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pos) public void AddBlueprint(List BPNodes, List BPGroups, BasicFlowEngine engine, BasicFlowEngine originalEngine = null) { + float xOffset = 0; + float yOffset = 0; + + bool firstNode = false; + //copy any relevant variables and set the values to the new engine foreach (var node in BPNodes) { + if (firstNode == false) + { + xOffset = node._NodeRect.x + 150; //add a small offset to avoid covering existing nodes + yOffset = node._NodeRect.y; + firstNode = true; + } + + //subtract the offset from the node position + Rect nodeRect = node._NodeRect; + nodeRect.x -= xOffset; + nodeRect.y -= yOffset; + node._NodeRect = nodeRect; + if (node.NodeLocation != null) { var newLocVar = engine.AddVariable(node.NodeLocation.GetType(), node.NodeLocation.Key); diff --git a/Assets/LUTE/Resources/Prefabs/BasicFlowEngine.prefab b/Assets/LUTE/Resources/Prefabs/BasicFlowEngine.prefab index c03bbaaa..1e1511df 100644 --- a/Assets/LUTE/Resources/Prefabs/BasicFlowEngine.prefab +++ b/Assets/LUTE/Resources/Prefabs/BasicFlowEngine.prefab @@ -49,7 +49,7 @@ MonoBehaviour: storyText: {fileID: 0} groups: [] description: - hideComponents: 1 + hideComponents: 0 localizationId: selectedOrders: [] selectedNodes: diff --git a/Assets/LUTE/Scripts/NarrativeEngine/Group.cs b/Assets/LUTE/Scripts/NarrativeEngine/Group.cs index f5aa3c9a..a44f8328 100644 --- a/Assets/LUTE/Scripts/NarrativeEngine/Group.cs +++ b/Assets/LUTE/Scripts/NarrativeEngine/Group.cs @@ -30,6 +30,7 @@ public Group() public void SetGroup(Group existingGroup) { // Assign values from the existing group + _NodeRect = existingGroup.nodeRect; groupedNodes = existingGroup.GroupedNodes; setNodesToComplete = existingGroup.SetNodesToComplete; nodesToComplete = existingGroup.NodesToComplete; diff --git a/Assets/LUTE/Scripts/Orders/UserCreated/PlaceObjectXR.cs b/Assets/LUTE/Scripts/Orders/UserCreated/PlaceObjectXR.cs index 3f3d1870..429f0bf2 100644 --- a/Assets/LUTE/Scripts/Orders/UserCreated/PlaceObjectXR.cs +++ b/Assets/LUTE/Scripts/Orders/UserCreated/PlaceObjectXR.cs @@ -8,6 +8,8 @@ using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARFoundation.Samples; using UnityEngine.XR.ARSubsystems; +using UnityEngine.XR.Interaction.Toolkit; +using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets; [OrderInfo("XR", "PlaceObjectOnPlane", @@ -28,6 +30,9 @@ public class PlaceObjectXR : Order public bool automaticallyPlaceObject = true; + + + [SerializeField] public bool rotateable = true; [SerializeField] @@ -63,6 +68,37 @@ public GameObject spawnedObject ARPlaneManager planeManager; + private void OnObjectSpawned(GameObject obj) + { + + Debug.Log("Object spawned"); + + //get the objectspawner from teh XR game object and remove the object from the object manager + ObjectSpawner objectSpawner = GameObject.Find("XR").GetComponentInChildren(); + objectSpawner.objectSpawned -= OnObjectSpawned; + + //get the XRGrabInteractable component of the object + XRGrabInteractable grabInteractable = obj.GetComponentInChildren(); + + //set the track position, track rotation and track scale to the rotateable , moveable and scaleable variables + grabInteractable.trackPosition = moveable; + grabInteractable.trackRotation = rotateable; + grabInteractable.trackScale = scaleable; + + //remove the object from the object spawner objectPrefabs list + objectSpawner.objectPrefabs.Remove(m_PrefabToPlace); + + ObjectSpawner.IsCurrentlyPlacingObject = false; + + + //add the object to the object manager + XRObjectManager.AddObject(m_ObjectName, obj); + + + Continue(); + + + } public override void OnEnter() @@ -76,6 +112,15 @@ public override void OnEnter() Debug.Log(planeManager.gameObject); + //get the objectsopawner script in the children of the XR game object and subscribe to the event + ObjectSpawner objectSpawner = arObjectInstance.GetComponentInChildren(); + objectSpawner.objectSpawned += OnObjectSpawned; + + //add the object to the object spawner objectPrefabs list + objectSpawner.objectPrefabs.Add(m_PrefabToPlace); + + ObjectSpawner.IsCurrentlyPlacingObject = true; + //register evenr for plane detection if (raycastHitEvent == null || m_PrefabToPlace == null) @@ -92,8 +137,8 @@ public override void OnEnter() } else { - raycastHitEvent.eventRaised += MoveObject; - raycastHitEvent.eventRaised += PlaceObjectAt; + //raycastHitEvent.eventRaised += MoveObject; + //raycastHitEvent.eventRaised += PlaceObjectAt; } } @@ -168,24 +213,24 @@ private void Update() //check for rotating object using touch and two fingers if (rotateable) { - if (Input.touchCount == 2) - { - Touch touchZero = Input.GetTouch(0); - Touch touchOne = Input.GetTouch(1); + //if (Input.touchCount == 2) + //{ + // Touch touchZero = Input.GetTouch(0); + // Touch touchOne = Input.GetTouch(1); - Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition; - Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition; + // Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition; + // Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition; - float prevMagnitude = (touchZeroPrevPos - touchOnePrevPos).magnitude; - float currentMagnitude = (touchZero.position - touchOne.position).magnitude; + // float prevMagnitude = (touchZeroPrevPos - touchOnePrevPos).magnitude; + // float currentMagnitude = (touchZero.position - touchOne.position).magnitude; - float difference = currentMagnitude - prevMagnitude; + // float difference = currentMagnitude - prevMagnitude; - if (m_SpawnedObject != null) - { - m_SpawnedObject.transform.Rotate(Vector3.up, difference * 10); - } - } + // if (m_SpawnedObject != null) + // { + // m_SpawnedObject.transform.Rotate(Vector3.up, difference * 10); + // } + //} } } diff --git a/Assets/LUTE/Scripts/Orders/UserCreated/XRDragInteraction.cs b/Assets/LUTE/Scripts/Orders/UserCreated/XRDragInteraction.cs new file mode 100644 index 00000000..ab97fd0d --- /dev/null +++ b/Assets/LUTE/Scripts/Orders/UserCreated/XRDragInteraction.cs @@ -0,0 +1,116 @@ +using UnityEngine; +using UnityEngine.XR.Interaction.Toolkit; + +[OrderInfo("XR", + "XRDragInteraction", + "")] +[AddComponentMenu("")] +public class XRDragInteraction : Order +{ + + + public string objectName; + + private GameObject gameObjectToDrag; + private GameObject transparentObject; + + public Material transparentMaterial; + + + private Vector3 scaleOfObject; + + [Tooltip("The offset to spawn the transparent object at")] + public Vector3 dragOffset; + + //int variable for overlap percentage, make it so it can't go lower than 0 and can't go higher than 100 + + [Range(0, 100)] + public float minimumOverlapPercentage = 75; + + + + + public void OnPuzzleSolved() + { + + //Destroy the transparent object + Destroy(transparentObject); + + //get the grabInteractable component of the object to drag and disable it + XRGrabInteractable grabInteractable = gameObjectToDrag.GetComponent(); + grabInteractable.enabled = false; + + + Continue(); + } + + + + + + //function that takes in the object to drag, and instantiates a transparent version of it at the drag offset so the user then has to drag the normal object + public void StartDrag() + { + //instantiate a transparent version of the object to drag + transparentObject = Instantiate(gameObjectToDrag, gameObjectToDrag.transform.position + dragOffset, gameObjectToDrag.transform.rotation); + + //transparentObject.transform.localScale = Vector3.Scale(transparentObject.transform.localScale, scaleOfObject); + + //set tag to Piece so that the overlap detector can detect it + gameObjectToDrag.tag = "DragPiece"; + + //attach the overlap detector script to the transparent object + var overlapDetector = transparentObject.AddComponent(); + overlapDetector.minimumOverlapPercentage = minimumOverlapPercentage; + //set the callback function to be the OnPuzzleSolved function + overlapDetector.PuzzleSolved += OnPuzzleSolved; + + //set the box collider of the transparent object to be a trigger + transparentObject.GetComponent().isTrigger = true; + + //add rigidbody to the transparent object + transparentObject.AddComponent(); + Rigidbody rigidbody = transparentObject.GetComponent(); + rigidbody.useGravity = false; + rigidbody.isKinematic = true; + + //go through all the children of the transparent object (children can be nested) and set their materials to transparent + foreach (Renderer renderer in transparentObject.GetComponentsInChildren()) + { + Material[] materials = renderer.materials; + for (int i = 0; i < materials.Length; i++) + { + materials[i] = transparentMaterial; + } + renderer.materials = materials; + } + + + //transparentObject.GetComponent().material.color = new Color(1, 1, 1, 0.5f); + //set the object to drag to the transparent object + // gameObjectToDrag = transparentObject; + } + + public override void OnEnter() + { + + + //instantiaite the object to drag + gameObjectToDrag = 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+++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/ARDemoSceneAssets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 511037e553c188443b2d1b720777479e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/ARDemoSceneAssets/Scripts/ARSampleMenuManager.cs b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/ARDemoSceneAssets/Scripts/ARSampleMenuManager.cs new file mode 100644 index 00000000..82584683 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/ARDemoSceneAssets/Scripts/ARSampleMenuManager.cs @@ -0,0 +1,227 @@ +using UnityEngine.EventSystems; +using UnityEngine.InputSystem; +using UnityEngine.UI; +using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets +{ + /// + /// Handles dismissing the object menu when clicking out the UI bounds, and showing the + /// menu again when the create menu button is clicked after dismissal. Manages object deletion in the AR demo scene, + /// and also handles the toggling between the object creation menu button and the delete button. + /// + public class ARSampleMenuManager : MonoBehaviour + { + [SerializeField] + [Tooltip("Button that opens the create menu.")] + Button m_CreateButton; + + /// + /// Button that opens the create menu. + /// + public Button createButton + { + get => m_CreateButton; + set => m_CreateButton = value; + } + + [SerializeField] + [Tooltip("Button that deletes a selected object.")] + Button m_DeleteButton; + + /// + /// Button that deletes a selected object. + /// + public Button deleteButton + { + get => m_DeleteButton; + set => m_DeleteButton = value; + } + + [SerializeField] + [Tooltip("The menu with all the creatable objects.")] + GameObject m_ObjectMenu; + + /// + /// The menu with all the creatable objects. + /// + public GameObject objectMenu + { + get => m_ObjectMenu; + set => m_ObjectMenu = value; + } + + [SerializeField] + [Tooltip("The animator for the object creation menu.")] + Animator m_ObjectMenuAnimator; + + /// + /// The animator for the object creation menu. + /// + public Animator objectMenuAnimator + { + get => m_ObjectMenuAnimator; + set => m_ObjectMenuAnimator = value; + } + + [SerializeField] + [Tooltip("The object spawner component in charge of spawning new objects.")] + ObjectSpawner m_ObjectSpawner; + + /// + /// The object spawner component in charge of spawning new objects. + /// + public ObjectSpawner objectSpawner + { + get => m_ObjectSpawner; + set => m_ObjectSpawner = value; + } + + [SerializeField] + [Tooltip("Button that closes the object creation menu.")] + Button m_CancelButton; + + /// + /// Button that closes the object creation menu. + /// + public Button cancelButton + { + get => m_CancelButton; + set => m_CancelButton = value; + } + + [SerializeField] + [Tooltip("The screen space controller associated with the demo scene.")] + XRScreenSpaceController m_ScreenSpaceController; + + /// + /// The screen space controller associated with the demo scene. + /// + public XRScreenSpaceController screenSpaceController + { + get => m_ScreenSpaceController; + set => m_ScreenSpaceController = value; + } + + [SerializeField] + [Tooltip("The interaction group for the AR demo scene.")] + XRInteractionGroup m_InteractionGroup; + + /// + /// The interaction group for the AR demo scene. + /// + public XRInteractionGroup interactionGroup + { + get => m_InteractionGroup; + set => m_InteractionGroup = value; + } + + bool m_IsPointerOverUI; + bool m_ShowObjectMenu; + + void OnEnable() + { + m_ScreenSpaceController.dragCurrentPositionAction.action.started += HideTapOutsideUI; + m_ScreenSpaceController.tapStartPositionAction.action.started += HideTapOutsideUI; + m_CreateButton.onClick.AddListener(ShowMenu); + m_CancelButton.onClick.AddListener(HideMenu); + m_DeleteButton.onClick.AddListener(DeleteFocusedObject); + } + + void OnDisable() + { + m_ShowObjectMenu = false; + m_ScreenSpaceController.dragCurrentPositionAction.action.started -= HideTapOutsideUI; + m_ScreenSpaceController.tapStartPositionAction.action.started -= HideTapOutsideUI; + m_CreateButton.onClick.RemoveListener(ShowMenu); + m_CancelButton.onClick.RemoveListener(HideMenu); + m_DeleteButton.onClick.RemoveListener(DeleteFocusedObject); + } + + void Start() + { + HideMenu(); + } + + void Update() + { + if (m_ShowObjectMenu) + { + m_CreateButton.gameObject.SetActive(false); + m_DeleteButton.gameObject.SetActive(false); + m_IsPointerOverUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject(-1); + } + else + { + m_IsPointerOverUI = false; + if (m_InteractionGroup?.focusInteractable != null && (!m_DeleteButton.isActiveAndEnabled || m_CreateButton.isActiveAndEnabled)) + { + m_CreateButton.gameObject.SetActive(false); + m_DeleteButton.gameObject.SetActive(true); + } + else if (m_InteractionGroup?.focusInteractable == null && (!m_CreateButton.isActiveAndEnabled || m_DeleteButton.isActiveAndEnabled)) + { + m_CreateButton.gameObject.SetActive(true); + m_DeleteButton.gameObject.SetActive(false); + } + } + } + + public void SetObjectToSpawn(int objectIndex) + { + if (m_ObjectSpawner == null) + { + Debug.LogWarning("Object Spawner not configured correctly: no ObjectSpawner set."); + } + else + { + if (m_ObjectSpawner.objectPrefabs.Count > objectIndex) + { + m_ObjectSpawner.spawnOptionIndex = objectIndex; + } + else + { + Debug.LogWarning("Object Spawner not configured correctly: object index larger than number of Object Prefabs."); + } + } + + HideMenu(); + } + + void ShowMenu() + { + m_ShowObjectMenu = true; + m_ObjectMenu.SetActive(true); + if (!m_ObjectMenuAnimator.GetBool("Show")) + { + m_ObjectMenuAnimator.SetBool("Show", true); + } + } + + /// + /// Triggers hide animation for menu. + /// + public void HideMenu() + { + m_ObjectMenuAnimator.SetBool("Show", false); + m_ShowObjectMenu = false; + } + + void HideTapOutsideUI(InputAction.CallbackContext context) + { + if (!m_IsPointerOverUI) + { + HideMenu(); + } + } + + void DeleteFocusedObject() + { + var currentFocusedObject = m_InteractionGroup.focusInteractable; + if (currentFocusedObject != null) + { + Destroy(currentFocusedObject.transform.gameObject); + } + } + } +} \ No newline at end of file diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/ARDemoSceneAssets/Scripts/ARSampleMenuManager.cs.meta b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/ARDemoSceneAssets/Scripts/ARSampleMenuManager.cs.meta new file mode 100644 index 00000000..4b01f215 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/ARDemoSceneAssets/Scripts/ARSampleMenuManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e06e5c0df3a5b4f53b5d4250256f14d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts.meta b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts.meta new file mode 100644 index 00000000..1d9cbad2 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5047446af2667474e8aab0e6fbb93466 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts/ARStarterAssetsSampleProjectValidation.cs b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts/ARStarterAssetsSampleProjectValidation.cs new file mode 100644 index 00000000..cd021852 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts/ARStarterAssetsSampleProjectValidation.cs @@ -0,0 +1,101 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using Unity.XR.CoreUtils.Editor; +using UnityEditor.PackageManager; +using UnityEditor.PackageManager.Requests; +using UnityEditor.PackageManager.UI; +using UnityEngine; + +namespace UnityEditor.XR.Interaction.Toolkit.Samples.ARStarterAssets +{ + /// + /// Unity Editor class which registers Project Validation rules for the AR Starter Assets sample, + /// checking that other required samples are installed. + /// + static class ARStarterAssetsSampleProjectValidation + { + const string k_SampleDisplayName = "AR Starter Assets"; + const string k_Category = "XR Interaction Toolkit"; + const string k_StarterAssetsSampleName = "Starter Assets"; + + static readonly BuildTargetGroup[] s_BuildTargetGroups = + ((BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup))).Distinct().ToArray(); + + static readonly List s_BuildValidationRules = new List + { + new BuildValidationRule + { + IsRuleEnabled = () => s_ARFPackageAddRequest == null || s_ARFPackageAddRequest.IsCompleted, + Message = $"[{k_SampleDisplayName}] AR Foundation (com.unity.xr.arfoundation) package must be installed to use this sample.", + Category = k_Category, + CheckPredicate = () => PackageVersionUtility.GetPackageVersion("com.unity.xr.arfoundation") >= new PackageVersion("4.2.8"), + FixIt = () => + { + s_ARFPackageAddRequest = Client.Add("com.unity.xr.arfoundation"); + if (s_ARFPackageAddRequest.Error != null) + { + Debug.LogError($"Package installation error: {s_ARFPackageAddRequest.Error}: {s_ARFPackageAddRequest.Error.message}"); + } + }, + FixItAutomatic = true, + Error = true, + }, + new BuildValidationRule + { + Message = $"[{k_SampleDisplayName}] {k_StarterAssetsSampleName} sample from XR Interaction Toolkit (com.unity.xr.interaction.toolkit) package must be imported or updated to use this sample.", + Category = k_Category, + CheckPredicate = () => TryFindSample("com.unity.xr.interaction.toolkit", string.Empty, k_StarterAssetsSampleName, out var sample) && sample.isImported, + FixIt = () => + { + if (TryFindSample("com.unity.xr.interaction.toolkit", string.Empty, k_StarterAssetsSampleName, out var sample)) + { + sample.Import(Sample.ImportOptions.OverridePreviousImports); + } + }, + FixItAutomatic = true, + Error = true, + }, + }; + + static AddRequest s_ARFPackageAddRequest; + + [InitializeOnLoadMethod] + static void RegisterProjectValidationRules() + { + foreach (var buildTargetGroup in s_BuildTargetGroups) + { + BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules); + } + } + + static bool TryFindSample(string packageName, string packageVersion, string sampleDisplayName, out Sample sample) + { + sample = default; + + var packageSamples = Sample.FindByPackage(packageName, packageVersion); + if (packageSamples == null) + { + Debug.LogError($"Couldn't find samples of the {ToString(packageName, packageVersion)} package; aborting project validation rule."); + return false; + } + + foreach (var packageSample in packageSamples) + { + if (packageSample.displayName == sampleDisplayName) + { + sample = packageSample; + return true; + } + } + + Debug.LogError($"Couldn't find {sampleDisplayName} sample in the {ToString(packageName, packageVersion)} package; aborting project validation rule."); + return false; + } + + static string ToString(string packageName, string packageVersion) + { + return string.IsNullOrEmpty(packageVersion) ? packageName : $"{packageName}@{packageVersion}"; + } + } +} diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts/ARStarterAssetsSampleProjectValidation.cs.meta b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts/ARStarterAssetsSampleProjectValidation.cs.meta new file mode 100644 index 00000000..49bfbf3c --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Editor/Scripts/ARStarterAssetsSampleProjectValidation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: afbe50d4e50722e49a3d6d61e82f8750 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + 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[Tooltip("The behavior to use to spawn objects.")] + ObjectSpawner m_ObjectSpawner; + + /// + /// The behavior to use to spawn objects. + /// + public ObjectSpawner objectSpawner + { + get => m_ObjectSpawner; + set => m_ObjectSpawner = value; + } + + [SerializeField] + [Tooltip("Whether to require that the AR Plane has an alignment of horizontal up to spawn on it.")] + bool m_RequireHorizontalUpSurface; + + /// + /// Whether to require that the has an alignment of to spawn on it. + /// + public bool requireHorizontalUpSurface + { + get => m_RequireHorizontalUpSurface; + set => m_RequireHorizontalUpSurface = value; + } + + /// + /// See . + /// + void Start() + { + if (m_ObjectSpawner == null) +#if UNITY_2023_1_OR_NEWER + m_ObjectSpawner = FindAnyObjectByType(); +#else + m_ObjectSpawner = FindObjectOfType(); +#endif + } + + /// + /// See . + /// + void OnTriggerEnter(Collider other) + { + if (!TryGetSpawnSurfaceData(other, out var surfacePosition, out var surfaceNormal)) + return; + + var infinitePlane = new Plane(surfaceNormal, surfacePosition); + var contactPoint = infinitePlane.ClosestPointOnPlane(transform.position); + m_ObjectSpawner.TrySpawnObject(contactPoint, surfaceNormal); + } + + /// + /// Tries to get the surface position and normal from an object to potentially spawn on. + /// + /// The collider of the object to potentially spawn on. + /// The potential world position of the spawn surface. + /// The potential normal of the spawn surface. + /// Returns if is a valid spawn surface, + /// otherwise returns . + public bool TryGetSpawnSurfaceData(Collider objectCollider, out Vector3 surfacePosition, out Vector3 surfaceNormal) + { + surfacePosition = default; + surfaceNormal = default; + + var arPlane = objectCollider.GetComponent(); + if (arPlane == null) + return false; + + if (m_RequireHorizontalUpSurface && arPlane.alignment != PlaneAlignment.HorizontalUp) + return false; + + surfaceNormal = arPlane.normal; + surfacePosition = arPlane.center; + return true; + } + } +} +#endif \ No newline at end of file diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARContactSpawnTrigger.cs.meta b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARContactSpawnTrigger.cs.meta new file mode 100644 index 00000000..c61885c2 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARContactSpawnTrigger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4440a5b98326c3846b042c0c85fb1d0d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs new file mode 100644 index 00000000..5973131a --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs @@ -0,0 +1,115 @@ +#if AR_FOUNDATION_PRESENT +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.XR.ARFoundation; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets +{ + /// + /// This plane visualizer demonstrates the use of a feathering effect + /// at the edge of the detected plane, which reduces the visual impression + /// of a hard edge. + /// + [RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))] + public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour + { + [Tooltip("The width of the texture feathering (in world units).")] + [SerializeField] + float m_FeatheringWidth = 0.2f; + + /// + /// The width of the texture feathering (in world units). + /// + public float featheringWidth + { + get { return m_FeatheringWidth; } + set { m_FeatheringWidth = value; } + } + + void Awake() + { + m_PlaneMeshVisualizer = GetComponent(); + m_FeatheredPlaneMaterial = GetComponent().material; + m_Plane = GetComponent(); + } + + void OnEnable() + { + m_Plane.boundaryChanged += ARPlane_boundaryUpdated; + } + + void OnDisable() + { + m_Plane.boundaryChanged -= ARPlane_boundaryUpdated; + } + + void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs) + { + GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh); + } + + /// + /// Generate UV2s to mark the boundary vertices and feathering UV coords. + /// + /// + /// The ARPlaneMeshVisualizer has a meshUpdated event that can be used to modify the generated + /// mesh. In this case we'll add UV2s to mark the boundary vertices. + /// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is + /// is fairly uniform. + /// + /// The Mesh generated by ARPlaneMeshVisualizer + void GenerateBoundaryUVs(Mesh mesh) + { + int vertexCount = mesh.vertexCount; + + // Reuse the list of UVs + s_FeatheringUVs.Clear(); + if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; } + + mesh.GetVertices(s_Vertices); + + Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1]; + Vector3 uv = new Vector3(0, 0, 0); + float shortestUVMapping = float.MaxValue; + + // Assume the last vertex is the center vertex. + for (int i = 0; i < vertexCount - 1; i++) + { + float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace); + + // Remap the UV so that a UV of "1" marks the feathering boudary. + // The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV. + // Rearrange to get the edge UV. + float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f); + uv.x = uvMapping; + + // All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by. + // Choose the shortest UV to guarentee we fade out before the border. + // This means the feathering widths will be slightly different, we again rely on a fairly uniform plane. + if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; } + + s_FeatheringUVs.Add(uv); + } + + m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping); + + // Add the center vertex UV + uv.Set(0, 0, 0); + s_FeatheringUVs.Add(uv); + + mesh.SetUVs(1, s_FeatheringUVs); + mesh.UploadMeshData(false); + } + + static List s_FeatheringUVs = new List(); + + static List s_Vertices = new List(); + + ARPlaneMeshVisualizer m_PlaneMeshVisualizer; + + ARPlane m_Plane; + + Material m_FeatheredPlaneMaterial; + } +} +#endif diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta new file mode 100644 index 00000000..cf811b1a --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4694583967bd9483f9841409d278f46f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARInteractorSpawnTrigger.cs b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARInteractorSpawnTrigger.cs new file mode 100644 index 00000000..7fcf411e --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARInteractorSpawnTrigger.cs @@ -0,0 +1,191 @@ +#if AR_FOUNDATION_PRESENT +using UnityEngine.InputSystem; +using UnityEngine.XR.ARFoundation; +using UnityEngine.XR.ARSubsystems; +using UnityEngine.XR.Interaction.Toolkit.Inputs; +using UnityEngine.XR.Interaction.Toolkit.Utilities.Internal; +using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets +{ + /// + /// Spawns an object at an 's raycast hit position when a trigger is activated. + /// + public class ARInteractorSpawnTrigger : MonoBehaviour + { + /// + /// The type of trigger to use to spawn an object. + /// + public enum SpawnTriggerType + { + /// + /// Spawn an object when the associated with the interactor activates its selection + /// state but no selection actually occurs. + /// + SelectAttempt, + + /// + /// Spawn an object when an is performed. + /// + InputAction, + } + + [SerializeField] + [RequireInterface(typeof(IARInteractor))] + [Tooltip("The AR Interactor that determines where to spawn the object.")] + Object m_ARInteractorObject; + + /// + /// The that determines where to spawn the object. + /// + public Object arInteractorObject + { + get => m_ARInteractorObject; + set => m_ARInteractorObject = value; + } + + [SerializeField] + [Tooltip("The behavior to use to spawn objects.")] + ObjectSpawner m_ObjectSpawner; + + /// + /// The behavior to use to spawn objects. + /// + public ObjectSpawner objectSpawner + { + get => m_ObjectSpawner; + set => m_ObjectSpawner = value; + } + + [SerializeField] + [Tooltip("Whether to require that the AR Interactor hits an AR Plane with a horizontal up alignment in order to spawn anything.")] + bool m_RequireHorizontalUpSurface; + + /// + /// Whether to require that the hits an with an alignment of + /// in order to spawn anything. + /// + public bool requireHorizontalUpSurface + { + get => m_RequireHorizontalUpSurface; + set => m_RequireHorizontalUpSurface = value; + } + + [SerializeField] + [Tooltip("The type of trigger to use to spawn an object, either when the Interactor's select action occurs or " + + "when a button input is performed.")] + SpawnTriggerType m_SpawnTriggerType; + + /// + /// The type of trigger to use to spawn an object. + /// + public SpawnTriggerType spawnTriggerType + { + get => m_SpawnTriggerType; + set => m_SpawnTriggerType = value; + } + + [SerializeField] + [Tooltip("The action to use to trigger spawn. (Button Control)")] + InputActionProperty m_SpawnAction = new(new InputAction(type: InputActionType.Button)); + + /// + /// The Input System action to use to trigger spawn, if is set to . + /// Must be an action with a button-like interaction where phase equals performed when pressed. + /// Typically a Control or a Value type action with a Press or Sector interaction. + /// + public InputActionProperty spawnAction + { + get => m_SpawnAction; + set + { + if (Application.isPlaying) + m_SpawnAction.DisableDirectAction(); + + m_SpawnAction = value; + + if (Application.isPlaying && isActiveAndEnabled) + m_SpawnAction.EnableDirectAction(); + } + } + + IARInteractor m_ARInteractor; + XRBaseControllerInteractor m_ARInteractorAsControllerInteractor; + bool m_EverHadSelection; + + /// + /// See . + /// + void Start() + { + if (m_ObjectSpawner == null) +#if UNITY_2023_1_OR_NEWER + m_ObjectSpawner = FindAnyObjectByType(); +#else + m_ObjectSpawner = FindObjectOfType(); +#endif + + m_ARInteractor = m_ARInteractorObject as IARInteractor; + m_ARInteractorAsControllerInteractor = m_ARInteractorObject as XRBaseControllerInteractor; + if (m_SpawnTriggerType == SpawnTriggerType.SelectAttempt && m_ARInteractorAsControllerInteractor == null) + { + Debug.LogError("Can only use SelectAttempt spawn trigger type with XRBaseControllerInteractor.", this); + enabled = false; + } + } + + /// + /// See . + /// + void OnEnable() + { + m_SpawnAction.EnableDirectAction(); + } + + /// + /// See . + /// + void OnDisable() + { + m_SpawnAction.DisableDirectAction(); + } + + /// + /// See . + /// + void Update() + { + var attemptSpawn = false; + switch (m_SpawnTriggerType) + { + case SpawnTriggerType.SelectAttempt: + var currentControllerState = m_ARInteractorAsControllerInteractor.xrController.currentControllerState; + if (currentControllerState.selectInteractionState.activatedThisFrame) + m_EverHadSelection = m_ARInteractorAsControllerInteractor.hasSelection; + else if (currentControllerState.selectInteractionState.active) + m_EverHadSelection |= m_ARInteractorAsControllerInteractor.hasSelection; + else if (currentControllerState.selectInteractionState.deactivatedThisFrame) + attemptSpawn = !m_ARInteractorAsControllerInteractor.hasSelection && !m_EverHadSelection; + break; + + case SpawnTriggerType.InputAction: + if (m_SpawnAction.action.WasPerformedThisFrame()) + attemptSpawn = true; + break; + } + + if (attemptSpawn && m_ARInteractor.TryGetCurrentARRaycastHit(out var arRaycastHit)) + { + var arPlane = arRaycastHit.trackable as ARPlane; + if (arPlane == null) + return; + + if (m_RequireHorizontalUpSurface && arPlane.alignment != PlaneAlignment.HorizontalUp) + return; + + m_ObjectSpawner.TrySpawnObject(arRaycastHit.pose.position, arPlane.normal); + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Scripts/ARInteractorSpawnTrigger.cs.meta b/Assets/LUTESampleExamples/Scenes/AR/AR Starter 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Assets/Shaders/FeatheredPlaneShader.shader b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Shaders/FeatheredPlaneShader.shader new file mode 100644 index 00000000..7d155f84 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Shaders/FeatheredPlaneShader.shader @@ -0,0 +1,80 @@ +Shader "Unlit/FeatheredPlaneShader" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + _TexTintColor("Texture Tint Color", Color) = (1,1,1,1) + _PlaneColor("Plane Color", Color) = (1,1,1,1) + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue"="Transparent" } + LOD 100 + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 uv2 : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + float3 uv2 : TEXCOORD1; + + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + fixed4 _TexTintColor; + fixed4 _PlaneColor; + float _ShortestUVMapping; + + v2f vert (appdata v) + { + v2f o; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.uv2 = v.uv2; + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor; + col = lerp( _PlaneColor, col, col.a); + // Fade out from as we pass the edge. + // uv2.x stores a mapped UV that will be "1" at the beginning of the feathering. + // We fade until we reach at the edge of the shortest UV mapping. + // This is the remmaped UV value at the vertex. + // We choose the shorted one so that ll edges will fade out completely. + // See ARFeatheredPlaneMeshVisualizer.cs for more details. + col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x); + return col; + } + ENDCG + } + } +} diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Shaders/FeatheredPlaneShader.shader.meta b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Shaders/FeatheredPlaneShader.shader.meta new file mode 100644 index 00000000..3c73a446 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Shaders/FeatheredPlaneShader.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: a78405e91de6b4166aa290ef5fd21148 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Textures.meta b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Textures.meta new file mode 100644 index 00000000..0c2ca928 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/AR Starter Assets/Textures.meta @@ -0,0 +1,8 @@ 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a/Assets/LUTESampleExamples/Scenes/AR/OverlapDetector.cs b/Assets/LUTESampleExamples/Scenes/AR/OverlapDetector.cs new file mode 100644 index 00000000..2174a8d1 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/OverlapDetector.cs @@ -0,0 +1,75 @@ +using UnityEngine; + +public class OverlapDetector : MonoBehaviour +{ + // The minimum overlap percentage required to consider the puzzle solved + public float minimumOverlapPercentage = 0.75f; + + //event for callback when puzzle is solved + public delegate void PuzzleSolvedEventHandler(); + public event PuzzleSolvedEventHandler PuzzleSolved; + + // This function is called every frame while another collider is within the trigger collider + private void OnTriggerStay(Collider other) + { + // Check if the other collider is the puzzle piece + if (other.CompareTag("DragPiece")) + { + + + // Calculate the overlap area as a percentage of the puzzle piece's total area + float overlapPercentage = CalculateOverlapPercentage(this.GetComponent(), other); + + + Debug.Log("Overlap Detected with percentage: " + overlapPercentage); + + // If the overlap is sufficient, consider the puzzle solved + if (overlapPercentage >= minimumOverlapPercentage) + { + Debug.Log("Puzzle Solved!"); + PuzzleSolved?.Invoke(); + + //destroy the puzzle piece and the transparent object + //Destroy(other.gameObject); + //Destroy(this.gameObject); + } + } + } + + // Function to calculate the overlap percentage + float CalculateOverlapPercentage(Collider targetArea, Collider puzzlePiece) + { + // Calculate the bounds of both colliders + Bounds targetBounds = targetArea.bounds; + Bounds pieceBounds = puzzlePiece.bounds; + + // Calculate the intersection volume + float intersectionVolume = BoundsIntersectionVolume(targetBounds, pieceBounds); + + // Calculate the volume of the puzzle piece + float pieceVolume = pieceBounds.size.x * pieceBounds.size.y * pieceBounds.size.z; + + // Return the overlap percentage + return intersectionVolume / pieceVolume; + } + + 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[SerializeField] + [Tooltip("The amount of time, in seconds, to wait after Start before destroying the GameObject.")] + float m_Lifetime = 0.25f; + + /// + /// The amount of time, in seconds, to wait after Start before destroying the GameObject. + /// + public float lifetime + { + get => m_Lifetime; + set => m_Lifetime = value; + } + + /// + /// See . + /// + void Start() + { + Destroy(gameObject, m_Lifetime); + } + } +} \ No newline at end of file diff --git a/Assets/LUTESampleExamples/Scenes/AR/Starter Assets/Scripts/DestroySelf.cs.meta b/Assets/LUTESampleExamples/Scenes/AR/Starter Assets/Scripts/DestroySelf.cs.meta new file mode 100644 index 00000000..bf7bf1f7 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/Starter Assets/Scripts/DestroySelf.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 717c12e2a4cfe764ab2580b1135e10fd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/LUTESampleExamples/Scenes/AR/Starter Assets/Scripts/ObjectSpawner.cs b/Assets/LUTESampleExamples/Scenes/AR/Starter Assets/Scripts/ObjectSpawner.cs new file mode 100644 index 00000000..5f50fe77 --- /dev/null +++ b/Assets/LUTESampleExamples/Scenes/AR/Starter Assets/Scripts/ObjectSpawner.cs @@ -0,0 +1,298 @@ +using System; +using System.Collections.Generic; +using UnityEngine.XR.Interaction.Toolkit.Utilities; + +namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets +{ + /// + /// Behavior with an API for spawning objects from a given set of prefabs. + /// + public class ObjectSpawner : MonoBehaviour + { + + + public static bool IsCurrentlyPlacingObject = false; + + [SerializeField] + [Tooltip("The camera that objects will face when spawned. If not set, defaults to the main camera.")] + Camera m_CameraToFace; + + /// + /// The camera that objects will face when spawned. If not set, defaults to the camera. + /// + public Camera cameraToFace + { + get + { + EnsureFacingCamera(); + return m_CameraToFace; + } + set => m_CameraToFace = value; + } + + [SerializeField] + [Tooltip("The list of prefabs available to spawn.")] + List m_ObjectPrefabs = new List(); + + /// + /// The list of prefabs available to spawn. + /// + public List objectPrefabs + { + get => m_ObjectPrefabs; + set => m_ObjectPrefabs = value; + } + + [SerializeField] + [Tooltip("Optional prefab to spawn for each spawned object. Use a prefab with the Destroy Self component to make " + + "sure the visualization only lives temporarily.")] + GameObject m_SpawnVisualizationPrefab; + + /// + /// Optional prefab to spawn for each spawned object. + /// + /// Use a prefab with to make sure the visualization only lives temporarily. + public GameObject spawnVisualizationPrefab + { + get => m_SpawnVisualizationPrefab; + set => m_SpawnVisualizationPrefab = value; + } + + [SerializeField] + [Tooltip("The index of the prefab to spawn. If outside the range of the list, this behavior will select " + + "a random object each time it spawns.")] + int m_SpawnOptionIndex = -1; + + /// + /// The index of the prefab to spawn. If outside the range of , this behavior will + /// select a random object each time it spawns. + /// + /// + public int spawnOptionIndex + { + get => m_SpawnOptionIndex; + set => m_SpawnOptionIndex = value; + } + + /// + /// Whether this behavior will select a random object from each time it spawns. + /// + /// + /// + public bool isSpawnOptionRandomized => m_SpawnOptionIndex < 0 || m_SpawnOptionIndex >= m_ObjectPrefabs.Count; + + [SerializeField] + [Tooltip("Whether to only spawn an object if the spawn point is within view of the camera.")] + bool m_OnlySpawnInView = true; + + /// + /// Whether to only spawn an object if the spawn point is within view of the . + /// + public bool onlySpawnInView + { + get => m_OnlySpawnInView; + set => m_OnlySpawnInView = value; + } + + [SerializeField] + [Tooltip("The size, in viewport units, of the periphery inside the viewport that will not be considered in view.")] + float m_ViewportPeriphery = 0.15f; + + /// + /// The size, in viewport units, of the periphery inside the viewport that will not be considered in view. + /// + public float viewportPeriphery + { + get => m_ViewportPeriphery; + set => m_ViewportPeriphery = value; + } + + [SerializeField] + [Tooltip("When enabled, the object will be rotated about the y-axis when spawned by Spawn Angle Range, " + + "in relation to the direction of the spawn point to the camera.")] + bool m_ApplyRandomAngleAtSpawn = true; + + /// + /// When enabled, the object will be rotated about the y-axis when spawned by + /// in relation to the direction of the spawn point to the camera. + /// + public bool applyRandomAngleAtSpawn + { + get => m_ApplyRandomAngleAtSpawn; + set => m_ApplyRandomAngleAtSpawn = value; + } + + [SerializeField] + [Tooltip("The range in degrees that the object will randomly be rotated about the y axis when spawned, " + + "in relation to the direction of the spawn point to the camera.")] + float m_SpawnAngleRange = 45f; + + /// + /// The range in degrees that the object will randomly be rotated about the y axis when spawned, in relation + /// to the direction of the spawn point to the camera. + /// + public float spawnAngleRange + { + get => m_SpawnAngleRange; + set => m_SpawnAngleRange = value; + } + + [SerializeField] + [Tooltip("Whether to spawn each object as a child of this object.")] + bool m_SpawnAsChildren; + + /// + /// Whether to spawn each object as a child of this object. + /// + public bool spawnAsChildren + { + get => m_SpawnAsChildren; + set => m_SpawnAsChildren = value; + } + + /// + /// Event invoked after an object is spawned. + /// + /// + public event Action objectSpawned; + + /// + /// See . + /// + void Awake() + { + EnsureFacingCamera(); + } + + void EnsureFacingCamera() + { + if (m_CameraToFace == null) + m_CameraToFace = Camera.main; + } + + /// + /// Sets this behavior to select a random object from each time it spawns. + /// + /// + /// + public void RandomizeSpawnOption() + { + m_SpawnOptionIndex = -1; + } + + + + + /// + /// Attempts to spawn an object from at the given position. The object will have a + /// yaw rotation that faces , plus or minus a random angle within . + /// + /// The world space position at which to spawn the object. + /// The world space normal of the spawn surface. + /// Returns if the spawner successfully spawned an object. Otherwise returns + /// , for instance if the spawn point is out of view of the camera. + /// + /// The object selected to spawn is based on . If the index is outside + /// the range of , this method will select a random prefab from the list to spawn. + /// Otherwise, it will spawn the prefab at the index. + /// + /// + public bool TrySpawnObject(Vector3 spawnPoint, Vector3 spawnNormal) + { + + + // PlaceObjectXR.IsCurrentlyPlacingObject = true; + //check if the PlaceObjectXR iscurentlyplacing object variable is true, and if it is, return false + if (!IsCurrentlyPlacingObject) + { + return false; + } + + if (m_OnlySpawnInView) + { + var inViewMin = m_ViewportPeriphery; + var inViewMax = 1f - m_ViewportPeriphery; + var pointInViewportSpace = cameraToFace.WorldToViewportPoint(spawnPoint); + if (pointInViewportSpace.z < 0f || pointInViewportSpace.x > inViewMax || pointInViewportSpace.x < inViewMin || + pointInViewportSpace.y > inViewMax || pointInViewportSpace.y < inViewMin) + { + return false; + } + } + + var objectIndex = isSpawnOptionRandomized ? Random.Range(0, m_ObjectPrefabs.Count) : m_SpawnOptionIndex; + var newObject = Instantiate(m_ObjectPrefabs[objectIndex]); + if (m_SpawnAsChildren) + newObject.transform.parent = transform; + + + + + newObject.transform.position = spawnPoint; + EnsureFacingCamera(); + + var facePosition = m_CameraToFace.transform.position; + var forward = facePosition - spawnPoint; + BurstMathUtility.ProjectOnPlane(forward, spawnNormal, out var projectedForward); + newObject.transform.rotation = Quaternion.LookRotation(projectedForward, spawnNormal); + + if (m_ApplyRandomAngleAtSpawn) + { + var randomRotation = Random.Range(-m_SpawnAngleRange, m_SpawnAngleRange); + newObject.transform.Rotate(Vector3.up, randomRotation); + } + + if (m_SpawnVisualizationPrefab != null) + { + var visualizationTrans = Instantiate(m_SpawnVisualizationPrefab).transform; + visualizationTrans.position = spawnPoint; + visualizationTrans.rotation = newObject.transform.rotation; + } + + + + + //if object doesn't have XRGrabInteractable component + if (newObject.GetComponent() == null) + { + + //add an XRGrabInteractable component to the object + var xrGrabInteractable = newObject.AddComponent(); + } + + //if object doesn't have ARTransformer component + if (newObject.GetComponent() == null) + { + + //add an ARTransformer component to the object + var arTransformer = newObject.AddComponent(); + + //set the min scale to the current scale of the object + arTransformer.minScale = newObject.transform.localScale.x; + } + + //if object doesn't have a rigidbody component + if (newObject.GetComponent() == null) + { + + //add a rigidbody component to the object + newObject.AddComponent(); + } + var rigidBody = newObject.GetComponent(); + + rigidBody.useGravity = false; + //make it kinematic + rigidBody.isKinematic = true; + + //add one to the index for spawning + m_SpawnOptionIndex++; + + + + objectSpawned?.Invoke(newObject); + + + return true; + } + } +} \ No newline at end of file diff --git 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public class XRHelper : MonoBehaviour { @@ -10,32 +11,53 @@ public class XRHelper : MonoBehaviour private static GameObject xrObjectPrefab; private static GameObject spawnedXRObject; - private static bool isInitialised = false; - - - - // Start is called before the first frame update + private static bool isInitialised = false; + + + + // Start is called before the first frame update void Start() - { - - //xrRig = GameObject.Find("XR Origin (XR Rig)"); - - //deactivate the two objects - //xrRig.SetActive(false); - //arSession.SetActive(false); - - //StartCoroutine(disableafter(.5f)); - + { + + //xrRig = GameObject.Find("XR Origin (XR Rig)"); + + //deactivate the two objects + //xrRig.SetActive(false); + //arSession.SetActive(false); + + //StartCoroutine(disableafter(.5f)); + } public static bool initiliaseXR() { - if(isInitialised) + if (isInitialised) { return false; } + if (XRGeneralSettings.Instance == null) + { + //XRGeneralSettings.Instance = XRGeneralSettings.CreateInstance(); + } + + //if (XRGeneralSettings.Instance.Manager == null) + //{ + // yield return new WaitUntil(() => XRGeneralSettings.Instance.Manager != null); + //} + + XRGeneralSettings.Instance?.Manager?.InitializeLoaderSync(); + + if (XRGeneralSettings.Instance?.Manager?.activeLoader == null) + { + Debug.LogError("Initializing XR Failed. Check Editor or Player log for details."); + } + else + { + XRGeneralSettings.Instance?.Manager?.StartSubsystems(); + } + if (xrObjectPrefab == null) { xrObjectPrefab = Resources.Load("Prefabs/XR"); @@ -45,6 +67,7 @@ public static bool initiliaseXR() if (GameObject.Find("XR") == null) { spawnedXRObject = GameObject.Instantiate(xrObjectPrefab); + spawnedXRObject.name = "XR"; isInitialised = true; return true; } @@ -126,7 +149,9 @@ public static bool setXRActive(bool active) initiliaseXR(); } - if(active) + + + if (active) { //main camera is not needed GameObject camera = GameObject.Find("Camera"); @@ -145,10 +170,10 @@ public static bool setXRActive(bool active) } } - spawnedXRObject.SetActive(active); - - - + spawnedXRObject.SetActive(active); + + + return active; } @@ -221,6 +246,15 @@ private void SetAllPlanesActive(bool active) } } + //on destroy, deinitialise the xr object + private void OnDestroy() + { + isInitialised = false; + XRGeneralSettings.Instance.Manager.StopSubsystems(); + XRGeneralSettings.Instance.Manager.DeinitializeLoader(); + + } + // Update is called once per frame