// 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; } }