Undskyld Christoffer

This commit is contained in:
Alexander Munch-Hansen 2019-02-13 16:20:58 +01:00
parent eade5bfc05
commit 6c77e42995
219 changed files with 8234 additions and 0 deletions

BIN
AR-2/Assets/.DS_Store vendored Normal file

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AlignmentScript : MonoBehaviour
{
Transform shuttle;
Transform landing;
GameObject quad;
// Start is called before the first frame update
void Start() {
shuttle = GameObject.Find("ShuttleTarget").transform;
landing = GameObject.Find("LandingTarget").transform;
quad = GameObject.Find("AlignmentQuad");
}
// Update is called once per frame
void Update() {
var upDot = Vector3.Dot(shuttle.up, landing.up);
var forwardDot = Vector3.Dot(shuttle.forward, landing.forward);
var ratio = (upDot + forwardDot) / 2;
var color = new Color((1 - ratio)*2, ratio, 0);
quad.GetComponent<Renderer>().material.color = color;
}
}

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using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
public class CollideScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
var earth = GameObject.Find("Earth").transform;
var meteor = transform;
//print($"The earth location: {earth.position}");
//print($"The meteor location: {meteor.position}");
var distance = Vector3.Distance(earth.position, meteor.position);
if (distance < (earth.lossyScale + meteor.lossyScale).magnitude/4) {
print("EXPLOSION!");
var vector = earth.position - meteor.position;
var relCollisionPoint = vector.normalized * meteor.lossyScale.magnitude/2;
var absCollisionPoint = meteor.position + relCollisionPoint;
var explosion = GameObject.Find("Explosion").transform;
explosion.position = absCollisionPoint;
explosion.GetComponent<ParticleSystem>().Play();
}
}
}

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AR-2/Assets/Editor.meta Executable file
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<?xml version="1.0" encoding="UTF-8"?>
<VuforiaUnityInfo version="7.0">
<TargetSet version="5.0" toolVersion="2.7.4">
<CylinderTarget name="RocketBooster" version="3.0" targetId="484c0e9f4f1d4eec9649858e94bc7fe7" sideLength="0.114980" topDiameter="0.067390" bottomDiameter="0.067390" sideImage="RocketBooster.Body_scaled.jpg" topImage="RocketBooster.Top_scaled.jpg"/>
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GPSScript : MonoBehaviour
{
private Transform earth;
private Transform nose;
private Transform shuttle;
private Transform positionTest;
private Matrix4x4 earthLocalToWorldInverse;
private string printString;
private Vector3 posOnEarth = new Vector3();
// Start is called before the first frame update
void Start()
{
earth = GameObject.Find("EarthTarget").transform;
nose = GameObject.Find("NoseQuad").transform;
shuttle = GameObject.Find("ShuttleTarget").transform;
positionTest = GameObject.Find("PositionTest").transform;
}
// Update is called once per frame
void Update()
{
printString = "";
var shuttleLocalToWorld = shuttle.localToWorldMatrix;
var earthWorldToLocal = Matrix4x4.Inverse(Matrix4x4.TRS(earth.position, earth.rotation, Vector3.one));
var transMatrix = earthWorldToLocal * shuttleLocalToWorld;
posOnEarth = transMatrix.MultiplyPoint3x4(nose.localPosition);
printString += posOnEarth.ToString("F4") + "\n";
compareToNose(posOnEarth);
}
void compareToNose(Vector3 nosePosition) {
var radius = earth.lossyScale.magnitude / 4;
var d = new Vector2(nosePosition.x, nosePosition.z).magnitude;
if (d <= radius && nosePosition.y <= 4) {
if (nosePosition.z >= 0) {
printString += "North";
} else {
printString += "South";
}
} else {
printString += "Outside";
}
}
void OnGUI()
{
GUI.color = Color.white;
GUI.Box(new Rect(10, 30, 200, 40), printString);
}
}

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133
AR-2/Assets/MeshScript.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshScript : MonoBehaviour
{
public Material material;
void Start() {
Vector3[] vertices = new Vector3[15];
Vector2[] uv = new Vector2[15];
int[] triangles = new int[39];
// top
vertices[0] = new Vector3(1.5f, 6);
vertices[1] = new Vector3(1, 5);
vertices[2] = new Vector3(2, 5);
vertices[3] = new Vector3(1, 4);
vertices[4] = new Vector3(2, 4);
vertices[5] = new Vector3(1, 3);
vertices[6] = new Vector3(2, 3);
vertices[7] = new Vector3(1, 2);
vertices[8] = new Vector3(2, 2);
vertices[9] = new Vector3(1, 1);
vertices[10] = new Vector3(2, 1);
vertices[11] = new Vector3(3, 1);
vertices[12] = new Vector3(3, 0);
vertices[13] = new Vector3(0, 1);
vertices[14] = new Vector3(0, 0);
// Right wing points
/* vertices[10] = new Vector3(0,0);
vertices[11] = new Vector3(1,1);
vertices[12] = new Vector3(0,1);
uv[10] = new Vector2(0,1);
uv[11] = new Vector2(1,1);
uv[12] = new Vector2(0,0);*/
// top
triangles[0] = 1;
triangles[1] = 2;
triangles[2] = 0;
triangles[3] = 1;
triangles[4] = 4;
triangles[5] = 2;
triangles[6] = 1;
triangles[7] = 3;
triangles[8] = 4;
triangles[9] = 3;
triangles[10] = 5;
triangles[11] = 4;
triangles[12] = 5;
triangles[13] = 6;
triangles[14] = 4;
triangles[15] = 5;
triangles[16] = 8;
triangles[17] = 6;
triangles[18] = 5;
triangles[19] = 7;
triangles[20] = 8;
triangles[21] = 7;
triangles[22] = 9;
triangles[23] = 8;
triangles[24] = 9;
triangles[25] = 10;
triangles[26] = 8;
triangles[27] = 13;
triangles[28] = 9;
triangles[29] = 7;
triangles[30] = 13;
triangles[31] = 14;
triangles[32] = 9;
triangles[33] = 8;
triangles[34] = 10;
triangles[35] = 11;
triangles[36] = 10;
triangles[37] = 12;
triangles[38] = 11;
// Right wing
/* triangles[10] = 0;
triangles[11] = 1;
triangles[12] = 2;*/
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = triangles;
GameObject go = new GameObject("Mesh", typeof(MeshFilter), typeof(MeshRenderer));
go.transform.localScale = new Vector3(1, 1, 1);
go.GetComponent<MeshFilter>().mesh = mesh;
go.GetComponent<MeshRenderer>().material = new Material(Shader.Find("Unlit/ShitShader"));
}
// Update is called once per frame
void Update()
{
}
}

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115
AR-2/Assets/RayScript.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RayScript : MonoBehaviour
{
// Start is called before the first frame update
Transform topCannon;
bool part1 = true;
bool part2 = false;
bool part3 = false;
Material material;
bool fire = false;
Vector3 leftCannon = new Vector3((float)0.077, 0, (float)0.450);
Vector3 rightCannon = new Vector3((float)-0.077, 0, (float)0.450);
Vector3 topCannonPoint = new Vector3(0, (float)0.25, (float)-0.09);
Transform explosion;
Transform target;
Matrix4x4 falconTrans;
Vector3 partThreeRay;
Quaternion cannonRotation;
void Start()
{
topCannon = GameObject.Find("TopCannon").transform;
explosion = GameObject.Find("Explosion").transform;
target = GameObject.Find("FighterTarget").transform;
}
// Update is called once per frame
void Update() {
falconTrans = transform.localToWorldMatrix;
partThreeRay = falconTrans.MultiplyPoint3x4(topCannonPoint);
cannonRotation = Quaternion.Euler(0, 30, 0);
bool hit = false;
if (Input.GetKeyDown("space")) {
print("Firing ray");
fire = true;
if (part1) {
hit = Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), Mathf.Infinity);
} else if (part2) {
var trans = transform.localToWorldMatrix;
var transLeft = trans.MultiplyPoint3x4(leftCannon);
var transRight = trans.MultiplyPoint3x4(rightCannon);
hit = (Physics.Raycast(transLeft, transform.TransformDirection(Vector3.forward), Mathf.Infinity) ||
Physics.Raycast(transRight, transform.TransformDirection(Vector3.forward), Mathf.Infinity));
} else if (part3) {
hit = Physics.Raycast(partThreeRay, transform.TransformDirection(cannonRotation * Vector3.forward), Mathf.Infinity);
}
} else if (Input.GetKeyUp("space")) {
fire = false;
}
if (hit) {
print("Hit");
explosion.position = target.position;
explosion.GetComponent<ParticleSystem>().Play();
}
}
void OnRenderObject()
{
if (!fire) return;
if (material == null)
material = new Material(Shader.Find("Hidden/Internal-Colored"));
material.SetPass(0);
if (part1) {
GL.Begin(GL.LINES);
GL.Color(Color.red);
GL.Vertex(transform.position);
GL.Vertex(transform.position + (transform.TransformDirection(Vector3.forward)));
GL.End();
} else if (part2) {
var trans = transform.localToWorldMatrix;
var transLeft = trans.MultiplyPoint3x4(leftCannon);
var transRight = trans.MultiplyPoint3x4(rightCannon);
GL.Begin(GL.LINES);
GL.Color(Color.red);
GL.Vertex(transLeft);
GL.Vertex(transLeft + (transform.TransformDirection(Vector3.forward)));
GL.Begin(GL.LINES);
GL.Color(Color.red);
GL.Vertex(transRight);
GL.Vertex(transRight + (transform.TransformDirection(Vector3.forward)));
GL.End();
} else if (part3) {
topCannon.localPosition = topCannonPoint;
GL.Begin(GL.LINES);
GL.Color(Color.red);
GL.Vertex(partThreeRay);
GL.Vertex((partThreeRay + transform.TransformDirection(cannonRotation * Vector3.forward)));
GL.End();
}
}
}

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using System.Collections;
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CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
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