示例#1
0
        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);
        }
示例#2
0
        // 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);
        }