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 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); }