예제 #1
0
        private IEnumerator RoomMeshLoaded_Coroutine()
        {
            yield return(new WaitForSeconds(Constants.Thresholds.ExpectedTimeToLoadRoomMesh));

            LayerSwitcher.ChangeMeshLayer();
            CentralProcessor.SetMaterials();
        }
예제 #2
0
        // This runs everything, and is set so that when the event is triggered, it cascades the wealth of commands it needs to
        public static GameObject GenerateTexturePrefab()
        {
            // Grab the Room Texture folder
            // Grab the CameraLocation folder
            //

            // Get the textures out of the texture folder and make materials out of them
            // Get the camera locations and generate projectors
            // Get the room mesh from wherever it is stored
            // Instantiate the room mesh and save it to the scene
            // Instantiate the projectors and save them to the scene
            // Make the projectors children of the mesh
            // Make the mesh and all its children a prefab - save this prefab
            // Save the scene and asset database

            // Alpha clip adjust and SAVE the textures
            foreach (string rawTexFile in Directory.GetFiles(Constants.Folders.RoomTextureFolderPath))
            {
                Texture2D rawRoomTex = LoadTexture.Load(rawTexFile);
                AlphaClipTexture.AlphaClip(rawRoomTex);
            }

            // Create an empty GameObject to house all of the Texture Projectors
            GameObject RoomTextureObject = new GameObject();

            RoomTextureObject.name = Constants.Names.TexturePrefabName;
            LayerSwitcher.SetLayer(RoomTextureObject, Constants.Names.LayerName);

            // Load up all alpha clipped textures to create materials
            foreach (string clippedTexFile in Directory.GetFiles(Constants.Folders.ClippedRoomTextureFolderPath))
            {
                string clippedRoomTexName = Path.GetFileNameWithoutExtension(clippedTexFile);

                // Generate the projector and its GameObject container
                // Attach the container onto the overall RoomTextureObject as a child
                GameObject ProjectorChild = new GameObject();
                ProjectorChild.transform.parent = RoomTextureObject.transform;
                Projector textureProjector = TextureProjector.GenerateProjector(
                    ProjectorChild,                                                                                                     // GameObject to house the projector
                    Constants.Folders.CameraLocationFolderPath + FileNameTranslator.ClippedTextureToCameraLocation(clippedRoomTexName), // Camera Location file path
                    clippedTexFile                                                                                                      // Clipped texture file path
                    );
                ProjectorChild.name = textureProjector.name;
            }

#if UNITY_EDITOR
            // Create a prefab of all the projectors
            GameObject prefab = PrefabUtility.CreatePrefab(Constants.Folders.PrefabFolderPath + RoomTextureObject.name, RoomTextureObject);
            SaveTexturePrefab.Save();
            AssetDatabase.Refresh();
            AssetDatabase.SaveAssets(); // ERROR TESTING - is this the correct order?
#else
            GameObject prefab = null;
#endif

            return(prefab);
        }
예제 #3
0
        public static void AttachPrefab()
        {
            GameObject textureObject = GameObject.Find(Constants.Names.TexturePrefabName);

            if (textureObject != null)
            {
                GameObject.Destroy(textureObject);
                textureObject = null;
            }

            GameObject SpatialMapper = GameObject.Find(Constants.Names.Holotoolkit_SpatialMappingName);

            if (SpatialMapper != null)
            {
                LayerSwitcher.ChangeMeshLayer();
                Debug.Log("Layer mask adjusted for SpatialMapping room mesh.");
                AttachPrefabToObject(SpatialMapper);
            }

            if (RoomMesh != null)
            {
                LayerSwitcher.ChangeMeshLayer(RoomMesh);
                Debug.Log("Layer mask adjusted for " + RoomMesh.name + " mesh.");
                AttachPrefabToObject(RoomMesh);
                RoomMesh = null;
            }



            // 3 SCENARIOS FOR MESH EXISTENCE (ASIDE FROM NO MESH EXISTING)
            // If the Spatial Mapper exists in the scene, attach it to that
            // Assume the guys will hit 'L' to load up the saved mesh

            // If the room mesh exists in SRMesh, attach it to spatial mapper as well

            // If the room mesh exists as a separate mesh that user is manipulating inside of teh Unity editor
        }