more stuff

This commit is contained in:
Alexander Munch-Hansen 2019-02-11 11:04:28 +01:00
parent f618780ced
commit dc01c13f70
117 changed files with 14247 additions and 2 deletions

56
AR-1/.vscode/settings.json vendored Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AlignmentScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
var shuttle = GameObject.Find("ShuttleTarget").transform;
var landing = GameObject.Find("LandingTarget").transform;
var quad = GameObject.Find("AlignmentQuad");
print($"Up {shuttle.up}, forward {shuttle.forward}");
var upDot = Vector3.Dot(shuttle.up, landing.up);
var forwardDot = Vector3.Dot(shuttle.forward, landing.forward);
print($"upDot: {upDot}, forwardDot: {forwardDot}");
var ratio = (upDot + forwardDot) / 2;
var color = new Color((1 - ratio)*2, ratio, 0);
print(color);
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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<?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"/>
</TargetSet>
</VuforiaUnityInfo>

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75
AR-1/Assets/GPSScript.cs Normal file
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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 = "";
/*
Possible solution. Under the assumption we hold the
camera steadily, the earth stuff be done in the
Start() function.
This should be correct, according to slides.
*/
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) {
print($"LossyScale: {earth.lossyScale}");
//var radius = new Vector2(earth.lossyScale.x, earth.lossyScale.z).magnitude / 2;
var radius = earth.lossyScale.magnitude / 4;
//var radius = (new Vector2(earth.lossyScale.x, earth.lossyScale.z)).magnitude;
print($"Radius: {radius}");
var d = new Vector2(nosePosition.x, nosePosition.z).magnitude;
print($"D: {d}");
if (d <= radius && nosePosition.y <= 4) {
print("Within");
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);
}
}

117
AR-1/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;
Transform firstPoint;
Transform secondPoint;
bool part1 = false;
bool part2 = false;
bool part3 = true;
Material material;
bool fire = false;
private Ray ray;
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) {
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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18
AR-1/Assets/Rotate.cs Normal file
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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotate : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.Rotate(0,1,0);
}
}

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/*===============================================================================
Copyright (c) 2017-2018 PTC Inc. All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
Vuforia is a trademark of PTC Inc., registered in the United States and other
countries.
===============================================================================*/
using System.Linq;
using UnityEditor;
using UnityEngine;
using Vuforia;
using Vuforia.EditorClasses;
/// <summary>
/// Creates connection between open source files and the Vuforia library.
/// Do not modify.
/// </summary>
[InitializeOnLoad]
public static class OpenSourceInitializer
{
static OpenSourceInitializer()
{
GameObjectFactory.SetDefaultBehaviourTypeConfiguration(new DefaultBehaviourAttacher());
ReplacePlaceHolders();
}
static void ReplacePlaceHolders()
{
var trackablePlaceholders = Object.FindObjectsOfType<DefaultTrackableBehaviourPlaceholder>().ToList();
var initErrorsPlaceholders = Object.FindObjectsOfType<DefaultInitializationErrorHandlerPlaceHolder>().ToList();
var modelRecoEventPlaceholders = Object.FindObjectsOfType<DefaultModelRecoEventHandlerPlaceHolder>().ToList();
trackablePlaceholders.ForEach(ReplaceTrackablePlaceHolder);
initErrorsPlaceholders.ForEach(ReplaceInitErrorPlaceHolder);
modelRecoEventPlaceholders.ForEach(ReplaceModelRecoEventPlaceHolder);
}
static void ReplaceTrackablePlaceHolder(DefaultTrackableBehaviourPlaceholder placeHolder)
{
var go = placeHolder.gameObject;
go.AddComponent<DefaultTrackableEventHandler>();
Object.DestroyImmediate(placeHolder);
}
static void ReplaceInitErrorPlaceHolder(DefaultInitializationErrorHandlerPlaceHolder placeHolder)
{
var go = placeHolder.gameObject;
go.AddComponent<DefaultInitializationErrorHandler>();
Object.DestroyImmediate(placeHolder);
}
static void ReplaceModelRecoEventPlaceHolder(DefaultModelRecoEventHandlerPlaceHolder placeHolder)
{
var go = placeHolder.gameObject;
go.AddComponent<DefaultModelRecoEventHandler>();
Object.DestroyImmediate(placeHolder);
}
class DefaultBehaviourAttacher : IDefaultBehaviourAttacher
{
public void AddDefaultTrackableBehaviour(GameObject go)
{
go.AddComponent<DefaultTrackableEventHandler>();
}
public void AddDefaultInitializationErrorHandler(GameObject go)
{
go.AddComponent<DefaultInitializationErrorHandler>();
}
public void AddDefaultModelRecoEventHandler(GameObject modelReco, ModelTargetBehaviour modelTargetTemplate)
{
var mreh = modelReco.AddComponent<DefaultModelRecoEventHandler>();
mreh.ShowBoundingBox = true;
mreh.ModelTargetTemplate = modelTargetTemplate;
}
}
}

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{
"name": "VuforiaEditorScripts",
"references": [
"VuforiaScripts"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false
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/*==============================================================================
Copyright (c) 2018 PTC Inc. All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
Vuforia is a trademark of PTC Inc., registered in the United States and other
countries.
==============================================================================*/
using UnityEngine;
using Vuforia;
/// <summary>
/// A component that renders a bounding box using lines.
/// </summary>
public class BoundingBoxRenderer : MonoBehaviour
{
#region PRIVATE_MEMBERS
private Material mLineMaterial = null;
#endregion // PRIVATE_MEMBERS
private void OnRenderObject()
{
GL.PushMatrix();
GL.MultMatrix(transform.localToWorldMatrix);
if (mLineMaterial == null)
{
// We "borrow" the default material from a primitive.
// This ensures that, even on mobile platforms,
// we always get a valid material at runtime,
// as on mobile Unity can strip away unused shaders at build-time.
var tempObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
var cubeRenderer = tempObj.GetComponent<MeshRenderer>();
mLineMaterial = new Material(cubeRenderer.material);
mLineMaterial.color = Color.white;
Destroy(tempObj);
}
mLineMaterial.SetPass(0);
mLineMaterial.color = Color.white;
GL.Begin(GL.LINES);
// Bottom XZ quad
GL.Vertex3(-0.5f, -0.5f, -0.5f);
GL.Vertex3( 0.5f, -0.5f, -0.5f);
GL.Vertex3(0.5f, -0.5f, -0.5f);
GL.Vertex3(0.5f, -0.5f, 0.5f);
GL.Vertex3( 0.5f, -0.5f, 0.5f);
GL.Vertex3(-0.5f, -0.5f, 0.5f);
GL.Vertex3(-0.5f, -0.5f, 0.5f);
GL.Vertex3(-0.5f, -0.5f, -0.5f);
// Top XZ quad
GL.Vertex3(-0.5f, 0.5f, -0.5f);
GL.Vertex3(0.5f, 0.5f, -0.5f);
GL.Vertex3(0.5f, 0.5f, -0.5f);
GL.Vertex3(0.5f, 0.5f, 0.5f);
GL.Vertex3(0.5f, 0.5f, 0.5f);
GL.Vertex3(-0.5f, 0.5f, 0.5f);
GL.Vertex3(-0.5f, 0.5f, 0.5f);
GL.Vertex3(-0.5f, 0.5f, -0.5f);
// Side lines
GL.Vertex3(-0.5f, -0.5f, -0.5f);
GL.Vertex3(-0.5f, 0.5f, -0.5f);
GL.Vertex3(0.5f, -0.5f, -0.5f);
GL.Vertex3(0.5f, 0.5f, -0.5f);
GL.Vertex3(0.5f, -0.5f, 0.5f);
GL.Vertex3(0.5f, 0.5f, 0.5f);
GL.Vertex3(-0.5f, -0.5f, 0.5f);
GL.Vertex3(-0.5f, 0.5f, 0.5f);
GL.End();
GL.PopMatrix();
}
}

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/*==============================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
==============================================================================*/
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that registers for Vuforia initialization errors
///
/// Changes made to this file could be overwritten when upgrading the Vuforia version.
/// When implementing custom error handler behavior, consider inheriting from this class instead.
/// </summary>
public class DefaultInitializationErrorHandler : VuforiaMonoBehaviour
{
#region Vuforia_lifecycle_events
public void OnVuforiaInitializationError(VuforiaUnity.InitError initError)
{
if (initError != VuforiaUnity.InitError.INIT_SUCCESS)
{
SetErrorCode(initError);
SetErrorOccurred(true);
}
}
#endregion // Vuforia_lifecycle_events
#region PRIVATE_MEMBER_VARIABLES
string mErrorText = "";
bool mErrorOccurred;
const string headerLabel = "Vuforia Engine Initialization Error";
GUIStyle bodyStyle;
GUIStyle headerStyle;
GUIStyle footerStyle;
Texture2D bodyTexture;
Texture2D headerTexture;
Texture2D footerTexture;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
void Awake()
{
// Check for an initialization error on start.
VuforiaRuntime.Instance.RegisterVuforiaInitErrorCallback(OnVuforiaInitializationError);
}
void Start()
{
SetupGUIStyles();
}
void OnGUI()
{
// On error, create a full screen window.
if (mErrorOccurred)
GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height), DrawWindowContent, "");
}
/// <summary>
/// When this game object is destroyed, it unregisters itself as event handler
/// </summary>
void OnDestroy()
{
VuforiaRuntime.Instance.UnregisterVuforiaInitErrorCallback(OnVuforiaInitializationError);
}
#endregion // UNTIY_MONOBEHAVIOUR_METHODS
#region PRIVATE_METHODS
void DrawWindowContent(int id)
{
var headerRect = new Rect(0, 0, Screen.width, Screen.height / 8);
var bodyRect = new Rect(0, Screen.height / 8, Screen.width, Screen.height / 8 * 6);
var footerRect = new Rect(0, Screen.height - Screen.height / 8, Screen.width, Screen.height / 8);
GUI.Label(headerRect, headerLabel, headerStyle);
GUI.Label(bodyRect, mErrorText, bodyStyle);
if (GUI.Button(footerRect, "Close", footerStyle))
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
void SetErrorCode(VuforiaUnity.InitError errorCode)
{
switch (errorCode)
{
case VuforiaUnity.InitError.INIT_EXTERNAL_DEVICE_NOT_DETECTED:
mErrorText =
"Failed to initialize the Vuforia Engine because this " +
"device is not docked with required external hardware.";
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_MISSING_KEY:
mErrorText =
"Vuforia Engine App key is missing. Please get a valid key " +
"by logging into your account at developer.vuforia.com " +
"and creating a new project.";
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_INVALID_KEY:
mErrorText =
"Vuforia Engine App key is invalid. " +
"Please get a valid key by logging into your account at " +
"developer.vuforia.com and creating a new project. \n\n" +
getKeyInfo();
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_TRANSIENT:
mErrorText = "Unable to contact server. Please try again later.";
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_PERMANENT:
mErrorText = "No network available. Please make sure you are connected to the Internet.";
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_CANCELED_KEY:
mErrorText =
"This App license key has been cancelled and may no longer be used. " +
"Please get a new license key. \n\n" +
getKeyInfo();
break;
case VuforiaUnity.InitError.INIT_LICENSE_ERROR_PRODUCT_TYPE_MISMATCH:
mErrorText =
"Vuforia Engine App key is not valid for this product. Please get a valid key " +
"by logging into your account at developer.vuforia.com and choosing the " +
"right product type during project creation. \n\n" +
getKeyInfo() + " \n\n" +
"Note that Universal Windows Platform (UWP) apps require " +
"a license key created on or after August 9th, 2016.";
break;
case VuforiaUnity.InitError.INIT_NO_CAMERA_ACCESS:
mErrorText =
"User denied Camera access to this app.\n" +
"To restore, enable Camera access in Settings:\n" +
"Settings > Privacy > Camera > " + Application.productName + "\n" +
"Also verify that the Camera is enabled in:\n" +
"Settings > General > Restrictions.";
break;
case VuforiaUnity.InitError.INIT_DEVICE_NOT_SUPPORTED:
mErrorText = "Failed to initialize Vuforia Engine because this device is not supported.";
break;
case VuforiaUnity.InitError.INIT_ERROR:
mErrorText = "Failed to initialize Vuforia Engine.";
break;
}
// Prepend the error code in red
mErrorText = "<color=red>" + errorCode.ToString().Replace("_", " ") + "</color>\n\n" + mErrorText;
// Remove rich text tags for console logging
var errorTextConsole = mErrorText.Replace("<color=red>", "").Replace("</color>", "");
Debug.LogError("Vuforia Engine initialization failed: " + errorCode + "\n\n" + errorTextConsole);
}
void SetErrorOccurred(bool errorOccurred)
{
mErrorOccurred = errorOccurred;
}
string getKeyInfo()
{
string key = VuforiaConfiguration.Instance.Vuforia.LicenseKey;
string keyInfo;
if (key.Length > 10)
keyInfo =
"Your current key is <color=red>" + key.Length + "</color> characters in length. " +
"It begins with <color=red>" + key.Substring(0, 5) + "</color> " +
"and ends with <color=red>" + key.Substring(key.Length - 5, 5) + "</color>.";
else
keyInfo =
"Your current key is <color=red>" + key.Length + "</color> characters in length. \n" +
"The key is: <color=red>" + key + "</color>.";
return keyInfo;
}
void SetupGUIStyles()
{
// Called from Start() to determine physical size of device for text sizing
var shortSidePixels = Screen.width < Screen.height ? Screen.width : Screen.height;
var shortSideInches = shortSidePixels / Screen.dpi;
var physicalSizeMultiplier = shortSideInches > 4.0f ? 2 : 1;
// Create 1x1 pixel background textures for body, header, and footer
bodyTexture = CreateSinglePixelTexture(Color.white);
headerTexture = CreateSinglePixelTexture(new Color(
Mathf.InverseLerp(0, 255, 220),
Mathf.InverseLerp(0, 255, 220),
Mathf.InverseLerp(0, 255, 220))); // RGB(220)
footerTexture = CreateSinglePixelTexture(new Color(
Mathf.InverseLerp(0, 255, 35),
Mathf.InverseLerp(0, 255, 178),
Mathf.InverseLerp(0, 255, 0))); // RGB(35,178,0)
// Create body style and set values
bodyStyle = new GUIStyle();
bodyStyle.normal.background = bodyTexture;
bodyStyle.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
bodyStyle.fontSize = (int) (18 * physicalSizeMultiplier * Screen.dpi / 160);
bodyStyle.normal.textColor = Color.black;
bodyStyle.wordWrap = true;
bodyStyle.alignment = TextAnchor.MiddleCenter;
bodyStyle.padding = new RectOffset(40, 40, 0, 0);
// Duplicate body style and change necessary values
headerStyle = new GUIStyle(bodyStyle);
headerStyle.normal.background = headerTexture;
headerStyle.fontSize = (int) (24 * physicalSizeMultiplier * Screen.dpi / 160);
// Duplicate body style and change necessary values
footerStyle = new GUIStyle(bodyStyle);
footerStyle.normal.background = footerTexture;
footerStyle.normal.textColor = Color.white;
footerStyle.fontSize = (int) (28 * physicalSizeMultiplier * Screen.dpi / 160);
}
Texture2D CreateSinglePixelTexture(Color color)
{
// Called by SetupGUIStyles() to create 1x1 texture
var texture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
texture.SetPixel(0, 0, color);
texture.Apply();
return texture;
}
#endregion // PRIVATE_METHODS
}

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/*==============================================================================
Copyright (c) 2017-2018 PTC Inc. All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
Vuforia is a trademark of PTC Inc., registered in the United States and other
countries.
==============================================================================*/
using System.Linq;
using UnityEngine;
using Vuforia;
/// <summary>
/// A default implementation of Model Reco Event Handler.
/// It registers itself at the ModelRecoBehaviour and is notified of new search results.
/// </summary>
public class DefaultModelRecoEventHandler : MonoBehaviour, IObjectRecoEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
private ModelTargetBehaviour mLastRecoModelTarget;
private bool mSearching;
private float mLastStatusCheckTime;
#endregion // PRIVATE_MEMBER_VARIABLES
#region PROTECTED_MEMBER_VARIABLES
// ModelRecoBehaviour reference to avoid lookups
protected ModelRecoBehaviour mModelRecoBehaviour;
// Target Finder reference to avoid lookups
protected TargetFinder mTargetFinder;
#endregion // PROTECTED_MEMBER_VARIABLES
#region PUBLIC_VARIABLES
/// <summary>
/// The Model Target used as template when a Model is recognized.
/// </summary>
[Tooltip("The Model Target used as Template when a model is recognized.")]
public ModelTargetBehaviour ModelTargetTemplate;
/// <summary>
/// Whether the model should be augmented with a bounding box.
/// Only applicable to Template model targets.
/// </summary>
[Tooltip("Whether the model should be augmented with a bounding box.")]
public bool ShowBoundingBox;
/// <summary>
/// Can be set in the Unity inspector to display error messages in UI.
/// </summary>
[Tooltip("UI Text label to display model reco errors.")]
public UnityEngine.UI.Text ModelRecoErrorText;
/// <summary>
/// Can be set in the Unity inspector to tell Vuforia whether it should:
/// - stop searching for new models, once a first model was found,
/// or:
/// - continue searching for new models, even after a first model was found.
/// </summary>
[Tooltip("Whether Vuforia should stop searching for other models, after the first model was found.")]
public bool StopSearchWhenModelFound = false;
/// <summary>
/// Can be set in the Unity inspector to tell Vuforia whether it should:
/// - stop searching for new models, while a target is being tracked and is in view,
/// or:
/// - continue searching for new models, even if a target is currently being tracked.
/// </summary>
[Tooltip("Whether Vuforia should stop searching for other models, while current model is tracked and visible.")]
public bool StopSearchWhileTracking = true;//true by default, as this is the recommended behaviour
#endregion // PUBLIC_VARIABLES
#region UNITY_MONOBEHAVIOUR_METHODS
/// <summary>
/// register for events at the ModelRecoBehaviour
/// </summary>
void Start()
{
// register this event handler at the model reco behaviour
var modelRecoBehaviour = GetComponent<ModelRecoBehaviour>();
if (modelRecoBehaviour)
{
modelRecoBehaviour.RegisterEventHandler(this);
}
// remember modelRecoBehaviour for later
mModelRecoBehaviour = modelRecoBehaviour;
}
void Update()
{
if (!VuforiaARController.Instance.HasStarted)
return;
if (mTargetFinder == null)
return;
// Check periodically if model target is tracked and in view
// The test is not necessary when the search is stopped after first model was found
float elapsed = Time.realtimeSinceStartup - mLastStatusCheckTime;
if (!StopSearchWhenModelFound && StopSearchWhileTracking && elapsed > 0.5f)
{
mLastStatusCheckTime = Time.realtimeSinceStartup;
if (mSearching)
{
if (IsModelTrackedInView(mLastRecoModelTarget))
{
// Switch Model Reco OFF when model is being tracked/in-view
mModelRecoBehaviour.ModelRecoEnabled = false;
mSearching = false;
}
}
else
{
if (!IsModelTrackedInView(mLastRecoModelTarget))
{
// Switch Mode Reco ON when no model is tracked/in-view
mModelRecoBehaviour.ModelRecoEnabled = true;
mSearching = true;
}
}
}
}
private void OnDestroy()
{
if (mModelRecoBehaviour != null)
{
mModelRecoBehaviour.UnregisterEventHandler(this);
}
mModelRecoBehaviour = null;
}
#endregion // UNITY_MONOBEHAVIOUR_METHODS
#region IModelRecoEventHandler_IMPLEMENTATION
/// <summary>
/// called when TargetFinder has been initialized successfully
/// </summary>
public void OnInitialized(TargetFinder targetFinder)
{
Debug.Log("ModelReco initialized.");
// Keep a reference to the Target Finder
mTargetFinder = targetFinder;
}
/// <summary>
/// visualize initialization errors
/// </summary>
public void OnInitError(TargetFinder.InitState initError)
{
// Reset target finder reference
mTargetFinder = null;
Debug.LogError("Model Reco init error: " + initError.ToString());
ShowErrorMessageInUI(initError.ToString());
}
/// <summary>
/// visualize update errors
/// </summary>
public void OnUpdateError(TargetFinder.UpdateState updateError)
{
Debug.LogError("Model Reco update error: " + updateError.ToString());
ShowErrorMessageInUI(updateError.ToString());
}
/// <summary>
/// when we start scanning, clear all trackables
/// </summary>
public void OnStateChanged(bool searching)
{
Debug.Log("ModelReco: state changed: " + (searching ? "searching" : "not searching"));
mSearching = searching;
if (searching)
{
// clear all known trackables
if (mTargetFinder != null)
mTargetFinder.ClearTrackables(false);
}
}
/// <summary>
/// Handles new search results.
/// </summary>
/// <param name="searchResult"></param>
public virtual void OnNewSearchResult(TargetFinder.TargetSearchResult searchResult)
{
Debug.Log("ModelReco: new search result available: " + searchResult.TargetName);
// Find or create the referenced model target
GameObject modelTargetGameObj = null;
bool builtFromTemplate = false;
var existingModelTarget = FindExistingModelTarget((TargetFinder.ModelRecoSearchResult)searchResult);
if (existingModelTarget)
{
modelTargetGameObj = existingModelTarget.gameObject;
builtFromTemplate = false;
}
else if (ModelTargetTemplate)
{
modelTargetGameObj = Instantiate(ModelTargetTemplate.gameObject);
builtFromTemplate = true;
}
if (!modelTargetGameObj)
{
Debug.LogError("Could not create a Model Target.");
return;
}
// Enable the new search result as a Model Target
ModelTargetBehaviour mtb = mTargetFinder.EnableTracking(
searchResult, modelTargetGameObj) as ModelTargetBehaviour;
if (mtb)
{
mLastRecoModelTarget = mtb;
// If the model target was created from a template,
// we augment it with a bounding box game object
if (builtFromTemplate && ShowBoundingBox)
{
var modelBoundingBox = mtb.ModelTarget.GetBoundingBox();
var bboxGameObj = CreateBoundingBox(mtb.ModelTarget.Name, modelBoundingBox);
// Parent the bounding box under the model target.
bboxGameObj.transform.SetParent(modelTargetGameObj.transform, false);
}
if (StopSearchWhenModelFound)
{
// Stop the target finder
mModelRecoBehaviour.ModelRecoEnabled = false;
}
}
}
#endregion // IModelRecoEventHandler_IMPLEMENTATION
#region PRIVATE_METHODS
private ModelTargetBehaviour FindExistingModelTarget(TargetFinder.ModelRecoSearchResult searchResult)
{
var modelTargetsInScene = Resources.FindObjectsOfTypeAll<ModelTargetBehaviour>().ToList().Where(mt => mt.ModelTargetType == ModelTargetType.PREDEFINED).ToArray();
if (modelTargetsInScene == null || modelTargetsInScene.Length == 0)
return null;
string targetName = searchResult.TargetName;
//string targetUniqueId = searchResult.UniqueTargetId;
foreach (var mt in modelTargetsInScene)
{
if (mt.TrackableName == targetName)
{
mt.gameObject.SetActive(true);
return mt;
}
}
return null;
}
private GameObject CreateBoundingBox(string modelTargetName, OrientedBoundingBox3D bbox)
{
var bboxGameObj = new GameObject(modelTargetName + "_BoundingBox");
bboxGameObj.transform.localPosition = bbox.Center;
bboxGameObj.transform.localRotation = Quaternion.identity;
bboxGameObj.transform.localScale = 2 * bbox.HalfExtents;
bboxGameObj.AddComponent<BoundingBoxRenderer>();
return bboxGameObj;
}
private void ShowErrorMessageInUI(string text)
{
if (ModelRecoErrorText)
ModelRecoErrorText.text = text;
}
public static Bounds GetModelTargetWorldBounds(ModelTargetBehaviour mtb)
{
var bbox = mtb.ModelTarget.GetBoundingBox();
var localCenter = bbox.Center;
var localExtents = bbox.HalfExtents;
// transform local center to World space
var worldCenter = mtb.transform.TransformPoint(localCenter);
// transform the local extents to World space
var axisX = mtb.transform.TransformVector(localExtents.x, 0, 0);
var axisY = mtb.transform.TransformVector(0, localExtents.y, 0);
var axisZ = mtb.transform.TransformVector(0, 0, localExtents.z);
Vector3 worldExtents = Vector3.zero;
worldExtents.x = Mathf.Abs(axisX.x) + Mathf.Abs(axisY.x) + Mathf.Abs(axisZ.x);
worldExtents.y = Mathf.Abs(axisX.y) + Mathf.Abs(axisY.y) + Mathf.Abs(axisZ.y);
worldExtents.z = Mathf.Abs(axisX.z) + Mathf.Abs(axisY.z) + Mathf.Abs(axisZ.z);
return new Bounds { center = worldCenter, extents = worldExtents };
}
private bool IsModelTrackedInView(ModelTargetBehaviour modelTarget)
{
if (!modelTarget)
return false;
if (modelTarget.CurrentStatus == TrackableBehaviour.Status.NO_POSE)
return false;
var cam = DigitalEyewearARController.Instance.PrimaryCamera;
if (!cam)
return false;
// Compute the center of the model in World coordinates
Bounds modelBounds = GetModelTargetWorldBounds(modelTarget);
var frustumPlanes = GeometryUtility.CalculateFrustumPlanes(cam);
return GeometryUtility.TestPlanesAABB(frustumPlanes, modelBounds);
}
#endregion PRIVATE_METHODS
#region PUBLIC_METHODS
public TargetFinder GetTargetFinder()
{
return mTargetFinder;
}
public void ResetModelReco(bool destroyGameObjects)
{
var objectTracker = TrackerManager.Instance.GetTracker<ObjectTracker>();
if (objectTracker != null)
{
objectTracker.Stop();
if (mTargetFinder != null)
{
mTargetFinder.ClearTrackables(destroyGameObjects);
mTargetFinder.Stop();
mTargetFinder.StartRecognition();
}
else
{
Debug.LogError("Could not reset TargetFinder");
}
objectTracker.Start();
}
else
{
Debug.LogError("Could not reset ObjectTracker");
}
}
#endregion // PUBLIC_METHODS
}

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/*==============================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
==============================================================================*/
using UnityEngine;
using Vuforia;
/// <summary>
/// A custom handler that implements the ITrackableEventHandler interface.
///
/// Changes made to this file could be overwritten when upgrading the Vuforia version.
/// When implementing custom event handler behavior, consider inheriting from this class instead.
/// </summary>
public class DefaultTrackableEventHandler : MonoBehaviour, ITrackableEventHandler
{
#region PROTECTED_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
protected TrackableBehaviour.Status m_PreviousStatus;
protected TrackableBehaviour.Status m_NewStatus;
#endregion // PROTECTED_MEMBER_VARIABLES
#region UNITY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
protected virtual void OnDestroy()
{
if (mTrackableBehaviour)
mTrackableBehaviour.UnregisterTrackableEventHandler(this);
}
#endregion // UNITY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
/// <summary>
/// Implementation of the ITrackableEventHandler function called when the
/// tracking state changes.
/// </summary>
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
m_PreviousStatus = previousStatus;
m_NewStatus = newStatus;
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NO_POSE)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PROTECTED_METHODS
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
}
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
}
#endregion // PROTECTED_METHODS
}

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{
"name": "VuforiaScripts"
}

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//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Custom/BrightTexture" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 frag(v2f i) : COLOR
{
half4 c = tex2D (_MainTex, i.uv);
float scale = 0.2f;
c.rgb = c.rgb * scale + 1.0f - scale;
return c;
}
ENDCG
}
}
FallBack "Diffuse"
}

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//========================================================================
// Copyright (c) 2017 PTC Inc. All Rights Reserved.
//
// Vuforia is a trademark of PTC Inc., registered in the United States and other
// countries.
//=========================================================================
Shader "Custom/CameraDiffuse"
{
Properties
{
_MaterialColor ("Color", Color) = (1,1,1,1)
}
CGINCLUDE
uniform float4 _MaterialColor;
ENDCG
SubShader
{
Pass
{
// indicate that our pass is the "base" pass in forward
// rendering pipeline. It gets ambient and main directional
// light data set up; light direction in _WorldSpaceLightPos0
// and color in _LightColor0
Tags {"LightMode"="ForwardBase"}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" // for UnityObjectToWorldNormal
#include "UnityLightingCommon.cginc" // for _LightColor0
struct v2f
{
fixed4 diff : COLOR0; // diffuse lighting color
float4 vertex : SV_POSITION;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// get vertex normal in world space
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
// compute world space view direction
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
// dot product between normal and light direction for
// standard diffuse (Lambert) lighting "(support double-sided material)"
half nl = abs(dot(worldNormal, worldViewDir));
// factor in the material color
o.diff = lerp(_MaterialColor, nl * _MaterialColor, 0.2);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return i.diff;
}
ENDCG
}
}
}

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
/*===============================================================================
Copyright 2017 PTC Inc.
Licensed under the Apache License, Version 2.0 (the "License"); you may not
use this file except in compliance with the License. You may obtain a copy of
the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
===============================================================================*/
Shader "Custom/ClippingMask" {
// Used to clip objects outside of the Vuforia Video Background
SubShader {
// Render the mask after regular geometry and transparent things but
// but before any other overlays
Tags {"Queue" = "Overlay-10" }
Lighting Off
ZTest Always
ZWrite On
// Draw black background into the RGBA channel
Color (0,0,0,0)
ColorMask RGBA
// Do nothing specific in the pass:
Pass {}
}
}

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//===============================================================================
//Copyright (c) 2015-2016 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
Shader "Custom/ColoredLines" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
}
SubShader {
Pass {
Lighting Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
Color [_Color]
}
}
}

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/*========================================================================
Copyright (c) 2017 PTC Inc. All Rights Reserved.
Vuforia is a trademark of PTC Inc., registered in the United States and other
countries.
=========================================================================*/
Shader "Custom/DepthContour" {
Properties{
_ContourColor("Contour Color", Color) = (1,1,1,1)
_SurfaceColor("Surface Color", Color) = (0.5,0.5,0.5,1)
_DepthThreshold("Depth Threshold", Float) = 0.002
}
SubShader {
Tags { "Queue" = "Geometry" "RenderType" = "Transparent" }
Pass {
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _CameraDepthTexture;
uniform float4 _ContourColor;
uniform float4 _SurfaceColor;
uniform float _DepthThreshold;
struct v2f {
float4 pos : SV_POSITION;
float4 screenPos : TEXCOORD0;
float depth : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.depth);
o.depth = (o.depth - _ProjectionParams.y) / (_ProjectionParams.z - _ProjectionParams.y);
return o;
}
half4 frag(v2f i) : COLOR
{
float2 uv = i.screenPos.xy / i.screenPos.w;
float du = 1.0 / _ScreenParams.x;
float dv = 1.0 / _ScreenParams.y;
float2 uv_X1 = uv + float2(du, 0.0);
float2 uv_Y1 = uv + float2(0.0, dv);
float2 uv_X2 = uv + float2(-du, 0.0);
float2 uv_Y2 = uv + float2(0.0, -dv);
float depth0 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv)));
float depthX1 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_X1)));
float depthY1 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_Y1)));
float depthX2 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_X2)));
float depthY2 = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, uv_Y2)));
float farDist = _ProjectionParams.z;
float refDepthStep = _DepthThreshold / farDist;
float depthStepX = max(abs(depth0 - depthX1), abs(depth0 - depthX2));
float depthStepY = max(abs(depth0 - depthY1), abs(depth0 - depthY2));
float maxDepthStep = length(float2(depthStepX, depthStepY));
half contour = (maxDepthStep > refDepthStep) ? 1.0 : 0.0;
return _SurfaceColor * (1.0 - contour) + _ContourColor * contour;
}
ENDCG
}
}
Fallback "Diffuse"
}

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//===============================================================================
//Copyright (c) 2015 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
//===============================================================================
//Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//Confidential and Proprietary - Qualcomm Connected Experiences, Inc.
//===============================================================================
Shader "DepthMask" {
SubShader {
// Render the mask after regular geometry, but before masked geometry and
// transparent things.
Tags {"Queue" = "Geometry-10" }
// Turn off lighting, because it's expensive and the thing is supposed to be
// invisible anyway.
Lighting Off
// Draw into the depth buffer in the usual way. This is probably the default,
// but it doesn't hurt to be explicit.
ZTest LEqual
ZWrite On
// Don't draw anything into the RGBA channels. This is an undocumented
// argument to ColorMask which lets us avoid writing to anything except
// the depth buffer.
ColorMask 0
// Do nothing specific in the pass:
Pass {}
}
}

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//===============================================================================
//Copyright (c) 2017 PTC Inc. All Rights Reserved.
//
//Confidential and Proprietary - Protected under copyright and other laws.
//Vuforia is a trademark of PTC Inc., registered in the United States and other
//countries.
//===============================================================================
//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Custom/OutlineOpaque"
{
Properties
{
_SilhouetteSize ("Size", Float) = 0.0
_SilhouetteColor ("Color", Color) = (1,1,1,1)
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 position : POSITION;
float4 color : COLOR;
};
struct vertIn
{
float4 position : POSITION;
float3 normal : NORMAL;
};
uniform float _SilhouetteSize;
uniform float4 _SilhouetteColor;
ENDCG
SubShader
{
Tags { "Queue" = "Geometry" }
Pass
{
Cull Back
Blend Zero One
}
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
v2f vert(vertIn input)
{
v2f output;
// unmodified projected position of the vertex
output.position = UnityObjectToClipPos(input.position);
output.color = _SilhouetteColor;
// calculate silhouette in image space
float2 silhouette = TransformViewToProjection(mul((float3x3)UNITY_MATRIX_IT_MV, input.normal).xy) * _SilhouetteSize;
// add silhouette offset
output.position.xy += output.position.z * silhouette;
return output;
}
half4 frag(v2f input) :COLOR
{
return input.color;
}
ENDCG
}
}
Fallback "Diffuse"
}

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//========================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//Confidential and Proprietary - Protected under copyright and other laws.
//========================================================================
Shader "Custom/Text3D" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Text Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" }
Lighting Off Offset -1, -1 ZTest LEqual ZWrite On Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Color [_Color]
SetTexture [_MainTex] {
combine primary, texture * primary
}
}
}
}

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//==============================================================================
//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc.
//All Rights Reserved.
//==============================================================================
Shader "Transparent/VertexLit with Z" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
// Render into depth buffer only
Pass {
ColorMask 0
}
// Render normally
Pass {
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
Combine texture * primary DOUBLE, texture * primary
}
}
}
}

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/*===============================================================================
Copyright 2017-2018 PTC Inc.
Licensed under the Apache License, Version 2.0 (the "License"); you may not
use this file except in compliance with the License. You may obtain a copy of
the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
===============================================================================*/
Shader "Custom/VideoBackground" {
// Used to render the Vuforia Video Background
Properties
{
[NoScaleOffset] _MainTex("Texture", 2D) = "white" {}
[NoScaleOffset] _UVTex("UV Texture", 2D) = "white" {}
}
SubShader
{
Tags {"Queue" = "geometry-11" "RenderType" = "opaque" }
Pass {
ZWrite Off
Cull Off
Lighting Off
CGPROGRAM
#pragma multi_compile VUFORIA_RGB VUFORIA_YUVNV12 VUFORIA_YUVNV21
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
#if (VUFORIA_YUVNV12 || VUFORIA_YUVNV21)
sampler2D _UVTex;
float4 _UVTex_ST;
#endif
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
#if (VUFORIA_YUVNV12 || VUFORIA_YUVNV21)
float2 uv2 : TEXCOORD1;
#endif
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
#if (VUFORIA_YUVNV12 || VUFORIA_YUVNV21)
o.uv2 = TRANSFORM_TEX(v.texcoord, _UVTex);
#endif
return o;
}
#if (VUFORIA_YUVNV12 || VUFORIA_YUVNV21)
half4 frag(v2f i) : COLOR
{
half4 c;
half2 uv = tex2D(_UVTex, i.uv2).rg;
float y = tex2D(_MainTex, i.uv).r;
#if VUFORIA_YUVNV12
half4 v4yuv1 = half4(y, uv, 1.0);
c.r = dot(half4(1.1640625, 0.000000000, 1.5957031250, -0.87060546875), v4yuv1);
c.g = dot(half4(1.1640625, -0.390625000, -0.8134765625, 0.52929687500), v4yuv1);
c.b = dot(half4(1.1640625, 2.017578125, 0.0000000000, -1.08154296875), v4yuv1);
c.a = 1.0;
#else
half4 v4yuv1 = half4(y, uv, 1.0);
c.r = dot(half4(1.1640625, 1.5957031250, 0.000000000, -0.87060546875), v4yuv1);
c.g = dot(half4(1.1640625, -0.8134765625, -0.390625000, 0.52929687500), v4yuv1);
c.b = dot(half4(1.1640625, 0.0000000000, 2.017578125, -1.08154296875), v4yuv1);
c.a = 1.0;
#endif
#ifdef UNITY_COLORSPACE_GAMMA
return c;
#else
return fixed4(GammaToLinearSpace(c.rgb), c.a);
#endif
}
#else
half4 frag(v2f i) : COLOR
{
half4 c = tex2D(_MainTex, i.uv);
c.rgb = c.rgb;
c.a = 1.0;
#ifdef UNITY_COLORSPACE_GAMMA
return c;
#else
return fixed4(GammaToLinearSpace(c.rgb), c.a);
#endif
}
#endif
ENDCG
}
}
Fallback "Legacy Shaders/Diffuse"
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class earthScript : MonoBehaviour
{
private Transform earthCenter;
// Start is called before the first frame update
void Start()
{
earthCenter = GameObject.Find("EarthCenter").transform;
}
// Update is called once per frame
void Update()
{
earthCenter.position = transform.position;
}
}

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