Example #1
0
    void GenerateVuMarkBorderOutline(VuMarkBehaviour vumarkBehaviour)
    {
        this.lineRenderer = vumarkBehaviour.GetComponentInChildren <LineRenderer>();

        if (this.lineRenderer == null)
        {
            Debug.Log("<color=green>Existing Line Renderer not found. Creating new one.</color>");
            GameObject vumarkBorder = new GameObject("VuMarkBorder");
            vumarkBorder.transform.SetParent(vumarkBehaviour.transform);
            vumarkBorder.transform.localPosition    = Vector3.zero;
            vumarkBorder.transform.localEulerAngles = Vector3.zero;
            vumarkBorder.transform.localScale       =
                new Vector3(
                    1 / vumarkBehaviour.transform.localScale.x,
                    1,
                    1 / vumarkBehaviour.transform.localScale.z);
            this.lineRenderer                   = vumarkBorder.AddComponent <LineRenderer>();
            this.lineRenderer.enabled           = false;
            this.lineRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
            this.lineRenderer.receiveShadows    = false;
            // This shader needs to be added in the Project's Graphics Settings,
            // unless it is already in use by a Material present in the project.
            this.lineRenderer.material.shader = Shader.Find("Unlit/Color");
            this.lineRenderer.material.color  = Color.clear;
            this.lineRenderer.positionCount   = 4;
            this.lineRenderer.loop            = true;
            this.lineRenderer.useWorldSpace   = false;
            Vector2        vumarkSize = vumarkBehaviour.GetSize();
            AnimationCurve curve      = new AnimationCurve();
            curve.AddKey(0.0f, 1.0f);
            curve.AddKey(1.0f, 1.0f);
            this.lineRenderer.widthCurve      = curve;
            this.lineRenderer.widthMultiplier = 0.003f;
            float vumarkExtentsX = (vumarkSize.x * 0.5f) + (this.lineRenderer.widthMultiplier * 0.5f);
            float vumarkExtentsZ = (vumarkSize.y * 0.5f) + (this.lineRenderer.widthMultiplier * 0.5f);
            this.lineRenderer.SetPositions(new Vector3[]
            {
                new Vector3(-vumarkExtentsX, 0.001f, vumarkExtentsZ),
                new Vector3(vumarkExtentsX, 0.001f, vumarkExtentsZ),
                new Vector3(vumarkExtentsX, 0.001f, -vumarkExtentsZ),
                new Vector3(-vumarkExtentsX, 0.001f, -vumarkExtentsZ)
            });
        }
    }
    /// <summary>
    ///  Register a callback which is invoked whenever a VuMark-result is newly detected which was not tracked in the frame before
    /// </summary>
    /// <param name="vumarkBehaviour"></param>
    public void OnVuMarkBehaviourDetected(VuMarkBehaviour vumarkBehaviour)
    {
        VLog.Log("cyan", "VuMarkHandler.OnVuMarkBehaviourDetected(): " + vumarkBehaviour.TrackableName);

        // The GameObject with the VuMarkBehaviour component attached gets duplicated whenever
        // a new VuMark is detected and the augmentations get attached to the new object.
        // Since this GameObject contains a Canvas, we need to reset the Camera reference when
        // duplicating, otherwise the MRTK will throw an exception. The MRTK then assigns the
        // appropriate Camera reference to the Canvas.
        vumarkBehaviour.GetComponentInChildren <Canvas>().worldCamera = null;

        GenerateVuMarkBorderOutline(vumarkBehaviour);

        ToggleRenderers(vumarkBehaviour.gameObject, true);

        // Check for existance of previous augmentations and delete before instantiating new ones.
        DestroyChildAugmentationsOfTransform(vumarkBehaviour.transform);

        StartCoroutine(OnVuMarkTargetAvailable(vumarkBehaviour));
    }