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0610 프로젝트 제발 좀 푸쉬좀 되라 미쳤냐

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1 +# This .gitignore file should be placed at the root of your Unity project directory
2 +#
3 +# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 +#
5 +# =============== #
6 +
7 +# Unity generated #
8 +
9 +# =============== #
10 +
11 +Temp/
12 +
13 +Obj/
14 +
15 +UnityGenerated/
16 +
17 +Library/
18 +
19 +##
20 +/[Ll]ibrary/
21 +/[Tt]emp/
22 +/[Oo]bj/
23 +/[Bb]uild/
24 +/[Bb]uilds/
25 +/[Ll]ogs/
26 +/[Uu]ser[Ss]ettings/
27 +
28 +# MemoryCaptures can get excessive in size.
29 +# They also could contain extremely sensitive data
30 +/[Mm]emoryCaptures/
31 +
32 +# Asset meta data should only be ignored when the corresponding asset is also ignored
33 +!/[Aa]ssets/**/*.meta
34 +
35 +# Uncomment this line if you wish to ignore the asset store tools plugin
36 +# /[Aa]ssets/AssetStoreTools*
37 +
38 +# Autogenerated Jetbrains Rider plugin
39 +/[Aa]ssets/Plugins/Editor/JetBrains*
40 +
41 +# Visual Studio cache directory
42 +.vs/
43 +
44 +# Gradle cache directory
45 +.gradle/
46 +
47 +# Autogenerated VS/MD/Consulo solution and project files
48 +ExportedObj/
49 +.consulo/
50 +*.csproj
51 +*.unityproj
52 +*.sln
53 +*.suo
54 +*.tmp
55 +*.user
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57 +*.pidb
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59 +*.svd
60 +*.pdb
61 +*.mdb
62 +*.opendb
63 +*.VC.db
64 +
65 +# Unity3D generated meta files
66 +*.pidb.meta
67 +*.pdb.meta
68 +*.mdb.meta
69 +
70 +# Unity3D generated file on crash reports
71 +sysinfo.txt
72 +
73 +# Builds
74 +*.apk
75 +*.aab
76 +*.unitypackage
77 +
78 +# Crashlytics generated file
79 +crashlytics-build.properties
80 +
81 +# Packed Addressables
82 +/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
83 +
84 +# Temporary auto-generated Android Assets
85 +/[Aa]ssets/[Ss]treamingAssets/aa.meta
86 +/[Aa]ssets/[Ss]treamingAssets/aa/*
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1 +using System.Collections;
2 +using System.Collections.Generic;
3 +using UnityEngine;
4 +using UnityEngine.XR.ARFoundation;
5 +using UnityEngine.XR;
6 +using UnityEngine.XR.ARSubsystems;
7 +using System;
8 +
9 +public class ARTapToPlaceObject : MonoBehaviour
10 +{
11 + public GameObject objectToPlace;
12 + public GameObject placementIndicator;
13 + private Camera myCamera;
14 + private ARSessionOrigin arOrigin;
15 + private ARRaycastManager raycastManager;
16 + private Pose placementPose;
17 + private bool placementPoseIsValid = false;
18 +
19 + void Start()
20 + {
21 + arOrigin = FindObjectOfType<ARSessionOrigin>();
22 + raycastManager = FindObjectOfType<ARRaycastManager>();
23 +
24 + }
25 +
26 + void Update()
27 + {
28 + UpdatePlacementPose();
29 + UpdatePlacementIndicator();
30 + Debug.Log(placementPoseIsValid);
31 +
32 + if (placementPoseIsValid && Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
33 + {
34 + PlaceObject();
35 + }
36 + }
37 +
38 + private void PlaceObject()
39 + {
40 + Instantiate(objectToPlace, placementPose.position, placementPose.rotation);
41 + }
42 +
43 + private void UpdatePlacementIndicator()
44 + {
45 + if (placementPoseIsValid)
46 + {
47 + placementIndicator.SetActive(true);
48 + placementIndicator.transform.SetPositionAndRotation(placementPose.position, placementPose.rotation);
49 + }
50 + else
51 + {
52 + placementIndicator.SetActive(false);
53 + }
54 + }
55 +
56 + private void UpdatePlacementPose()
57 + {
58 + var screenCenter = Camera.main.ViewportToScreenPoint(new Vector3(0.5f, 0.5f));
59 + var hits = new List<ARRaycastHit>();
60 + raycastManager.Raycast(screenCenter, hits, TrackableType.Planes);
61 + Debug.Log(hits);
62 +
63 + placementPoseIsValid = hits.Count > 0;
64 + if (placementPoseIsValid)
65 + {
66 + placementPose = hits[0].pose;
67 +
68 + var cameraForward = Camera.main.transform.forward;
69 + var cameraBearing = new Vector3(cameraForward.x, 0, cameraForward.z).normalized;
70 + placementPose.rotation = Quaternion.LookRotation(cameraBearing);
71 + }
72 + }
73 +
74 +}
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8 + assetBundleVariant:
1 +using System.Collections;
2 +using System.Collections.Generic;
3 +using UnityEngine;
4 +using UnityEngine.XR.ARFoundation;
5 +using UnityEngine.XR;
6 +using UnityEngine.XR.ARSubsystems;
7 +
8 +public class FinalPLan : MonoBehaviour
9 +{
10 + public GameObject PrefabToInstantiate;
11 + private float sponTime = 0.5f;
12 +
13 +
14 +
15 + private void Awake()
16 + {
17 +
18 + }
19 + private void Update()
20 + {
21 +
22 +
23 + sponTime -= Time.deltaTime; // 리스폰 시간을 깍음.
24 + if (sponTime < 0) // 리스폰 시간이 0이 되었는지 검사
25 + {
26 +
27 + var item = GameObject.FindWithTag("HeyBee");
28 + Vector3 NNNN = new Vector3(transform.position.x, item.transform.position.y, transform.position.z);
29 + Instantiate(PrefabToInstantiate, NNNN, transform.rotation); // 생성
30 + Debug.Log("PlacemnetIndicator Generate Sucess!");
31 + sponTime = 0.5f;
32 +
33 +
34 + // 리스폰시간 초기화
35 + }
36 +
37 + }
38 +
39 +}
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90 + userData:
91 + assetBundleName:
92 + assetBundleVariant:
1 +using System.Collections;
2 +using System.Collections.Generic;
3 +using UnityEngine;
4 +using UnityEngine.XR;
5 +using UnityEngine.XR.ARFoundation;
6 +
7 +public class ImageRecognitionExample : MonoBehaviour
8 +{
9 + private ARTrackedImageManager _arTrackedImageManager;
10 +
11 + private void Awake()
12 + {
13 + _arTrackedImageManager = FindObjectOfType<ARTrackedImageManager>();
14 + }
15 +
16 + private void OnEnable()
17 + {
18 + _arTrackedImageManager.trackedImagesChanged += OnImageChanged;
19 + }
20 +
21 + private void OnDisable()
22 + {
23 + _arTrackedImageManager.trackedImagesChanged -= OnImageChanged;
24 +
25 + }
26 +
27 + public void OnImageChanged(ARTrackedImagesChangedEventArgs args)
28 + {
29 + foreach (var trackedImage in args.added)
30 + {
31 + Debug.Log(trackedImage.name);
32 + }
33 + }
34 +}
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8 + icon: {instanceID: 0}
9 + userData:
10 + assetBundleName:
11 + assetBundleVariant:
1 +using System.Collections;
2 +using System.Collections.Generic;
3 +using UnityEngine;
4 +using UnityEngine.XR.ARFoundation;
5 +using UnityEngine.XR.ARSubsystems;
6 +
7 +
8 +[RequireComponent(typeof(ARRaycastManager))]
9 +public class MakePlaneColor : MonoBehaviour
10 +{
11 + public GameObject gameObjectToInstantiate;
12 +
13 + private GameObject spawnedObject;
14 + private ARRaycastManager _arRaycastManager;
15 + private Vector2 touchPosition;
16 +
17 + static List<ARRaycastHit> hits = new List<ARRaycastHit>();
18 +
19 + private void Awake()
20 + {
21 + _arRaycastManager = GetComponent<ARRaycastManager>();
22 + }
23 +
24 + bool TryGetTouchPosition(out Vector2 touchPosition)
25 + {
26 + if (Input.touchCount > 0)
27 + {
28 + touchPosition = Input.GetTouch(0).position;
29 + return true;
30 + }
31 +
32 + touchPosition = default;
33 + return false;
34 + }
35 +
36 +
37 + // Update is called once per frame
38 + void Update()
39 + {
40 + if (!TryGetTouchPosition(out Vector2 touchPosition))
41 + return;
42 + if (_arRaycastManager.Raycast(touchPosition, hits, TrackableType.PlaneWithinPolygon))
43 + {
44 + var hitPose = hits[0].pose;
45 +
46 + if (spawnedObject == null)
47 + {
48 + spawnedObject = Instantiate(gameObjectToInstantiate, hitPose.position, hitPose.rotation);
49 + }
50 + else
51 + {
52 + spawnedObject.transform.position = hitPose.position;
53 + }
54 + }
55 +
56 + }
57 +}
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1 +//-----------------------------------------------------------------------
2 +// <copyright file="DetectedPlaneVisualizer.cs" company="Google">
3 +//
4 +// Copyright 2017 Google Inc. All Rights Reserved.
5 +//
6 +// Licensed under the Apache License, Version 2.0 (the "License");
7 +// you may not use this file except in compliance with the License.
8 +// You may obtain a copy of the License at
9 +//
10 +// http://www.apache.org/licenses/LICENSE-2.0
11 +//
12 +// Unless required by applicable law or agreed to in writing, software
13 +// distributed under the License is distributed on an "AS IS" BASIS,
14 +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 +// See the License for the specific language governing permissions and
16 +// limitations under the License.
17 +//
18 +// </copyright>
19 +//-----------------------------------------------------------------------
20 +
21 +namespace GoogleARCore.Examples.Common
22 +{
23 + using System.Collections.Generic;
24 + using GoogleARCore;
25 + using UnityEngine;
26 +
27 + /// <summary>
28 + /// Visualizes a single DetectedPlane in the Unity scene.
29 + /// </summary>
30 + public class DetectedPlaneVisualizer : MonoBehaviour
31 + {
32 + private static int s_PlaneCount = 0;
33 +
34 + private readonly Color[] k_PlaneColors = new Color[]
35 + {
36 + new Color(1.0f, 1.0f, 1.0f),
37 + new Color(0.956f, 0.262f, 0.211f),
38 + new Color(0.913f, 0.117f, 0.388f),
39 + new Color(0.611f, 0.152f, 0.654f),
40 + new Color(0.403f, 0.227f, 0.717f),
41 + new Color(0.247f, 0.317f, 0.709f),
42 + new Color(0.129f, 0.588f, 0.952f),
43 + new Color(0.011f, 0.662f, 0.956f),
44 + new Color(0f, 0.737f, 0.831f),
45 + new Color(0f, 0.588f, 0.533f),
46 + new Color(0.298f, 0.686f, 0.313f),
47 + new Color(0.545f, 0.764f, 0.290f),
48 + new Color(0.803f, 0.862f, 0.223f),
49 + new Color(1.0f, 0.921f, 0.231f),
50 + new Color(1.0f, 0.756f, 0.027f)
51 + };
52 +
53 + private DetectedPlane m_DetectedPlane;
54 +
55 + // Keep previous frame's mesh polygon to avoid mesh update every frame.
56 + private List<Vector3> m_PreviousFrameMeshVertices = new List<Vector3>();
57 + private List<Vector3> m_MeshVertices = new List<Vector3>();
58 + private Vector3 m_PlaneCenter = new Vector3();
59 +
60 + private List<Color> m_MeshColors = new List<Color>();
61 +
62 + private List<int> m_MeshIndices = new List<int>();
63 +
64 + private Mesh m_Mesh;
65 +
66 + private MeshRenderer m_MeshRenderer;
67 + private MeshCollider ar_meshCollider; //Abdul
68 +
69 + /// <summary>
70 + /// The Unity Awake() method.
71 + /// </summary>
72 + public void Awake()
73 + {
74 + m_Mesh = GetComponent<MeshFilter>().mesh;
75 + m_MeshRenderer = GetComponent<UnityEngine.MeshRenderer>();
76 + ar_meshCollider = GetComponent<MeshCollider>(); //Abdul
77 + }
78 +
79 + /// <summary>
80 + /// The Unity Update() method.
81 + /// </summary>
82 + public void Update()
83 + {
84 + if (m_DetectedPlane == null)
85 + {
86 + return;
87 + }
88 + else if (m_DetectedPlane.SubsumedBy != null)
89 + {
90 + Destroy(gameObject);
91 + return;
92 + }
93 + else if (m_DetectedPlane.TrackingState != TrackingState.Tracking)
94 + {
95 + m_MeshRenderer.enabled = false;
96 + return;
97 + }
98 +
99 + m_MeshRenderer.enabled = true;
100 +
101 + _UpdateMeshIfNeeded();
102 + }
103 +
104 + /// <summary>
105 + /// Initializes the DetectedPlaneVisualizer with a DetectedPlane.
106 + /// </summary>
107 + /// <param name="plane">The plane to vizualize.</param>
108 + public void Initialize(DetectedPlane plane)
109 + {
110 + m_DetectedPlane = plane;
111 + m_MeshRenderer.material.SetColor(
112 + "_GridColor", k_PlaneColors[s_PlaneCount++ % k_PlaneColors.Length]);
113 + m_MeshRenderer.material.SetFloat("_UvRotation", Random.Range(0.0f, 360.0f));
114 +
115 + Update();
116 + }
117 +
118 + /// <summary>
119 + /// Update mesh with a list of Vector3 and plane's center position.
120 + /// </summary>
121 + private void _UpdateMeshIfNeeded()
122 + {
123 + m_DetectedPlane.GetBoundaryPolygon(m_MeshVertices);
124 +
125 + if (_AreVerticesListsEqual(m_PreviousFrameMeshVertices, m_MeshVertices))
126 + {
127 + return;
128 + }
129 +
130 + m_PreviousFrameMeshVertices.Clear();
131 + m_PreviousFrameMeshVertices.AddRange(m_MeshVertices);
132 +
133 + m_PlaneCenter = m_DetectedPlane.CenterPose.position;
134 +
135 + Vector3 planeNormal = m_DetectedPlane.CenterPose.rotation * Vector3.up;
136 +
137 + m_MeshRenderer.material.SetVector("_PlaneNormal", planeNormal);
138 +
139 + int planePolygonCount = m_MeshVertices.Count;
140 +
141 + // The following code converts a polygon to a mesh with two polygons, inner polygon
142 + // renders with 100% opacity and fade out to outter polygon with opacity 0%, as shown
143 + // below. The indices shown in the diagram are used in comments below.
144 + // _______________ 0_______________1
145 + // | | |4___________5|
146 + // | | | | | |
147 + // | | => | | | |
148 + // | | | | | |
149 + // | | |7-----------6|
150 + // --------------- 3---------------2
151 + m_MeshColors.Clear();
152 +
153 + // Fill transparent color to vertices 0 to 3.
154 + for (int i = 0; i < planePolygonCount; ++i)
155 + {
156 + m_MeshColors.Add(Color.clear);
157 + }
158 +
159 + // Feather distance 0.2 meters.
160 + const float featherLength = 0.2f;
161 +
162 + // Feather scale over the distance between plane center and vertices.
163 + const float featherScale = 0.2f;
164 +
165 + // Add vertex 4 to 7.
166 + for (int i = 0; i < planePolygonCount; ++i)
167 + {
168 + Vector3 v = m_MeshVertices[i];
169 +
170 + // Vector from plane center to current point
171 + Vector3 d = v - m_PlaneCenter;
172 +
173 + float scale = 1.0f - Mathf.Min(featherLength / d.magnitude, featherScale);
174 + m_MeshVertices.Add((scale * d) + m_PlaneCenter);
175 +
176 + m_MeshColors.Add(Color.white);
177 + }
178 +
179 + m_MeshIndices.Clear();
180 + int firstOuterVertex = 0;
181 + int firstInnerVertex = planePolygonCount;
182 +
183 + // Generate triangle (4, 5, 6) and (4, 6, 7).
184 + for (int i = 0; i < planePolygonCount - 2; ++i)
185 + {
186 + m_MeshIndices.Add(firstInnerVertex);
187 + m_MeshIndices.Add(firstInnerVertex + i + 1);
188 + m_MeshIndices.Add(firstInnerVertex + i + 2);
189 + }
190 +
191 + // Generate triangle (0, 1, 4), (4, 1, 5), (5, 1, 2), (5, 2, 6), (6, 2, 3), (6, 3, 7)
192 + // (7, 3, 0), (7, 0, 4)
193 + for (int i = 0; i < planePolygonCount; ++i)
194 + {
195 + int outerVertex1 = firstOuterVertex + i;
196 + int outerVertex2 = firstOuterVertex + ((i + 1) % planePolygonCount);
197 + int innerVertex1 = firstInnerVertex + i;
198 + int innerVertex2 = firstInnerVertex + ((i + 1) % planePolygonCount);
199 +
200 + m_MeshIndices.Add(outerVertex1);
201 + m_MeshIndices.Add(outerVertex2);
202 + m_MeshIndices.Add(innerVertex1);
203 +
204 + m_MeshIndices.Add(innerVertex1);
205 + m_MeshIndices.Add(outerVertex2);
206 + m_MeshIndices.Add(innerVertex2);
207 + }
208 +
209 + m_Mesh.Clear();
210 + m_Mesh.SetVertices(m_MeshVertices);
211 + m_Mesh.SetTriangles(m_MeshIndices, 0);
212 + m_Mesh.SetColors(m_MeshColors);
213 +
214 + ar_meshCollider.sharedMesh = m_Mesh; //Abdul (used for collision detection)
215 + }
216 +
217 + private bool _AreVerticesListsEqual(List<Vector3> firstList, List<Vector3> secondList)
218 + {
219 + if (firstList.Count != secondList.Count)
220 + {
221 + return false;
222 + }
223 +
224 + for (int i = 0; i < firstList.Count; i++)
225 + {
226 + if (firstList[i] != secondList[i])
227 + {
228 + return false;
229 + }
230 + }
231 +
232 + return true;
233 + }
234 + }
235 +}