public static GameObject Load() { GameObject texturePrefab = new GameObject(); string[] fileLines = File.ReadAllLines(Constants.Folders.PrefabFolderPath + Constants.Names.TexturePrefabName + Constants.Suffixes.FileSuffix_Prefab); int numProjectors = (fileLines.Length - numLines_HousingObject) / numLines_Projectors; int currentLineIndex = 0; currentLineIndex = ReadHousingObject(texturePrefab, fileLines, currentLineIndex); for (int i = 0; i < numProjectors; i++) { // Generate a projector Projector projector = new Projector(); string textureName; currentLineIndex = ReadProjector(projector, out textureName, fileLines, currentLineIndex); // Generate a material from the projector texture // ERROR TESTING DON'T MAKE THIS JUST PNG Texture2D tex = LoadTexture.Load(Constants.Folders.ClippedRoomTextureFolderPath + textureName + Constants.Suffixes.FileSuffix_PNG); Material mat = MaterialMaker.GenerateRoomMaterial(tex); SaveMaterial.Save(mat); projector.material = mat; // Add the projector to the texture prefab GameObject projectorHolder = new GameObject(); projectorHolder.name = projector.name; projector.transform.parent = projectorHolder.transform; } return(texturePrefab); }
// 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); }
// This assumes that all information found on // https://developer.microsoft.com/en-us/windows/holographic/locatable_camera // is correct. // // This version of the method adds the projector to the container since you can't add manipulated components to a GameObject dynamically public static Projector GenerateProjector(GameObject container, string CameraLocationFilePath, string TextureFilePath) { Projector newProjector = null; CameraLocation camLoc = CameraLocation.Load(CameraLocationFilePath); if (camLoc.HasLocationData && container != null) { newProjector = container.AddComponent <Projector>(); // Set the main aspects of the projector int horizontalFOV = CameraLocation.GetHorizontalFOV(Constants.Camera.CameraResolution()); // in degrees newProjector.aspectRatio = 16.0f / 9.0f; newProjector.fieldOfView = horizontalFOV / newProjector.aspectRatio; newProjector.orthographic = false; newProjector.nearClipPlane = camLoc.NearClipPlane; newProjector.farClipPlane = camLoc.FarClipPlane; CameraLocation.SetTransformValues(newProjector.transform, camLoc); // ERROR TESTING REMOVE /* * // Set the position, rotation, and scale of the projector * // This information was found on a forum post at http://answers.unity3d.com/questions/402280/how-to-decompose-a-trs-matrix.html * newProjector.transform.position = camLoc.WorldToCameraTransform.GetColumn(3); * newProjector.transform.rotation = Quaternion.LookRotation( * camLoc.WorldToCameraTransform.GetColumn(2), * camLoc.WorldToCameraTransform.GetColumn(1) * ); * newProjector.transform.localScale = new Vector3( * camLoc.WorldToCameraTransform.GetColumn(0).magnitude, * camLoc.WorldToCameraTransform.GetColumn(1).magnitude, * camLoc.WorldToCameraTransform.GetColumn(2).magnitude * ); */ // Set the name newProjector.name = Constants.Names.Projector_AutoName + camLoc.name; // Generate and set the material Texture2D tex = LoadTexture.Load(TextureFilePath); //Material mat = MaterialMaker.GenerateRoomMaterial(tex, RoomTexture.Projector_MaterialAutoName + camLoc.name); Material mat = MaterialMaker.GenerateRoomMaterial(tex); #if UNITY_EDITOR // ERROR TESTING - DOESN'T EVEN APPLY TO FINAL BUILD SaveMaterial.Save(mat); #endif // AssetDatabase.CreateAsset(mat, RoomTexture.MaterialFolderPath + mat.name); // AssetDatabase.Refresh(); newProjector.material = mat; // Set it to ignore all layers except for the one it needs to project onto int layerID = LayerMask.NameToLayer(Constants.Names.LayerName); int ignoreLayer = 1 << layerID; ignoreLayer = ~ignoreLayer; newProjector.ignoreLayers = ignoreLayer; // ERROR TESTING REMOVE //AssetDatabase.CreateAsset(newProjector, Constants.Folders.ProjectorFolderPath + FileNameTranslator.ClippedTextureToProjector(tex.name)); //AssetDatabase.SaveAssets(); } return(newProjector); }
public static void GetShaderArrays(out Texture2DArray texArray, out Matrix4x4[] worldToCameraMatrixArray, out Matrix4x4[] projectionMatrixArray) { string[] clippedTexFiles = Directory.GetFiles(Constants.Folders.ClippedRoomTextureFolderPath); string[] cameraLocFiles = Directory.GetFiles(Constants.Folders.CameraLocationFolderPath); Resolution camRes = Constants.Camera.CameraResolution(); Resolution downgradedRes = GetDowngradedResolution(camRes); int numLegitimateTextureFiles = 0; foreach (string texFile in clippedTexFiles) { string fileExtension = Path.GetExtension(texFile); if (!fileExtension.Equals(Constants.Suffixes.FileSuffix_PNG) && !fileExtension.Equals(Constants.Suffixes.FileSuffix_JPG)) { continue; } ++numLegitimateTextureFiles; } if (clippedTexFiles.Length > 0) { texArray = new Texture2DArray(downgradedRes.width, downgradedRes.height, numLegitimateTextureFiles, Constants.Camera.Format, false); } else { texArray = null; } worldToCameraMatrixArray = new Matrix4x4[cameraLocFiles.Length]; projectionMatrixArray = new Matrix4x4[cameraLocFiles.Length]; int arrayIndex = 0; foreach (string texFile in clippedTexFiles) { string fileExtension = Path.GetExtension(texFile); if (!fileExtension.Equals(Constants.Suffixes.FileSuffix_PNG) && !fileExtension.Equals(Constants.Suffixes.FileSuffix_JPG)) { continue; } // ERROR TESTING REMOVE // Adjust the texture filepath to ready it for loading by Resources.Load, which requires a relative path with NO file extension //string correctFilepath = Constants.Folders.ClippedRoomTextureFolderPath_Load + Path.GetFileNameWithoutExtension(texFile); Texture2D tex = LoadTexture.Load(texFile); Texture2D downgradedTex = DowngradeTexture(tex, downgradedRes); // copy texture into texture array texArray.SetPixels32(downgradedTex.GetPixels32(), arrayIndex); // ERROR TESTING REMOVE //Graphics.CopyTexture(downgradedTex, 0, 0, texArray, arrayIndex, 0); CameraLocation camLoc = CameraLocation.Load(Constants.Folders.CameraLocationFolderPath + FileNameTranslator.ClippedTextureToCameraLocation(Path.GetFileNameWithoutExtension(texFile)) + Constants.Suffixes.FileSuffix_CameraLocation); if (camLoc != null) { worldToCameraMatrixArray[arrayIndex] = camLoc.WorldToCameraTransform; projectionMatrixArray[arrayIndex] = camLoc.ProjectionTransform; } ++arrayIndex; } }