This repository has been archived on 2025-04-28. You can view files and clone it, but cannot push or open issues or pull requests.
ARPlusSystem/ARPlusSystem-250418/Library/PackageCache/com.unity.xr.arfoundation@4.../Editor/SceneUtils.cs

202 lines
7.8 KiB
C#
Raw Permalink Normal View History

using System;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.XR.ARFoundation;
namespace UnityEditor.XR.ARFoundation
{
internal static class SceneUtils
{
static readonly string k_DebugFaceMaterial = "Packages/com.unity.xr.arfoundation/Materials/DebugFace.mat";
static readonly string k_DebugPlaneMaterial = "Packages/com.unity.xr.arfoundation/Materials/DebugPlane.mat";
static readonly string k_ParticleMaterial = "Default-Particle.mat";
static readonly string k_LineMaterial = "Default-Line.mat";
static readonly Color k_ParticleColor = new Color(253f / 255f, 184f / 255f, 19f / 255f);
static readonly float k_ParticleSize = 0.02f;
[MenuItem("GameObject/XR/AR Session Origin", false, 10)]
static void CreateARSessionOrigin(MenuCommand menuCommand)
{
var parent = (menuCommand.context as GameObject)?.transform;
var arSessionOrigin = CreateARSessionOriginWithParent(parent);
Selection.activeGameObject = arSessionOrigin.gameObject;
}
static ARSessionOrigin CreateARSessionOriginWithParent(Transform parent)
{
var originGo = ObjectFactory.CreateGameObject(
"AR Session Origin",
typeof(ARSessionOrigin));
Place(originGo, parent);
var arCamera = CreateARMainCamera();
Place(arCamera.gameObject, originGo.transform);
var origin = originGo.GetComponent<ARSessionOrigin>();
origin.camera = arCamera;
Undo.RegisterCreatedObjectUndo(originGo, "Create AR Session Origin");
return origin;
}
static void Place(GameObject go, Transform parent)
{
var transform = go.transform;
if (parent != null)
{
go.transform.parent = parent;
ResetTransform(transform);
go.layer = parent.gameObject.layer;
}
else
{
// Puts it at the scene pivot, and otherwise world origin if there is no Scene view
var view = SceneView.lastActiveSceneView;
if (view != null)
view.MoveToView(transform);
else
transform.position = Vector3.zero;
StageUtility.PlaceGameObjectInCurrentStage(go);
}
GameObjectUtility.EnsureUniqueNameForSibling(go);
}
static void ResetTransform(Transform transform)
{
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one;
if (transform.parent is RectTransform)
{
var rectTransform = transform as RectTransform;
if (rectTransform != null)
{
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchoredPosition = Vector2.zero;
rectTransform.sizeDelta = Vector2.zero;
}
}
}
static Camera CreateARMainCamera()
{
var cameraGo = ObjectFactory.CreateGameObject(
"AR Camera",
typeof(Camera),
typeof(AudioListener),
typeof(ARPoseDriver),
typeof(ARCameraManager),
typeof(ARCameraBackground));
var mainCam = Camera.main;
if (mainCam != null)
{
Debug.LogWarningFormat(
mainCam.gameObject,
"AR Camera requires the \"MainCamera\" Tag, but the current scene contains another Camera tagged \"MainCamera\". For AR to function properly, remove the \"MainCamera\" Tag from \'{0}\'.",
mainCam.name);
}
cameraGo.tag = "MainCamera";
var camera = cameraGo.GetComponent<Camera>();
camera.clearFlags = CameraClearFlags.Color;
camera.backgroundColor = Color.black;
camera.nearClipPlane = 0.1f;
camera.farClipPlane = 20f;
return camera;
}
[MenuItem("GameObject/XR/AR Session", false, 10)]
static void CreateARSession()
{
ObjectFactory.CreateGameObject("AR Session", typeof(ARSession), typeof(ARInputManager));
}
[MenuItem("GameObject/XR/AR Default Point Cloud", false, 10)]
static void CreateARPointCloudVisualizer()
{
var go = ObjectFactory.CreateGameObject("AR Default Point Cloud",
typeof(ARPointCloudParticleVisualizer));
var particleSystem = go.GetComponent<ParticleSystem>();
UnityEditorInternal.ComponentUtility.MoveComponentDown(particleSystem);
UnityEditorInternal.ComponentUtility.MoveComponentDown(particleSystem);
var main = particleSystem.main;
main.loop = false;
main.startSize = k_ParticleSize;
main.startColor = k_ParticleColor;
main.scalingMode = ParticleSystemScalingMode.Hierarchy;
main.playOnAwake = false;
var emission = particleSystem.emission;
emission.enabled = false;
var shape = particleSystem.shape;
shape.enabled = false;
var renderer = particleSystem.GetComponent<Renderer>();
renderer.material = AssetDatabase.GetBuiltinExtraResource<Material>(k_ParticleMaterial);
}
[MenuItem("GameObject/XR/AR Default Plane", false, 10)]
static void CreateARPlaneVisualizer()
{
var go = ObjectFactory.CreateGameObject("AR Default Plane",
typeof(ARPlaneMeshVisualizer), typeof(MeshCollider), typeof(MeshFilter),
typeof(MeshRenderer), typeof(LineRenderer));
SetupMeshRenderer(go.GetComponent<MeshRenderer>(), k_DebugPlaneMaterial);
SetupLineRenderer(go.GetComponent<LineRenderer>());
}
[MenuItem("GameObject/XR/AR Default Face", false, 10)]
static void CreateARFaceVisualizer()
{
var go = ObjectFactory.CreateGameObject("AR Default Face",
typeof(ARFaceMeshVisualizer), typeof(MeshCollider), typeof(MeshFilter),
typeof(MeshRenderer));
var meshRenderer = go.GetComponent<MeshRenderer>();
SetupMeshRenderer(meshRenderer, k_DebugFaceMaterial);
//self shadowing doesn't look good on the default face
meshRenderer.receiveShadows = false;
meshRenderer.shadowCastingMode = ShadowCastingMode.Off;
}
static void SetupLineRenderer(LineRenderer lineRenderer)
{
var materials = new Material[1];
materials[0] = AssetDatabase.GetBuiltinExtraResource<Material>(k_LineMaterial);
lineRenderer.materials = materials;
lineRenderer.loop = true;
var curve = new AnimationCurve();
curve.AddKey(0f, 0.005f);
lineRenderer.widthCurve = curve;
lineRenderer.startColor = Color.black;
lineRenderer.endColor = Color.black;
lineRenderer.numCornerVertices = 4;
lineRenderer.numCapVertices = 4;
lineRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
lineRenderer.receiveShadows = false;
lineRenderer.useWorldSpace = false;
}
static void SetupMeshRenderer(MeshRenderer meshRenderer, string materialName)
{
var material = AssetDatabase.LoadAssetAtPath<Material>(materialName);
meshRenderer.materials = new Material[] { material };
}
}
}