initial upload

This commit is contained in:
Fiedler
2025-09-24 13:27:39 +02:00
commit c721469c3b
2676 changed files with 787530 additions and 0 deletions

View File

@ -0,0 +1,92 @@
#if AR_FOUNDATION_PRESENT
using UnityEngine.XR.ARSubsystems;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
{
/// <summary>
/// Spawns an object on physics trigger enter with an <see cref="ARPlane"/>, at the point of contact on the plane.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class ARContactSpawnTrigger : MonoBehaviour
{
[SerializeField]
[Tooltip("The behavior to use to spawn objects.")]
ObjectSpawner m_ObjectSpawner;
/// <summary>
/// The behavior to use to spawn objects.
/// </summary>
public ObjectSpawner objectSpawner
{
get => m_ObjectSpawner;
set => m_ObjectSpawner = value;
}
[SerializeField]
[Tooltip("Whether to require that the AR Plane has an alignment of horizontal up to spawn on it.")]
bool m_RequireHorizontalUpSurface;
/// <summary>
/// Whether to require that the <see cref="ARPlane"/> has an alignment of <see cref="PlaneAlignment.HorizontalUp"/> to spawn on it.
/// </summary>
public bool requireHorizontalUpSurface
{
get => m_RequireHorizontalUpSurface;
set => m_RequireHorizontalUpSurface = value;
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Start()
{
if (m_ObjectSpawner == null)
#if UNITY_2023_1_OR_NEWER
m_ObjectSpawner = FindAnyObjectByType<ObjectSpawner>();
#else
m_ObjectSpawner = FindObjectOfType<ObjectSpawner>();
#endif
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnTriggerEnter(Collider other)
{
if (!TryGetSpawnSurfaceData(other, out var surfacePosition, out var surfaceNormal))
return;
var infinitePlane = new Plane(surfaceNormal, surfacePosition);
var contactPoint = infinitePlane.ClosestPointOnPlane(transform.position);
m_ObjectSpawner.TrySpawnObject(contactPoint, surfaceNormal);
}
/// <summary>
/// Tries to get the surface position and normal from an object to potentially spawn on.
/// </summary>
/// <param name="objectCollider">The collider of the object to potentially spawn on.</param>
/// <param name="surfacePosition">The potential world position of the spawn surface.</param>
/// <param name="surfaceNormal">The potential normal of the spawn surface.</param>
/// <returns>Returns <see langword="true"/> if <paramref name="objectCollider"/> is a valid spawn surface,
/// otherwise returns <see langword="false"/>.</returns>
public bool TryGetSpawnSurfaceData(Collider objectCollider, out Vector3 surfacePosition, out Vector3 surfaceNormal)
{
surfacePosition = default;
surfaceNormal = default;
var arPlane = objectCollider.GetComponent<ARPlane>();
if (arPlane == null)
return false;
if (m_RequireHorizontalUpSurface && arPlane.alignment != PlaneAlignment.HorizontalUp)
return false;
surfaceNormal = arPlane.normal;
surfacePosition = arPlane.center;
return true;
}
}
}
#endif

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4440a5b98326c3846b042c0c85fb1d0d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,115 @@
#if AR_FOUNDATION_PRESENT
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
{
/// <summary>
/// This plane visualizer demonstrates the use of a feathering effect
/// at the edge of the detected plane, which reduces the visual impression
/// of a hard edge.
/// </summary>
[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour
{
[Tooltip("The width of the texture feathering (in world units).")]
[SerializeField]
float m_FeatheringWidth = 0.2f;
/// <summary>
/// The width of the texture feathering (in world units).
/// </summary>
public float featheringWidth
{
get { return m_FeatheringWidth; }
set { m_FeatheringWidth = value; }
}
void Awake()
{
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
m_Plane = GetComponent<ARPlane>();
}
void OnEnable()
{
m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
}
void OnDisable()
{
m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
}
void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
{
GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
}
/// <summary>
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
/// </summary>
/// <remarks>
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
/// mesh. In this case we'll add UV2s to mark the boundary vertices.
/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
/// is fairly uniform.
/// </remarks>
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
void GenerateBoundaryUVs(Mesh mesh)
{
int vertexCount = mesh.vertexCount;
// Reuse the list of UVs
s_FeatheringUVs.Clear();
if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
mesh.GetVertices(s_Vertices);
Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
Vector3 uv = new Vector3(0, 0, 0);
float shortestUVMapping = float.MaxValue;
// Assume the last vertex is the center vertex.
for (int i = 0; i < vertexCount - 1; i++)
{
float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
// Remap the UV so that a UV of "1" marks the feathering boudary.
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
// Rearrange to get the edge UV.
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
uv.x = uvMapping;
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
// Choose the shortest UV to guarentee we fade out before the border.
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
s_FeatheringUVs.Add(uv);
}
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
// Add the center vertex UV
uv.Set(0, 0, 0);
s_FeatheringUVs.Add(uv);
mesh.SetUVs(1, s_FeatheringUVs);
mesh.UploadMeshData(false);
}
static List<Vector3> s_FeatheringUVs = new List<Vector3>();
static List<Vector3> s_Vertices = new List<Vector3>();
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
ARPlane m_Plane;
Material m_FeatheredPlaneMaterial;
}
}
#endif

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4694583967bd9483f9841409d278f46f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,209 @@
#if AR_FOUNDATION_PRESENT
using UnityEngine.EventSystems;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
{
/// <summary>
/// Spawns an object at an <see cref="IARInteractor"/>'s raycast hit position when a trigger is activated.
/// </summary>
public class ARInteractorSpawnTrigger : MonoBehaviour
{
/// <summary>
/// The type of trigger to use to spawn an object.
/// </summary>
public enum SpawnTriggerType
{
/// <summary>
/// Spawn an object when the interactor activates its select input
/// but no selection actually occurs.
/// </summary>
SelectAttempt,
/// <summary>
/// Spawn an object when an input is performed.
/// </summary>
InputAction,
}
[SerializeField]
[Tooltip("The AR ray interactor that determines where to spawn the object.")]
XRRayInteractor m_ARInteractor;
/// <summary>
/// The AR ray interactor that determines where to spawn the object.
/// </summary>
public XRRayInteractor arInteractor
{
get => m_ARInteractor;
set => m_ARInteractor = value;
}
[SerializeField]
[Tooltip("The behavior to use to spawn objects.")]
ObjectSpawner m_ObjectSpawner;
/// <summary>
/// The behavior to use to spawn objects.
/// </summary>
public ObjectSpawner objectSpawner
{
get => m_ObjectSpawner;
set => m_ObjectSpawner = value;
}
[SerializeField]
[Tooltip("Whether to require that the AR Interactor hits an AR Plane with a horizontal up alignment in order to spawn anything.")]
bool m_RequireHorizontalUpSurface;
/// <summary>
/// Whether to require that the <see cref="IARInteractor"/> hits an <see cref="ARPlane"/> with an alignment of
/// <see cref="PlaneAlignment.HorizontalUp"/> in order to spawn anything.
/// </summary>
public bool requireHorizontalUpSurface
{
get => m_RequireHorizontalUpSurface;
set => m_RequireHorizontalUpSurface = value;
}
[SerializeField]
[Tooltip("The type of trigger to use to spawn an object, either when the Interactor's select action occurs or " +
"when a button input is performed.")]
SpawnTriggerType m_SpawnTriggerType;
/// <summary>
/// The type of trigger to use to spawn an object.
/// </summary>
public SpawnTriggerType spawnTriggerType
{
get => m_SpawnTriggerType;
set => m_SpawnTriggerType = value;
}
[SerializeField]
XRInputButtonReader m_SpawnObjectInput = new XRInputButtonReader("Spawn Object");
/// <summary>
/// The input used to trigger spawn, if <see cref="spawnTriggerType"/> is set to <see cref="SpawnTriggerType.InputAction"/>.
/// </summary>
public XRInputButtonReader spawnObjectInput
{
get => m_SpawnObjectInput;
set => XRInputReaderUtility.SetInputProperty(ref m_SpawnObjectInput, value, this);
}
[SerializeField]
[Tooltip("When enabled, spawn will not be triggered if an object is currently selected.")]
bool m_BlockSpawnWhenInteractorHasSelection = true;
/// <summary>
/// When enabled, spawn will not be triggered if an object is currently selected.
/// </summary>
public bool blockSpawnWhenInteractorHasSelection
{
get => m_BlockSpawnWhenInteractorHasSelection;
set => m_BlockSpawnWhenInteractorHasSelection = value;
}
bool m_AttemptSpawn;
bool m_EverHadSelection;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnEnable()
{
m_SpawnObjectInput.EnableDirectActionIfModeUsed();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnDisable()
{
m_SpawnObjectInput.DisableDirectActionIfModeUsed();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Start()
{
if (m_ObjectSpawner == null)
#if UNITY_2023_1_OR_NEWER
m_ObjectSpawner = FindAnyObjectByType<ObjectSpawner>();
#else
m_ObjectSpawner = FindObjectOfType<ObjectSpawner>();
#endif
if (m_ARInteractor == null)
{
Debug.LogError("Missing AR Interactor reference, disabling component.", this);
enabled = false;
}
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Update()
{
// Wait a frame after the Spawn Object input is triggered to actually cast against AR planes and spawn
// in order to ensure the touchscreen gestures have finished processing to allow the ray pose driver
// to update the pose based on the touch position of the gestures.
if (m_AttemptSpawn)
{
m_AttemptSpawn = false;
// Cancel the spawn if the select was delayed until the frame after the spawn trigger.
// This can happen if the select action uses a different input source than the spawn trigger.
if (m_ARInteractor.hasSelection)
return;
// Don't spawn the object if the tap was over screen space UI.
var isPointerOverUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject(-1);
if (!isPointerOverUI && m_ARInteractor.TryGetCurrentARRaycastHit(out var arRaycastHit))
{
if (!(arRaycastHit.trackable is ARPlane arPlane))
return;
if (m_RequireHorizontalUpSurface && arPlane.alignment != PlaneAlignment.HorizontalUp)
return;
m_ObjectSpawner.TrySpawnObject(arRaycastHit.pose.position, arPlane.normal);
}
return;
}
var selectState = m_ARInteractor.logicalSelectState;
if (m_BlockSpawnWhenInteractorHasSelection)
{
if (selectState.wasPerformedThisFrame)
m_EverHadSelection = m_ARInteractor.hasSelection;
else if (selectState.active)
m_EverHadSelection |= m_ARInteractor.hasSelection;
}
m_AttemptSpawn = false;
switch (m_SpawnTriggerType)
{
case SpawnTriggerType.SelectAttempt:
if (selectState.wasCompletedThisFrame)
m_AttemptSpawn = !m_ARInteractor.hasSelection && !m_EverHadSelection;
break;
case SpawnTriggerType.InputAction:
if (m_SpawnObjectInput.ReadWasPerformedThisFrame())
m_AttemptSpawn = !m_ARInteractor.hasSelection && !m_EverHadSelection;
break;
}
}
}
}
#endif

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ba63293f961b46a1a5b648e4ba02cfb5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: