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