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