLimited,
12 |
13 | /** Tracking is Normal. */
14 | ARTrackingStateNormal,
15 | }
16 | }
17 |
18 |
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public enum ARTrackingStateReason
6 | {
7 | /** Tracking is not limited. */
8 | ARTrackingStateReasonNone,
9 |
10 | /** Tracking is limited due to initialization in progress. */
11 | ARTrackingStateReasonInitializing,
12 |
13 | /** Tracking is limited due to a excessive motion of the camera. */
14 | ARTrackingStateReasonExcessiveMotion,
15 |
16 | /** Tracking is limited due to a lack of features visible to the camera. */
17 | ARTrackingStateReasonInsufficientFeatures,
18 | }
19 | }
20 |
21 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/NativeInterface/ARUserAnchor.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public struct ARUserAnchor
6 | {
7 |
8 | public string identifier;
9 |
10 | /**
11 | The transformation matrix that defines the anchor's rotation, translation and scale in world coordinates.
12 | */
13 | public Matrix4x4 transform;
14 | }
15 | }
16 |
17 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/PointCloudParticleExample.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.XR.iOS;
5 |
6 | public class PointCloudParticleExample : MonoBehaviour {
7 | public ParticleSystem pointCloudParticlePrefab;
8 | public int maxPointsToShow;
9 | public float particleSize = 1.0f;
10 | private Vector3[] m_PointCloudData;
11 | private bool frameUpdated = false;
12 | private ParticleSystem currentPS;
13 | private ParticleSystem.Particle [] particles;
14 |
15 | // Use this for initialization
16 | void Start () {
17 | UnityARSessionNativeInterface.ARFrameUpdatedEvent += ARFrameUpdated;
18 | currentPS = Instantiate (pointCloudParticlePrefab);
19 | frameUpdated = false;
20 | }
21 |
22 | public void ARFrameUpdated(UnityARCamera camera)
23 | {
24 | m_PointCloudData = camera.pointCloudData;
25 | frameUpdated = true;
26 | }
27 |
28 | // Update is called once per frame
29 | void Update () {
30 | if (frameUpdated) {
31 | if (m_PointCloudData != null && m_PointCloudData.Length > 0) {
32 | int numParticles = Mathf.Min (m_PointCloudData.Length, maxPointsToShow);
33 | ParticleSystem.Particle[] particles = new ParticleSystem.Particle[numParticles];
34 | int index = 0;
35 | foreach (Vector3 currentPoint in m_PointCloudData) {
36 | particles [index].position = currentPoint;
37 | particles [index].startColor = new Color (1.0f, 1.0f, 1.0f);
38 | particles [index].startSize = particleSize;
39 | index++;
40 | }
41 | currentPS.SetParticles (particles, numParticles);
42 | } else {
43 | ParticleSystem.Particle[] particles = new ParticleSystem.Particle[1];
44 | particles [0].startSize = 0.0f;
45 | currentPS.SetParticles (particles, 1);
46 | }
47 | frameUpdated = false;
48 | }
49 | }
50 | }
51 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/Shaders/MobileOcclusion.shader:
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1 | Shader "Custom/MobileOcclusion"
2 | {
3 | SubShader {
4 | Pass {
5 | // Render the Occlusion shader before all
6 | // opaque geometry to prime the depth buffer.
7 | Tags { "Queue"="Geometry" }
8 |
9 | ZWrite On
10 | ZTest LEqual
11 | ColorMask 0
12 |
13 | CGPROGRAM
14 | #pragma vertex vert
15 | #pragma fragment frag
16 |
17 | #include "UnityCG.cginc"
18 |
19 | struct appdata
20 | {
21 | float4 vertex : POSITION;
22 | };
23 |
24 | struct v2f
25 | {
26 | float4 position : SV_POSITION;
27 | };
28 |
29 | v2f vert (appdata input)
30 | {
31 | v2f output;
32 |
33 | output.position = UnityObjectToClipPos(input.vertex);
34 | return output;
35 | }
36 |
37 | fixed4 frag (v2f input) : SV_Target
38 | {
39 | return fixed4(0.5, 0.3, 0.0, 1.0);
40 | }
41 | ENDCG
42 | }
43 | }
44 | }
45 |
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/Shaders/YUVShader.shader:
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1 | Shader "Unlit/ARCameraShader"
2 | {
3 | Properties
4 | {
5 | _textureY ("TextureY", 2D) = "white" {}
6 | _textureCbCr ("TextureCbCr", 2D) = "black" {}
7 | _texCoordScale ("Texture Coordinate Scale", float) = 1.0
8 | _isPortrait ("Device Orientation", Int) = 0
9 | }
10 | SubShader
11 | {
12 | Cull Off
13 | Tags { "RenderType"="Opaque" }
14 | LOD 100
15 |
16 | Pass
17 | {
18 | ZWrite Off
19 | CGPROGRAM
20 | #pragma vertex vert
21 | #pragma fragment frag
22 |
23 | #include "UnityCG.cginc"
24 |
25 | uniform float _texCoordScale;
26 | uniform int _isPortrait;
27 | float4x4 _TextureRotation;
28 |
29 | struct Vertex
30 | {
31 | float4 position : POSITION;
32 | float2 texcoord : TEXCOORD0;
33 | };
34 |
35 | struct TexCoordInOut
36 | {
37 | float4 position : SV_POSITION;
38 | float2 texcoord : TEXCOORD0;
39 | };
40 |
41 | TexCoordInOut vert (Vertex vertex)
42 | {
43 | TexCoordInOut o;
44 | o.position = UnityObjectToClipPos(vertex.position);
45 | if (_isPortrait == 1)
46 | {
47 | o.texcoord = float2(vertex.texcoord.x, -(vertex.texcoord.y - 0.5f) * _texCoordScale + 0.5f);
48 | }
49 | else
50 | {
51 | o.texcoord = float2((vertex.texcoord.x - 0.5f) * _texCoordScale + 0.5f, -vertex.texcoord.y);
52 | }
53 | o.texcoord = mul(_TextureRotation, float4(o.texcoord,0,1)).xy;
54 |
55 | return o;
56 | }
57 |
58 | // samplers
59 | sampler2D _textureY;
60 | sampler2D _textureCbCr;
61 |
62 | fixed4 frag (TexCoordInOut i) : SV_Target
63 | {
64 | // sample the texture
65 | float2 texcoord = i.texcoord;
66 | float y = tex2D(_textureY, texcoord).r;
67 | float4 ycbcr = float4(y, tex2D(_textureCbCr, texcoord).rg, 1.0);
68 |
69 | const float4x4 ycbcrToRGBTransform = float4x4(
70 | float4(1.0, +0.0000, +1.4020, -0.7010),
71 | float4(1.0, -0.3441, -0.7141, +0.5291),
72 | float4(1.0, +1.7720, +0.0000, -0.8860),
73 | float4(0.0, +0.0000, +0.0000, +1.0000)
74 | );
75 |
76 | return mul(ycbcrToRGBTransform, ycbcr);
77 | }
78 | ENDCG
79 | }
80 | }
81 | }
82 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/UnityARCameraNearFar.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.XR.iOS;
5 |
6 | [RequireComponent(typeof(Camera))]
7 | public class UnityARCameraNearFar : MonoBehaviour {
8 |
9 | private Camera attachedCamera;
10 | private float currentNearZ;
11 | private float currentFarZ;
12 |
13 | // Use this for initialization
14 | void Start () {
15 | attachedCamera = GetComponent ();
16 | UpdateCameraClipPlanes ();
17 | }
18 |
19 | void UpdateCameraClipPlanes()
20 | {
21 | currentNearZ = attachedCamera.nearClipPlane;
22 | currentFarZ = attachedCamera.farClipPlane;
23 | UnityARSessionNativeInterface.GetARSessionNativeInterface ().SetCameraClipPlanes (currentNearZ, currentFarZ);
24 | }
25 |
26 | // Update is called once per frame
27 | void Update () {
28 | if (currentNearZ != attachedCamera.nearClipPlane || currentFarZ != attachedCamera.farClipPlane) {
29 | UpdateCameraClipPlanes ();
30 | }
31 | }
32 | }
33 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/UnityARGeneratePlane.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 |
4 | namespace UnityEngine.XR.iOS
5 | {
6 | public class UnityARGeneratePlane : MonoBehaviour
7 | {
8 | public GameObject planePrefab;
9 | private UnityARAnchorManager unityARAnchorManager;
10 |
11 | // Use this for initialization
12 | void Start () {
13 | unityARAnchorManager = new UnityARAnchorManager();
14 | UnityARUtility.InitializePlanePrefab (planePrefab);
15 | }
16 |
17 | void OnDestroy()
18 | {
19 | unityARAnchorManager.Destroy ();
20 | }
21 |
22 | void OnGUI()
23 | {
24 | List arpags = unityARAnchorManager.GetCurrentPlaneAnchors ();
25 | if (arpags.Count >= 1) {
26 | //ARPlaneAnchor ap = arpags [0].planeAnchor;
27 | //GUI.Box (new Rect (100, 100, 800, 60), string.Format ("Center: x:{0}, y:{1}, z:{2}", ap.center.x, ap.center.y, ap.center.z));
28 | //GUI.Box(new Rect(100, 200, 800, 60), string.Format ("Extent: x:{0}, y:{1}, z:{2}", ap.extent.x, ap.extent.y, ap.extent.z));
29 | }
30 | }
31 | }
32 | }
33 |
34 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/UnityARHitTestExample.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 |
4 | namespace UnityEngine.XR.iOS
5 | {
6 | public class UnityARHitTestExample : MonoBehaviour
7 | {
8 | public Transform m_HitTransform;
9 |
10 | bool HitTestWithResultType (ARPoint point, ARHitTestResultType resultTypes)
11 | {
12 | List hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface ().HitTest (point, resultTypes);
13 | if (hitResults.Count > 0) {
14 | foreach (var hitResult in hitResults) {
15 | Debug.Log ("Got hit!");
16 | m_HitTransform.position = UnityARMatrixOps.GetPosition (hitResult.worldTransform);
17 | m_HitTransform.rotation = UnityARMatrixOps.GetRotation (hitResult.worldTransform);
18 | Debug.Log (string.Format ("x:{0:0.######} y:{1:0.######} z:{2:0.######}", m_HitTransform.position.x, m_HitTransform.position.y, m_HitTransform.position.z));
19 | return true;
20 | }
21 | }
22 | return false;
23 | }
24 |
25 | // Update is called once per frame
26 | void Update () {
27 | if (Input.touchCount > 0 && m_HitTransform != null)
28 | {
29 | var touch = Input.GetTouch(0);
30 | if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
31 | {
32 | var screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
33 | ARPoint point = new ARPoint {
34 | x = screenPosition.x,
35 | y = screenPosition.y
36 | };
37 |
38 | // prioritize reults types
39 | ARHitTestResultType[] resultTypes = {
40 | ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
41 | // if you want to use infinite planes use this:
42 | //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
43 | ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
44 | ARHitTestResultType.ARHitTestResultTypeFeaturePoint
45 | };
46 |
47 | foreach (ARHitTestResultType resultType in resultTypes)
48 | {
49 | if (HitTestWithResultType (point, resultType))
50 | {
51 | return;
52 | }
53 | }
54 | }
55 | }
56 | }
57 |
58 |
59 | }
60 | }
61 |
62 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/UnityARUserAnchorComponent.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.XR.iOS;
6 |
7 | namespace UnityEngine.XR.iOS
8 | {
9 | public class UnityARUserAnchorComponent : MonoBehaviour {
10 |
11 | private string m_AnchorId;
12 |
13 | public string AnchorId { get { return m_AnchorId; } }
14 |
15 | void Awake()
16 | {
17 | UnityARSessionNativeInterface.ARUserAnchorUpdatedEvent += GameObjectAnchorUpdated;
18 | UnityARSessionNativeInterface.ARUserAnchorRemovedEvent += AnchorRemoved;
19 | this.m_AnchorId = UnityARSessionNativeInterface.GetARSessionNativeInterface ().AddUserAnchorFromGameObject(this.gameObject).identifierStr;
20 | }
21 | void Start () {
22 |
23 | }
24 |
25 | public void AnchorRemoved(ARUserAnchor anchor)
26 | {
27 | if (anchor.identifier.Equals(m_AnchorId))
28 | {
29 | Destroy(this.gameObject);
30 | }
31 | }
32 |
33 | void OnDestroy() {
34 | UnityARSessionNativeInterface.ARUserAnchorUpdatedEvent -= GameObjectAnchorUpdated;
35 | UnityARSessionNativeInterface.ARUserAnchorRemovedEvent -= AnchorRemoved;
36 | UnityARSessionNativeInterface.GetARSessionNativeInterface ().RemoveUserAnchor(this.m_AnchorId);
37 | }
38 |
39 | private void GameObjectAnchorUpdated(ARUserAnchor anchor)
40 | {
41 |
42 | }
43 | }
44 | }
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/UnityPointCloudExample.cs:
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1 | using System;
2 | using UnityEngine;
3 | using UnityEngine.XR.iOS;
4 | using System.Collections;
5 | using System.Collections.Generic;
6 | using System.Runtime.InteropServices;
7 |
8 | public class UnityPointCloudExample : MonoBehaviour
9 | {
10 | public uint numPointsToShow = 100;
11 | public GameObject PointCloudPrefab = null;
12 | private List pointCloudObjects;
13 | private Vector3[] m_PointCloudData;
14 |
15 | public void Start()
16 | {
17 | UnityARSessionNativeInterface.ARFrameUpdatedEvent += ARFrameUpdated;
18 | if (PointCloudPrefab != null)
19 | {
20 | pointCloudObjects = new List ();
21 | for (int i =0; i < numPointsToShow; i++)
22 | {
23 | pointCloudObjects.Add (Instantiate (PointCloudPrefab));
24 | }
25 | }
26 | }
27 |
28 | public void ARFrameUpdated(UnityARCamera camera)
29 | {
30 | m_PointCloudData = camera.pointCloudData;
31 | }
32 |
33 | public void Update()
34 | {
35 | if (PointCloudPrefab != null && m_PointCloudData != null)
36 | {
37 | for (int count = 0; count < Math.Min (m_PointCloudData.Length, numPointsToShow); count++)
38 | {
39 | Vector4 vert = m_PointCloudData [count];
40 | GameObject point = pointCloudObjects [count];
41 | point.transform.position = new Vector3(vert.x, vert.y, vert.z);
42 | }
43 | }
44 | }
45 | }
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/Utility/UnityARAnchorManager.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 |
5 | namespace UnityEngine.XR.iOS
6 | {
7 | public class UnityARAnchorManager
8 | {
9 |
10 |
11 | private Dictionary planeAnchorMap;
12 |
13 |
14 | public UnityARAnchorManager ()
15 | {
16 | planeAnchorMap = new Dictionary ();
17 | UnityARSessionNativeInterface.ARAnchorAddedEvent += AddAnchor;
18 | UnityARSessionNativeInterface.ARAnchorUpdatedEvent += UpdateAnchor;
19 | UnityARSessionNativeInterface.ARAnchorRemovedEvent += RemoveAnchor;
20 |
21 | }
22 |
23 |
24 | public void AddAnchor(ARPlaneAnchor arPlaneAnchor)
25 | {
26 | GameObject go = UnityARUtility.CreatePlaneInScene (arPlaneAnchor);
27 | go.AddComponent (); //this is so these GOs persist across scene loads
28 | ARPlaneAnchorGameObject arpag = new ARPlaneAnchorGameObject ();
29 | arpag.planeAnchor = arPlaneAnchor;
30 | arpag.gameObject = go;
31 | planeAnchorMap.Add (arPlaneAnchor.identifier, arpag);
32 | }
33 |
34 | public void RemoveAnchor(ARPlaneAnchor arPlaneAnchor)
35 | {
36 | if (planeAnchorMap.ContainsKey (arPlaneAnchor.identifier)) {
37 | ARPlaneAnchorGameObject arpag = planeAnchorMap [arPlaneAnchor.identifier];
38 | GameObject.Destroy (arpag.gameObject);
39 | planeAnchorMap.Remove (arPlaneAnchor.identifier);
40 | }
41 | }
42 |
43 | public void UpdateAnchor(ARPlaneAnchor arPlaneAnchor)
44 | {
45 | if (planeAnchorMap.ContainsKey (arPlaneAnchor.identifier)) {
46 | ARPlaneAnchorGameObject arpag = planeAnchorMap [arPlaneAnchor.identifier];
47 | UnityARUtility.UpdatePlaneWithAnchorTransform (arpag.gameObject, arPlaneAnchor);
48 | arpag.planeAnchor = arPlaneAnchor;
49 | planeAnchorMap [arPlaneAnchor.identifier] = arpag;
50 | }
51 | }
52 |
53 | public void Destroy()
54 | {
55 | foreach (ARPlaneAnchorGameObject arpag in GetCurrentPlaneAnchors()) {
56 | GameObject.Destroy (arpag.gameObject);
57 | }
58 |
59 | planeAnchorMap.Clear ();
60 | }
61 |
62 | public List GetCurrentPlaneAnchors()
63 | {
64 | return planeAnchorMap.Values.ToList ();
65 | }
66 | }
67 | }
68 |
69 |
--------------------------------------------------------------------------------
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/ThinkingWithPortals/Assets/UnityARKitPlugin/Plugins/iOS/UnityARKit/Utility/UnityARMatrixOps.cs:
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1 | using System;
2 |
3 | namespace UnityEngine.XR.iOS
4 | {
5 | public class UnityARMatrixOps
6 | {
7 |
8 | public static Vector3 GetPosition(Matrix4x4 matrix)
9 | {
10 | // Convert from ARKit's right-handed coordinate
11 | // system to Unity's left-handed
12 | Vector3 position = matrix.GetColumn(3);
13 | position.z = -position.z;
14 |
15 | return position;
16 | }
17 |
18 | public static Quaternion GetRotation(Matrix4x4 matrix)
19 | {
20 | // Convert from ARKit's right-handed coordinate
21 | // system to Unity's left-handed
22 | Quaternion rotation = QuaternionFromMatrix(matrix);
23 | rotation.z = -rotation.z;
24 | rotation.w = -rotation.w;
25 |
26 | return rotation;
27 | }
28 |
29 |
30 | static Quaternion QuaternionFromMatrix(Matrix4x4 m) {
31 | // Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
32 | Quaternion q = new Quaternion();
33 | q.w = Mathf.Sqrt( Mathf.Max( 0, 1 + m[0,0] + m[1,1] + m[2,2] ) ) / 2;
34 | q.x = Mathf.Sqrt( Mathf.Max( 0, 1 + m[0,0] - m[1,1] - m[2,2] ) ) / 2;
35 | q.y = Mathf.Sqrt( Mathf.Max( 0, 1 - m[0,0] + m[1,1] - m[2,2] ) ) / 2;
36 | q.z = Mathf.Sqrt( Mathf.Max( 0, 1 - m[0,0] - m[1,1] + m[2,2] ) ) / 2;
37 | q.x *= Mathf.Sign( q.x * ( m[2,1] - m[1,2] ) );
38 | q.y *= Mathf.Sign( q.y * ( m[0,2] - m[2,0] ) );
39 | q.z *= Mathf.Sign( q.z * ( m[1,0] - m[0,1] ) );
40 | return q;
41 | }
42 |
43 | }
44 | }
45 |
46 |
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1 | using System;
2 | using System.Runtime.InteropServices;
3 |
4 | namespace UnityEngine.XR.iOS
5 | {
6 | public class UnityARUtility
7 | {
8 | private MeshCollider meshCollider; //declared to avoid code stripping of class
9 | private MeshFilter meshFilter; //declared to avoid code stripping of class
10 | private static GameObject planePrefab = null;
11 |
12 | public static void InitializePlanePrefab(GameObject go)
13 | {
14 | planePrefab = go;
15 | }
16 |
17 | public static GameObject CreatePlaneInScene(ARPlaneAnchor arPlaneAnchor)
18 | {
19 | GameObject plane;
20 | if (planePrefab != null) {
21 | plane = GameObject.Instantiate(planePrefab);
22 | } else {
23 | plane = new GameObject (); //put in a blank gameObject to get at least a transform to manipulate
24 | }
25 |
26 | plane.name = arPlaneAnchor.identifier;
27 |
28 | return UpdatePlaneWithAnchorTransform(plane, arPlaneAnchor);
29 |
30 | }
31 |
32 | public static GameObject UpdatePlaneWithAnchorTransform(GameObject plane, ARPlaneAnchor arPlaneAnchor)
33 | {
34 |
35 | //do coordinate conversion from ARKit to Unity
36 | plane.transform.position = UnityARMatrixOps.GetPosition (arPlaneAnchor.transform);
37 | plane.transform.rotation = UnityARMatrixOps.GetRotation (arPlaneAnchor.transform);
38 |
39 | MeshFilter mf = plane.GetComponentInChildren ();
40 |
41 | if (mf != null) {
42 | //since our plane mesh is actually 10mx10m in the world, we scale it here by 0.1f
43 | mf.gameObject.transform.localScale = new Vector3(arPlaneAnchor.extent.x * 0.1f ,arPlaneAnchor.extent.y * 0.1f ,arPlaneAnchor.extent.z * 0.1f );
44 |
45 | //convert our center position to unity coords
46 | mf.gameObject.transform.localPosition = new Vector3(arPlaneAnchor.center.x,arPlaneAnchor.center.y, -arPlaneAnchor.center.z);
47 | }
48 |
49 | return plane;
50 | }
51 |
52 |
53 |
54 | }
55 | }
56 |
57 |
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1 | using System.Runtime.InteropServices;
2 | using UnityEngine.XR.iOS;
3 |
4 | namespace UnityEngine.XR.iOS
5 | {
6 | public class UnityARAmbient : MonoBehaviour
7 | {
8 |
9 | private Light l;
10 |
11 | public void Start()
12 | {
13 | l = GetComponent();
14 | UnityARSessionNativeInterface.ARFrameUpdatedEvent += UpdateLightEstimation;
15 | }
16 |
17 | void UpdateLightEstimation(UnityARCamera camera)
18 | {
19 | // Convert ARKit intensity to Unity intensity
20 | // ARKit ambient intensity ranges 0-2000
21 | // Unity ambient intensity ranges 0-8 (for over-bright lights)
22 | float newai = camera.lightEstimation.ambientIntensity;
23 | l.intensity = newai / 1000.0f;
24 |
25 | //Unity Light has functionality to filter the light color to correct temperature
26 | //https://docs.unity3d.com/ScriptReference/Light-colorTemperature.html
27 | l.colorTemperature = camera.lightEstimation.ambientColorTemperature;
28 | }
29 |
30 | void OnDestroy() {
31 | UnityARSessionNativeInterface.ARFrameUpdatedEvent -= UpdateLightEstimation;
32 | }
33 | }
34 | }
35 |
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