Beispiel #1
0
        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            var overScene = CanvasManager.SCENE_UNDER_CANVAS;
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0 && !mapWasShown && planeAppeared && !overScene)
            {
                mapWasShown = true;

                foreach (var hitResult in hitResults)
                {
                    m_HitTransform.position   = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    m_HitTransform.rotation   = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    m_HitTransform.localScale = new Vector3(resultScale, resultScale, resultScale);

                    Vector3 currAngle = m_HitTransform.eulerAngles;
                    m_HitTransform.LookAt(Camera.main.transform);
                    m_HitTransform.eulerAngles = new Vector3(currAngle.x, m_HitTransform.eulerAngles.y + 180f, currAngle.z);

                    Transform map;
                    for (int i = 0; i < m_HitTransform.childCount; i++)
                    {
                        map = m_HitTransform.GetChild(i);
                        if (map.name == "Map")
                        {
                            MAP = map.gameObject;
                            MAP.GetComponent <Animator>().SetInteger("mapAnimTransition", SHOW_MAP_ANIM);
                            spawnScript = MAP.GetComponent <SpawnOnMap> ();
                            m_HitTransform.gameObject.GetComponent <LeanScale>().enabled = true;
                            if (CanvasController.isFirstSession)
                            {
                                ccontroller.show_info_Button();
                            }
                        }
                    }
                    generate_script.getManager().HidePrefabs();

                    ccontroller.hide_about_map_text();
                    ccontroller.show_screenShot_btn();
                    ccontroller.show_reload_btn();

                    return(true);
                }
            }
            return(false);
        }
Beispiel #2
0
        public List <ARHitTestResult> HitTest(ARPoint point, ARHitTestResultType types)
        {
#if !UNITY_EDITOR
            int numResults = HitTest(m_NativeARSession, point, types);
            List <ARHitTestResult> results = new List <ARHitTestResult>();

            for (int i = 0; i < numResults; ++i)
            {
                var result = GetLastHitTestResult(i);
                results.Add(GetHitTestResultFromResultData(result));
            }

            return(results);
#else
            return(new List <ARHitTestResult>());
#endif
        }
Beispiel #3
0
        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Got hit!");
                    m_HitTransform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    m_HitTransform.rotation = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    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));
                    return(true);
                }
            }
            return(false);
        }
Beispiel #4
0
        // Update is called once per frame
        void Update()
        {
#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
            Ray        ray = Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2));
            RaycastHit hit;

            //we'll try to hit one of the plane collider gameobjects that were generated by the plugin
            //effectively similar to calling HitTest with ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent
            if (Physics.Raycast(ray, out hit, maxRayDistance, collisionLayer))
            {
                //we're going to get the position from the contact point
                m_HitTransform.position = hit.point;
                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));

                //and the rotation from the transform of the plane collider
                m_HitTransform.rotation = hit.transform.rotation;
            }
#else
            var     screenPosition = Camera.main.ScreenToViewportPoint(new Vector2(Screen.width / 2, Screen.height / 2));
            ARPoint point          = new ARPoint {
                x = screenPosition.x,
                y = screenPosition.y
            };

            // prioritize reults types
            ARHitTestResultType[] resultTypes =
            {
                //ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingGeometry,
                ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
                // if you want to use infinite planes use this:
                //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                //ARHitTestResultType.ARHitTestResultTypeEstimatedHorizontalPlane,
                //ARHitTestResultType.ARHitTestResultTypeEstimatedVerticalPlane,
                //ARHitTestResultType.ARHitTestResultTypeFeaturePoint
            };

            foreach (ARHitTestResultType resultType in resultTypes)
            {
                if (HitTestWithResultType(point, resultType))
                {
                    return;
                }
            }
#endif
        }
Beispiel #5
0
		// Update is called once per frame
		void Update () {
			// #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
			// if (Input.GetMouseButtonDown (0)) {
			// 	Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
			// 	RaycastHit hit;

			// 	//we'll try to hit one of the plane collider gameobjects that were generated by the plugin
			// 	//effectively similar to calling HitTest with ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent
			// 	if (Physics.Raycast (ray, out hit, maxRayDistance, collisionLayer)) {
			// 		//we're going to get the position from the contact point
			// 		m_HitTransform.position = hit.point;
			// 		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));

			// 		//and the rotation from the transform of the plane collider
			// 		m_HitTransform.rotation = hit.transform.rotation;
			// 	}
			// }
			// #else
			if (Input.touchCount > 0 && m_HitTransform != null) {
				var touch = Input.GetTouch (0);
				if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved) {
					var screenPosition = Camera.main.ScreenToViewportPoint (touch.position);
					ARPoint point = new ARPoint {
						x = screenPosition.x,
							y = screenPosition.y
					};

					// prioritize reults types
					ARHitTestResultType[] resultTypes = {
						ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
						// if you want to use infinite planes use this:
						//ARHitTestResultType.ARHitTestResultTypeExistingPlane,
						ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
						ARHitTestResultType.ARHitTestResultTypeFeaturePoint
					};

					foreach (ARHitTestResultType resultType in resultTypes) {
						if (HitTestWithResultType (point, resultType)) {
							return;
						}
					}
				}
			}
			// #endif
		}
Beispiel #6
0
        public LayerMask collisionLayer = 1 << 10;  //ARKitPlane layer

        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Got hit!");
                    m_HitTransform.position  = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    m_HitTransform.position += new Vector3(0f, bounceHeight, 0f);
                    //m_HitTransform.rotation = UnityARMatrixOps.GetRotation (hitResult.worldTransform);
                    m_HitTransform.rotation = Random.rotation;
                    return(true);
                }
            }
            return(false);
        }
        public void SetPosition()
        {
            // Project from the middle of the screen to look for a hit point on the detected surfaces.
            var screenPosition = Camera.main.ScreenToViewportPoint(new Vector2(Screen.width / 2f, Screen.height / 2f));

            //var screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
            ARPoint point = new ARPoint {
                x = screenPosition.x,
                y = screenPosition.y
            };

            // prioritize reults types
            ARHitTestResultType[] resultTypes =
            {
                ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
                // if you want to use infinite planes use this:
                //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
                ARHitTestResultType.ARHitTestResultTypeFeaturePoint
            };

            foreach (ARHitTestResultType resultType in resultTypes)
            {
                if (HitTestWithResultType(point, resultType))
                {
                    return;
                }
            }

//			ARPoint pt = new ARPoint {
//				x = screenPosition.x,
//				y = screenPosition.y
//			};
//
//			// Try to hit within the bounds of an existing AR plane.
//			List<ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface ().HitTest (
//				pt,
//				ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent);
//
//			if (hitResults.Count > 0) { // If a hit is found, set the position and reset the rotation.
//				transform.rotation = Quaternion.Euler (Vector3.zero);
//				transform.position = UnityARMatrixOps.GetPosition (hitResults[0].worldTransform);
//			}
        }
Beispiel #8
0
        // Update is called once per frame
        void Update()
        {
            //螢幕觸控
            if (Input.GetMouseButton(0))
            {
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;

                if (Physics.Raycast(ray, out hit))
                {
                    if (hit.transform.name == "HitCube")
                    {
                        gameObject.SetActive(false);
                    }
                }
            }

            if (Input.touchCount > 0 && m_HitTransform != null)
            {
                var touch = Input.GetTouch(0);
                if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
                {
                    var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                    ARPoint point          = new ARPoint {
                        x = screenPosition.x,
                        y = screenPosition.y
                    };

                    // prioritize reults types
                    ARHitTestResultType[] resultTypes =
                    {
                        ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent
                    };

                    foreach (ARHitTestResultType resultType in resultTypes)
                    {
                        if (HitTestWithResultType(point, resultType))
                        {
                            return;
                        }
                    }
                }
            }
        }
        // Update is called once per frame
        void Update()
        {
            //#else
            if (Input.touchCount > 0 && m_HitTransform != null)
            {
                var touch = Input.GetTouch(0);
                if (touch.phase == TouchPhase.Began)
                {
                    if (cube.isBeingCarried)
                    {
                        cube.DropCube();
                    }
                    else
                    {
                        var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                        ARPoint point          = new ARPoint {
                            x = screenPosition.x,
                            y = screenPosition.y
                        };

                        // prioritize reults types
                        ARHitTestResultType[] resultTypes =
                        {
                            //ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingGeometry,
                            ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
                            // if you want to use infinite planes use this:
                            //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                            //ARHitTestResultType.ARHitTestResultTypeEstimatedHorizontalPlane,
                            //ARHitTestResultType.ARHitTestResultTypeEstimatedVerticalPlane,
                            //ARHitTestResultType.ARHitTestResultTypeFeaturePoint
                        };

                        foreach (ARHitTestResultType resultType in resultTypes)
                        {
                            if (HitTestWithResultType(point, resultType))
                            {
                                return;
                            }
                        }
                    }
                }
            }
        }
        public LayerMask collisionLayer = 1 << 10; //ARKitPlane layer

        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes); // see if any valid places nearby to put kitten

            if (hitResults.Count > 0)                                                                                                    // if there's a valid place to put the kitten
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Got hit!");
                    // move the kitten to the first valid position where the user dragged to
                    m_HitTransform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    // adjust rotation as necessary
                    m_HitTransform.rotation = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    //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));
                    return(true);
                }
            }
            return(false);
        }
Beispiel #11
0
        bool DoARRaycast(Touch touch, ref ARHitTestResult hitOut)
        {
            var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
            ARPoint point          = new ARPoint()
            {
                x = screenPosition.x,
                y = screenPosition.y
            };

            var hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent);

            if (hitResults.Count < 1)
            {
                return(false);
            }

            hitOut = hitResults[0];
            return(true);
        }
        // Update is called once per frame
        void Update()
        {
            if (Input.touchCount > 0 && m_HitTransform != null && !alreadyHit)
            {
                var touch = Input.GetTouch(0);
                if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
                {
                    var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                    ARPoint point          = new ARPoint {
                        x = screenPosition.x,
                        y = screenPosition.y
                    };

                    // prioritize reults types
                    ARHitTestResultType[] resultTypes =
                    {
//                        ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
                        // if you want to use infinite planes use this:
                        ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                        ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
                        ARHitTestResultType.ARHitTestResultTypeFeaturePoint
                    };

                    foreach (ARHitTestResultType resultType in resultTypes)
                    {
                        if (HitTestWithResultType(point, resultType))
                        {
                            if (!mapLoaded)
                            {
                                Debug.Log("About to load map.");
                                mapLoaded  = true;
                                alreadyHit = true;
                                loadUnits();
//								generatePlanes.SetActive(false);
//								generatePlanes.GetComponent<UnityARGeneratePlane> ().enabled = false;
//								pointCloud.SetActive (false);
                            }
                            return;
                        }
                    }
                }
            }
        }
Beispiel #13
0
        /* * * * * *
        *
        * Private Methods
        *
        * * * * * */

        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    parentTransform.position  = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    parentTransform.position += new Vector3(0, 0.1f, 0);
                    parentTransform.rotation  = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    GetMapMaterialReferences();
                    SetMapMaterialClipping();

                    mapPlane = new Plane(m_HitTransform.up, m_HitTransform.position);
                    return(true);
                }
            }
            return(false);
        }
        // Update is called once per frame
        void Update()
        {
            if (Input.touchCount > 0 && m_HitTransform != null)
            {
                var touch = Input.GetTouch(0);

                int id = touch.fingerId;
                if (EventSystem.current.IsPointerOverGameObject(id))
                {
                    //return if ui touched
                    return;
                }

                if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
                {
                    var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                    ARPoint point          = new ARPoint {
                        x = screenPosition.x,
                        y = screenPosition.y
                    };

                    // prioritize reults types
                    ARHitTestResultType[] resultTypes =
                    {
                        ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
                        // if you want to use infinite planes use this:
                        //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                        ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
                        ARHitTestResultType.ARHitTestResultTypeFeaturePoint
                    };

                    foreach (ARHitTestResultType resultType in resultTypes)
                    {
                        if (HitTestWithResultType(point, resultType))
                        {
                            return;
                        }
                    }
                }
            }
        }
        // Update is called once per frame
        void Update()
        {
#if UNITY_IOS

            if (Input.touchCount > 0)
            {
                if (!EventSystem.current.IsPointerOverGameObject())
                {

                    var touch = Input.GetTouch(0);
                    if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
                    {
                        var screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                        ARPoint point = new ARPoint
                        {
                            x = screenPosition.x,
                            y = screenPosition.y
                        };

                        // prioritize reults types
                        ARHitTestResultType[] resultTypes =
                        {
                        //ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent, 
                        // if you want to use infinite planes use this:
                        ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                        //ARHitTestResultType.ARHitTestResultTypeHorizontalPlane, 
                        //ARHitTestResultType.ARHitTestResultTypeFeaturePoint
                        };

                        foreach (ARHitTestResultType resultType in resultTypes)
                        {
                            if (HitTestWithResultType(point, resultType))
                            {
                                return;
                            }
                        }
                    }
                }
            }
#endif
        }
Beispiel #16
0
        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    GameObject go = new GameObject();
                    go.transform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    Vector3 p = go.transform.position;
                    p.y += 0.3f;
                    go.transform.position = p;
                    go.transform.rotation = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    // Create new sphere
                    Instantiate(sphere, go.transform);
                    return(true);
                }
            }
            return(false);
        }
Beispiel #17
0
        //private bool test = false;
        //private Vector3 original = new Vector3(0.025f, 0.025f, 0.025f);
        //private Vector3 changed = new Vector3(0.05f, 0.05f, 0.05f);

        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                Debug.Log("Got hit!");
                foreach (var hitResult in hitResults)
                {
                    m_HitTransform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    m_HitTransform.rotation = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    Debug.Log(string.Format("HitTest::: x:{0:0.######} y:{1:0.######} z:{2:0.######}", m_HitTransform.position.x, m_HitTransform.position.y, m_HitTransform.position.z));
                    // Make the portal to always be facing camera on spawn
                    //Vector3 currAngle = transform.eulerAngles;
                    //transform.LookAt(Camera.main.transform);
                    //transform.eulerAngles = new Vector3(currAngle.x, transform.eulerAngles.y, currAngle.z);
                    return(true);
                }
            }
            return(false);
        }
Beispiel #18
0
        void UpdatePositionIfARScrewUp(ARPlaneAnchor arPlaneAnchor)
        {
            ARPoint point = new ARPoint {
                x = transform.position.x,
                y = transform.position.z
            };

            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, ARHitTestResultType.ARHitTestResultTypeEstimatedHorizontalPlane);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    //Debug.Log ("Got hit!");
                    transform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    //transform.rotation = UnityARMatrixOps.GetRotation (hitResult.worldTransform);

                    //Debug.Log (string.Format ("x:{0:0.######} y:{1:0.######} z:{2:0.######}", transform.position.x, transform.position.y, transform.position.z));
                }
            }
        }
Beispiel #19
0
        // Update is called once per frame
        void Update()
        {
            if (Input.touchCount > 0 && m_HitTransform != null && !binPlaced)
            //if (m_HitTransform != null && !binPlaced)
            {
                print("bin placed false after touch");

                var touch = Input.GetTouch(0);
                if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
                {
                    //if( IsPointerOverUIObject(touch) ){
                    var screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                    print(screenPosition);
                    print("screen position");
                    ARPoint point = new ARPoint {
                        x = screenPosition.x,
                        y = screenPosition.y
                    };

                    // prioritize reults types
                    ARHitTestResultType[] resultTypes =
                    {
                        ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
                        // if you want to use infinite planes use this:
                        //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                        ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
                        ARHitTestResultType.ARHitTestResultTypeFeaturePoint
                    };

                    foreach (ARHitTestResultType resultType in resultTypes)
                    {
                        if (HitTestWithResultType(point, resultType))
                        {
                            return;
                        }
                    }
                    //}
                }
            }
        }
        //Method for checking intersections
        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Hit a surface!");

                    //Calculate the direction
                    Vector3 N = Camera.main.transform.position - gameObject.transform.position;

                    //Create a look rotation to always face the camera
                    gameObject.transform.rotation = Quaternion.LookRotation(N);


                    return(true);
                }
            }
            return(false);
        }
        // Update is called once per frame
        void Update()
        {
            if (Input.touchCount > 0 && universe.transform != null && countTap < 1)             //countTap < 1 to place the sphere once
            {
                //initialise getLocation
                manager.GetComponent <getLocation>().enabled = true;


                var touch = Input.GetTouch(0);
                if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
                {
                    var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                    ARPoint point          = new ARPoint {
                        x = screenPosition.x,
                        y = screenPosition.y
                    };

                    // prioritize reults types
                    ARHitTestResultType[] resultTypes =
                    {
                        ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
                        // if you want to use infinite planes use this:
                        //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                        ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
                        ARHitTestResultType.ARHitTestResultTypeFeaturePoint
                    };

                    foreach (ARHitTestResultType resultType in resultTypes)
                    {
                        if (HitTestWithResultType(point, resultType))
                        {
                            return;
                        }
                    }
                }
                countTap++;
                enabled = false;
            }
        }
Beispiel #22
0
        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes, GameObject prefab)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Got hit!");
                    Vector3 pos  = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    float   posy = 0.5f + pos.y;
                    pos = new Vector3(pos.x, posy, pos.z);
                    Quaternion rot = UnityARMatrixOps.GetRotation(hitResult.worldTransform);

                    Instantiate(prefab, pos, rot);

                    // 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));
                    return(true);
                }
            }
            return(false);
        }
Beispiel #23
0
        private void Update()
        {
            if (Input.touchCount > 0)
            {
                Touch touch = Input.GetTouch(0);

                //Handle movement based on touch phase.
                switch (touch.phase)
                {
                //Record initial touch position
                case TouchPhase.Began:
                    ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
                    if (Physics.Raycast(ray, out hit))
                    {
                        if (hit.collider.name == "Player")
                        {
                        }
                    }
                    break;

                case TouchPhase.Moved:
                    if (Physics.Raycast(ray, out hit))
                    {
                        if (hit.collider.name == "Player")
                        {
                            float   distance_to_screen = Camera.main.WorldToScreenPoint(hit.transform.position).z;
                            Vector2 screenPosition     = Camera.main.ScreenToViewportPoint(touch.position);
                            ARPoint point = new ARPoint
                            {
                                x = screenPosition.x,
                                y = screenPosition.y
                            };
                            hit.transform.position = (Camera.main.ScreenToWorldPoint(new Vector3((float)point.x, (float)point.y, distance_to_screen)));
                        }
                    }
                    break;
                }
            }
        }
        // Update is called once per frame
        void Update()
        {
            if (Input.touchCount == 1 && m_HitTransform != null)
            {
                var touch = Input.GetTouch(0);
                if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved)
                {
                    var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                    ARPoint point          = new ARPoint {
                        x = screenPosition.x,
                        y = screenPosition.y
                    };

                    if (screenPosition.y < .1)
                    {
                        return;
                    }

                    // prioritize reults types
                    ARHitTestResultType[] resultTypes =
                    {
                        ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent,
                        // if you want to use infinite planes use this:
                        //ARHitTestResultType.ARHitTestResultTypeExistingPlane,
                        ARHitTestResultType.ARHitTestResultTypeHorizontalPlane,
                        ARHitTestResultType.ARHitTestResultTypeFeaturePoint
                    };

                    foreach (ARHitTestResultType resultType in resultTypes)
                    {
                        if (HitTestWithResultType(point, resultType))
                        {
                            return;
                        }
                    }
                }
            }
        }
        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Got hit!");
                    m_HitTransform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    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));
                    m_HitTransform.rotation = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    if (IsHorizontal)
                    {
                        Vector3 currAngle = PortalRoom.transform.eulerAngles;
                        PortalRoom.transform.position = FocusEllipse.FoundEllipse.transform.position;
                        //PortalRoom.transform.LookAt (Camera.main.transform);
                        PortalRoom.transform.eulerAngles = new Vector3(currAngle.x, Camera.main.transform.eulerAngles.y, currAngle.z);

                        PortalRoom.SetActive(true);
                        PortalController.OutsidePortal();
                    }
                    else
                    {
                        Wall.SetActive(true);
                        ResetWall();
                        CanvasController.ShowResetButton();
                    }
                    _isPlaced = true;
                    CanvasController.ScanImage.SetActive(false);
                    Debug.Log("Call hide image");
                    FocusEllipse.IsScanning = false;
                    FocusEllipse.HideFoundEllipse();
                    return(true);
                }
            }
            return(false);
        }
        public void AddAnchor(ARPlaneAnchor arPlaneAnchor)
        {
            if (_floorDetectionStatus == FloorDetectionStatus.Finding)
            {
                if (_debug)
                {
                    debugMessage.text = "Anchor added";
                }
                Debug.Log("New Anchor added");


                // Get point of battle field by using ray from center of display to detected floor and
                Vector3 center         = new Vector3(Screen.width / 2, Screen.height / 2, 0.5f);
                var     screenPosition = Camera.main.ScreenToViewportPoint(center);
                ARPoint point          = new ARPoint
                {
                    x = screenPosition.x,
                    y = screenPosition.y
                };

                List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, ARHitTestResultType.ARHitTestResultTypeExistingPlane);
                if (hitResults.Count > 0)
                {
                    foreach (var hitResult in hitResults)
                    {
                        _basePoint = UnityARMatrixOps.GetPosition(hitResult.worldTransform) + _baseVector;
                    }
                }

                // Change floor detection status to detected
                _floorDetectionStatus = FloorDetectionStatus.Found;
                Debug.Log("Floor detected");
                mainMessage.text = "Detection Complete";

                // Invoke StartGame() with delay
                Invoke("StartGame", 0.5f);
            }
        }
Beispiel #27
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        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            //平面と当たっていた場合

            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Got hit!");
                    if (isCreated == false)
                    {
                        m_HitTransform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                        m_HitTransform.rotation = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                        Gametrans.position      = UnityARMatrixOps.GetPosition(hitResult.worldTransform);

                        this.gameObject.transform.position = m_HitTransform.position;
                        this.gameObject.transform.rotation = m_HitTransform.rotation;
                        anim        = GetComponent <Animator>();    //このスクリプトがアサインされたキャラクターのアニメーターコントローラーを取得
                        audioSource = GetComponent <AudioSource>(); //AudioSourceを使えるようにする

                        isCreated = true;
                    }
                    //if(Gametrans.position.x > gameObject.transform.position.x && Gametrans.position.z > gameObject.transform.position.z)
                    //{
                    //transform.position += (Vector3.right * x + Vector3.forward * z) * Time.deltaTime;

                    //}

                    //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));


                    return(true);
                }
            }
            return(false);
        }
Beispiel #28
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        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Got hit!");
                    m_HitTransform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    m_HitTransform.rotation = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    transposition           = m_HitTransform.position;
                    transorientation        = m_HitTransform.rotation;
                    spawnlogo();

                    //Vector3 relativePosition = transposition - GenerateImageAnchor.GenerateImageAnchorInstance.markerPosition;
                    //Debug.Log (string.Format ("Relative Position: x:{0:0.######} y:{1:0.######} z:{2:0.######}", relativePosition.x, relativePosition.y, relativePosition.z));
                    //Debug.Log (string.Format(("Rotation: x:{0:0.######} y:{1:0.######} z:{2:0.######}"), transorientation.x, transorientation.y, transorientation.z));
                    return(true);
                }
            }
            return(false);
        }
Beispiel #29
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        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    Debug.Log("Got hit!");
                    Vector3 p = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    if (can_create_new_obj)
                    {
                        CreateObj(new Vector3(p.x, p.y - 0.5f, p.z));
                    }
                    else
                    {
                        //MoveObj (new Vector3 (m_HitTransform.position.x, m_HitTransform.position.y - 0.5f, m_HitTransform.position.z));
                    }
                    return(true);
                }
            }
            return(false);
        }
        bool HitTestWithResultType(ARPoint point, ARHitTestResultType resultTypes)
        {
            List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point, resultTypes);

            if (hitResults.Count > 0)
            {
                foreach (var hitResult in hitResults)
                {
                    //pontura:
                    iosCameraManager.PlaneDetectionOFF();
                    Game game = m_HitTransform.gameObject.GetComponentInChildren <Game> ();
                    game.Init();
                    done = true;

                    //   Debug.Log ("Got hit!");
                    m_HitTransform.position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                    m_HitTransform.rotation = UnityARMatrixOps.GetRotation(hitResult.worldTransform);
                    //  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));
                    return(true);
                }
            }
            return(false);
        }