Removed TOTU 103

This commit is contained in:
Ignacio Gómez Puga
2025-03-04 12:04:52 -06:00
commit 5847d844a5
675 changed files with 76582 additions and 0 deletions

View File

@@ -0,0 +1,55 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
public class ButtonManager : MonoBehaviour
{
private Button btn;
[SerializeField] private RawImage buttonImage;
public GameObject furniture;
private int _itemId;
private Sprite _buttonTexture;
public int ItemId
{
set => _itemId = value;
}
public Sprite ButtonTexture
{
set
{
_buttonTexture = value;
buttonImage.texture = _buttonTexture.texture;
}
}
// Start is called before the first frame update
void Start()
{
btn = GetComponent<Button>();
btn.onClick.AddListener(SelectObject);
}
// Update is called once per frame
void Update()
{
if (UIManager.Instance.OnEntered(gameObject))
{
transform.DOScale(Vector3.one * 2, 0.3f);
}
else
{
transform.DOScale(Vector3.one, 0.3f);
}
}
void SelectObject()
{
DataHandler.Instance.SetFurniture(_itemId);
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9093f73f765fb624e9a2a77956187992
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,64 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataHandler : MonoBehaviour
{
private GameObject furniture;
[SerializeField] private ButtonManager buttonPrefab;
[SerializeField] private GameObject buttonContainer;
[SerializeField] private List<Item> items;
private int current_id = 0;
private static DataHandler instance;
public static DataHandler Instance
{
get
{
if (instance == null)
{
instance = FindAnyObjectByType<DataHandler>();
}
return instance;
}
}
private void Start()
{
LoadItems();
//CreateButton();
}
void LoadItems()
{
var items_obj = Resources.LoadAll("Items", typeof(Item));
foreach (var item in items_obj)
{
items.Add(item as Item);
}
}
void CreateButton()
{
foreach (Item i in items)
{
ButtonManager b = Instantiate(buttonPrefab, buttonContainer.transform);
b.ItemId = current_id;
b.ButtonTexture = i.itemImage;
current_id++;
}
}
public void SetFurniture(int id)
{
furniture = items[id].itemPrefab;
}
public GameObject GetFurniture()
{
return furniture;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 95e6d06876545fe47b6fb523677c8833
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9ed6150b8f0b6d341b31726b62d10a0f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,19 @@
using UnityEngine;
public class DebugLoggerInitializer : MonoBehaviour
{
private static bool isInitialized = false;
private void Awake()
{
if (!isInitialized)
{
DontDestroyOnLoad(gameObject); // Evita que este objeto se destruya
isInitialized = true;
}
else
{
Destroy(gameObject); // Previene duplicados
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 237f2195a9d7dd54cb946761ace85155
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,34 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class DebugLoggerUI : MonoBehaviour
{
//FindObjectOfType<DebugLoggerUI>().AddMessage("");
public TextMeshProUGUI debugText; // Referencia al componente TextMeshPro
public int maxMessages = 10; // N<>mero m<>ximo de mensajes visibles
private List<string> messageList = new List<string>(); // Historial de mensajes
// M<>todo para a<>adir un mensaje
public void AddMessage(string message)
{
// Si supera el l<>mite, elimina el mensaje m<>s antiguo
if (messageList.Count >= maxMessages)
{
messageList.RemoveAt(0);
}
// A<>adir el mensaje a la lista
messageList.Add(message);
// Actualizar el texto
UpdateText();
}
// Actualiza el contenido del texto para mostrar el historial
private void UpdateText()
{
debugText.text = string.Join("\n", messageList); // Combina los mensajes en un solo string
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fab85559114c59046b1ae8e812bc2163
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,14 @@
using UnityEngine;
public class DebugToggleManager : MonoBehaviour
{
public GameObject debugPanel; // El panel que contiene el logger
public void ToggleDebugPanel()
{
if (debugPanel != null)
{
debugPanel.SetActive(!debugPanel.activeSelf);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 69aa4566e251fc340834b5ecc6a15af5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,23 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PersistentSceneManager : MonoBehaviour
{
private static bool isInitialized = false;
private void Awake()
{
if (!isInitialized)
{
DontDestroyOnLoad(gameObject); // Previene la destrucci<63>n de este objeto al cambiar de escena
isInitialized = true;
// Cargar la escena principal en modo aditivo
SceneManager.LoadScene("MainScreen", LoadSceneMode.Additive);
}
else
{
Destroy(gameObject); // Evitar duplicados
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: caa6ee8d648c1194a9cd77afed65cd90
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,114 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.Interaction.Toolkit.AR;
using UnityEngine.XR.ARSubsystems;
public class InputManager : ARBaseGestureInteractable
{
private Camera arCam; // Asignable din<69>micamente
private ARRaycastManager _raycastManager; // Asignable din<69>micamente
[SerializeField] private GameObject crosshair;
private List<ARRaycastHit> _hits = new List<ARRaycastHit>();
private Touch touch;
private Pose pose;
// M<>todo para asignar la c<>mara desde MeasuringSystem
public void SetCamera(Camera camera)
{
arCam = camera;
Debug.Log($"C<>mara asignada: {arCam.name}");
}
// M<>todo para asignar el ARRaycastManager desde MeasuringSystem
public void SetARRaycastManager(ARRaycastManager raycastManager)
{
_raycastManager = raycastManager;
Debug.Log($"ARRaycastManager asignado: {_raycastManager.name}");
}
protected override bool CanStartManipulationForGesture(TapGesture gesture)
{
if (gesture.targetObject == null)
return true;
return false;
}
protected override void OnEndManipulation(TapGesture gesture)
{
if (gesture.isCanceled) return;
if (gesture.targetObject != null && IsPointerOverUI(gesture)) return;
// Validar referencias antes de ejecutar la l<>gica
if (_raycastManager == null)
{
Debug.LogWarning("ARRaycastManager no asignado. No se puede realizar raycast.");
return;
}
// Clear _hits and use it with the out parameter
_hits.Clear();
if (_raycastManager.Raycast(gesture.startPosition, _hits, TrackableType.PlaneWithinPolygon))
{
pose = _hits[0].pose;
GameObject placeObj = Instantiate(DataHandler.Instance.GetFurniture(), pose.position, pose.rotation);
}
}
void FixedUpdate()
{
if (arCam == null || _raycastManager == null)
{
Debug.LogWarning("C<>mara o ARRaycastManager no asignados. No se puede calcular crosshair.");
return;
}
CrosshairCalculation();
}
bool IsPointerOverUI(TapGesture touch)
{
PointerEventData eventData = new PointerEventData(EventSystem.current);
eventData.position = new Vector2(touch.startPosition.x, touch.startPosition.y);
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventData, results);
return results.Count > 0;
}
void CrosshairCalculation()
{
Vector3 origin = arCam.ViewportToScreenPoint(new Vector3(0.5f, 0.5f, 0));
// Clear _hits and use it with the out parameter
_hits.Clear();
if (_raycastManager.Raycast(origin, _hits, TrackableType.PlaneWithinPolygon))
{
pose = _hits[0].pose;
crosshair.transform.position = pose.position;
crosshair.transform.eulerAngles = new Vector3(90, 0, 0);
}
}
public bool IsPointInsidePolygon(Vector2 point, List<Vector2> polygon)
{
int j = polygon.Count - 1;
bool inside = false;
for (int i = 0; i < polygon.Count; j = i++)
{
if ((polygon[i].y > point.y) != (polygon[j].y > point.y) &&
(point.x < (polygon[j].x - polygon[i].x) * (point.y - polygon[i].y) / (polygon[j].y - polygon[i].y) + polygon[i].x))
{
inside = !inside;
}
}
return inside;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8c341a1cf3bc42847ba6b97b67344e92
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

11
Assets/Scripts/Item.cs Normal file
View File

@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Item1", menuName = "AddItem/Item")]
public class Item : ScriptableObject
{
public float price;
public GameObject itemPrefab;
public Sprite itemImage;
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fce0ab03aa03f9741bb6b24e64090902
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/Scripts/Marker.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.9 KiB

View File

@@ -0,0 +1,153 @@
fileFormatVersion: 2
guid: 1e13c5ace7ecc654fbf5e75fdce24e58
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: iPhone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ad9f70e80a5450a46bf4d976803073c4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,432 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.Interaction.Toolkit.AR;
public class LineManager : MonoBehaviour
{
//Creamos una referencia de 'LineaObjeto'
public LineRenderer lineRenderer;
//Creamos una referencia a nuestro AR Placement Interactable
public ARPlacementInteractable aRPlacementInteractable;
//Creamos una referencia al TextoDistancia
public TextMeshPro mText;
//Creamos unbooleano para delimitar al usuario cuando cierre la forma de los poligonos
private bool isPolygonClosed = false;
// Listas para los objetos y textos colocados
private List<GameObject> placedObjects = new List<GameObject>();
private List<TextMeshPro> distanceTexts = new List<TextMeshPro>();
//Referencias a los botones
public GameObject cleanButton; // Bot<6F>n de Limpiar
public GameObject undoButton; // Bot<6F>n de Deshacer
public GameObject confirmButton; // Bot<6F>n de confirmaci<63>n
//Referencia
public ObjectPlacementManager objectPlacementManager; // Referencia al script ObjectPlacementManager.cs
[SerializeField] private ARPlaneManager arPlaneManager; // Referencia al ARPlaneManager
[SerializeField] private Material fillMaterial; // Material con la textura
private MeshFilter meshFilter;
private MeshRenderer meshRenderer;
public ARRaycastManager arRaycastManager; // Aseg<65>rate de asignar esto en el Inspector
// Start is called before the first frame update
void Start()
{
//aRPlacementInteractable.objectPlaced.AddListener(DrawLine);
// Configurar MeshFilter y MeshRenderer din<69>micamente
// meshFilter = gameObject.AddComponent<MeshFilter>();
// meshRenderer = gameObject.AddComponent<MeshRenderer>();
// meshRenderer.material = fillMaterial; // Asignar el material en el Inspector
// meshRenderer.enabled = false; // Ocultar el MeshRenderer hasta que se confirme
SceneManager.LoadScene("ARScreen", LoadSceneMode.Additive);
StartCoroutine(AssignManagersToARScreen());
}
void DrawLine(ARObjectPlacementEventArgs args)
{
//Si esta cerrado el poligono entonces dejamos de dibujar lineas
if (isPolygonClosed) return; // Detenemos si el pol<6F>gono est<73> cerrado
// Colocar punto
placedObjects.Add(args.placementObject); // Registrar el objeto colocado
//increase point count
lineRenderer.positionCount++;
//2. let the points location in the line renderer
lineRenderer.SetPosition(
index: lineRenderer.positionCount - 1,//La linea se crea desde el objeto colocado anteriormente
args.placementObject.transform.position//Hasta el nuevo objeto colocado
);
//Mientras tengamos una linea o mas de un punto, entonces se puede crear el texto de medicion
if (lineRenderer.positionCount > 1)
{
//Distancia del ultimo punto colocado
Vector3 pointA = lineRenderer.GetPosition(index: lineRenderer.positionCount - 1);
//Distancia del punto anterior al ultimo colocado (penultimo punto)
Vector3 pointB = lineRenderer.GetPosition(index: lineRenderer.positionCount - 2);
//Objtenem,os la distancia entre los dos puntos
float distancia = Vector3.Distance(pointA, pointB);
//Colocamos el texto de la distancia en TextoDistancia se mostrara en cm ejemplo de salida: 10.009 cm
//mText.text = (distancia * 100).ToString("0.000") + " cm";
//crearemos un TextoDistancia en cada linea cada vez que se genere una.
TextMeshPro textoDistanciaTemp = Instantiate(mText);
textoDistanciaTemp.text = (distancia * 100).ToString("0.000") + " cm";
//aplicamos un formato al texto para que se coloque encima de la linea
Vector3 directionVector = (pointB - pointA);
Vector3 normal = args.placementObject.transform.up;
Vector3 upd = Vector3.Cross(
lhs: directionVector,
rhs: normal).normalized;
//calculamos la rotacion del texto
Quaternion rotation = Quaternion.LookRotation(forward: -normal, upwards: upd);
//aplicamos la posicion y rotacion al texto
textoDistanciaTemp.transform.position = (pointA + directionVector * 0.5f) + upd * 0.05f;
textoDistanciaTemp.transform.rotation = rotation;
distanceTexts.Add(textoDistanciaTemp); // Registrar el texto de distancia
}
//Si los botones de limpiar y deshacer estan desactivados alcolocar una linea u objeto, entonces los activamos
if (!cleanButton.activeSelf && !undoButton.activeSelf)
{
//Agregamos los botones a la pantalla al agregar un punto
cleanButton.SetActive(true);
undoButton.SetActive(true);
}
//Verificamos si es posiblie cerrar el poligono
CheckPolygonClosure();
}
//Este metodo determina si se pueden continuar insertando o no mas lineas
private void CheckPolygonClosure()
{
if (lineRenderer.positionCount > 2)
{
Vector3 firstPoint = lineRenderer.GetPosition(0);
Vector3 lastPoint = lineRenderer.GetPosition(lineRenderer.positionCount - 1);
float distanceToFirst = Vector3.Distance(lastPoint, firstPoint);
if (distanceToFirst < 0.03f) // Define el margen de cierre en 3 cm
{
isPolygonClosed = true;//En caso de que la proxima linea este cerca de la primera entonces volvemos true
// Cambiar color del pol<6F>gono para indicar cierre
lineRenderer.material.color = Color.green;
// Deshabilitar el ARPlacementInteractable para evitar m<>s colocaciones
aRPlacementInteractable.enabled = false;
// Activar el bot<6F>n de confirmaci<63>n
confirmButton.SetActive(true);
// Mostrar mensaje al usuario
Debug.Log("Pol<6F>gono cerrado. No se pueden agregar m<>s puntos.");
//FindObjectOfType<DebugLoggerUI>().AddMessage("Pol<6F>gono cerrado. No se pueden agregar m<>s puntos.");
}
}
}
//Este metodo limpia los poligonos de la camara
public void ResetPolygon()
{
if (isPolygonClosed)
{
//Quitamos de pantalla boton confirmar
confirmButton.SetActive(false);
}
// Reiniciar la l<>gica del pol<6F>gono
isPolygonClosed = false;
aRPlacementInteractable.enabled = true;
// Limpiar las l<>neas
lineRenderer.positionCount = 0;
lineRenderer.material.color = Color.red;
// Destruir objetos colocados
foreach (GameObject obj in placedObjects)
{
Destroy(obj);
}
placedObjects.Clear();
// Destruir textos de distancia
foreach (TextMeshPro text in distanceTexts)
{
Destroy(text.gameObject);
}
distanceTexts.Clear();
//Quitamos los botones de limpiar y deshacer de la pantalla
cleanButton.SetActive(false);
undoButton.SetActive(false);
Debug.Log("Pol<6F>gono reiniciado.");
}
//Este metodo se encarga de deshacer los cambios del usuario
public void UndoLastAction()
{
// Verificar que haya puntos para deshacer
if (placedObjects.Count > 0)
{
// Eliminar el <20>ltimo punto colocado
GameObject lastObject = placedObjects[placedObjects.Count - 1];
Destroy(lastObject);
placedObjects.RemoveAt(placedObjects.Count - 1);
// Eliminar el <20>ltimo texto de distancia, si existe
if (distanceTexts.Count > 0)
{
TextMeshPro lastText = distanceTexts[distanceTexts.Count - 1];
Destroy(lastText.gameObject);
distanceTexts.RemoveAt(distanceTexts.Count - 1);
}
// Actualizar el LineRenderer
if (lineRenderer.positionCount > 0)
{
lineRenderer.positionCount--; // Reduce el conteo de puntos
// Si el poligono ya estaba cerrado lo volvemos a habilitar
if (isPolygonClosed)
{
isPolygonClosed = false;
aRPlacementInteractable.enabled = true;
lineRenderer.material.color = Color.red;// Cambiar color del pol<6F>gono
//Quitamos de pantalla boton confirmar
confirmButton.SetActive(false);
}
}
//Si no tenemos ningun objeto entonces quitamos los botones de limpiar
if (placedObjects.Count == 0)
{
//Agregamos los botones a la pantalla al agregar un punto
cleanButton.SetActive(false);
undoButton.SetActive(false);
}
Debug.Log("<22>ltima acci<63>n deshecha.");
}
else
{
Debug.Log("No hay acciones para deshacer.");
}
}
//Confirmar el seteo de objetos
public void ConfirmPlacement()
{
if (!isPolygonClosed)
{
Debug.Log("No se puede confirmar: el pol<6F>gono no est<73> cerrado.");
return;
}
Debug.Log("Confirmaci<63>n completada: Solo se pueden colocar objetos dentro del <20>rea seleccionada.");
// Generar el Mesh del pol<6F>gono
GeneratePolygonMesh(GetPolygonPoints());
// Cambiar la l<>gica del ARPlacementInteractable
aRPlacementInteractable.objectPlaced.RemoveListener(DrawLine); // Quitar la l<>gica de dibujo
aRPlacementInteractable.objectPlaced.AddListener(ValidatePlacement); // Agregar la validaci<63>n
//aRPlacementInteractable.enabled = true;
// Detener la detecci<63>n de planos y ocultar los existentes
if (arPlaneManager != null)
{
arPlaneManager.enabled = false;
foreach (var plane in arPlaneManager.trackables)
{
plane.gameObject.SetActive(false);
}
Debug.Log("Detecci<63>n de planos detenida y planos ocultos.");
}
//Quitamos los botones de la pantalla
cleanButton.SetActive(false);
undoButton.SetActive(false);
confirmButton.SetActive(false);
// Cargar ARScreen en modo aditivo
SceneManager.LoadScene("ARScreen", LoadSceneMode.Additive);
Debug.Log("ARScreen cargado en modo aditivo.");
//FindObjectOfType<DebugLoggerUI>().AddMessage("ARScreen cargado en modo aditivo.");
// Asignar la c<>mara y el ARRaycastManager a los scripts en ARScreen
StartCoroutine(AssignManagersToARScreen());
}
private System.Collections.IEnumerator AssignManagersToARScreen()
{
yield return null; // Esperar un frame para que ARScreen se cargue
Camera measuringCamera = Camera.main;
if (measuringCamera == null)
{
Debug.LogError("C<>mara principal no encontrada en la nueva escena.");
yield break;
}
ARRaycastManager raycastManager = FindObjectOfType<ARRaycastManager>();
if (raycastManager == null)
{
Debug.LogError("ARRaycastManager no encontrado en la nueva escena.");
yield break;
}
foreach (var dragManager in FindObjectsOfType<DragAndDropManager>())
{
dragManager.SetCamera(measuringCamera);
dragManager.SetARRaycastManager(raycastManager);
}
foreach (var objectSelector in FindObjectsOfType<ObjectSelector>())
{
objectSelector.SetCamera(measuringCamera);
objectSelector.SetARRaycastManager(raycastManager);
}
Debug.Log("C<>mara y ARRaycastManager asignados a ARScreen.");
//FindObjectOfType<DebugLoggerUI>().AddMessage("C<>mara y ARRaycastManager asignados a ARScreen.");
}
#region Limitar area de seto de objetos
void ValidatePlacement(ARObjectPlacementEventArgs args)
{
Debug.Log($"Intentando colocar objeto en: {args.placementObject.transform.position}");
// Validar la posici<63>n del objeto antes de colocarlo
objectPlacementManager.PlaceObject(args.placementObject.transform.position);
Destroy(args.placementObject); // Eliminar el objeto temporal si est<73> fuera del <20>rea
}
/**
*
* Metodos publicos para compartir datos a otros scripts
*
* **/
public bool IsPolygonClosed()
{
return isPolygonClosed;
}
public List<Vector3> GetPolygonPoints()
{
List<Vector3> points = new List<Vector3>();
for (int i = 0; i < lineRenderer.positionCount; i++)
{
points.Add(lineRenderer.GetPosition(i));
}
return points;
}
public bool IsPointInPolygon(Vector2 point, List<Vector3> polygon)
{
int intersections = 0;
for (int i = 0; i < polygon.Count; i++)
{
Vector3 vertex1 = polygon[i];
Vector3 vertex2 = polygon[(i + 1) % polygon.Count];
if (RayIntersectsSegment(point, new Vector2(vertex1.x, vertex1.z), new Vector2(vertex2.x, vertex2.z)))
{
intersections++;
}
}
Debug.DrawLine(new Vector3(point.x, 0, point.y), new Vector3(point.x, 1, point.y), Color.red, 5f);
return (intersections % 2) != 0; // Punto est<73> dentro si intersecciones es impar
}
private bool RayIntersectsSegment(Vector2 point, Vector2 vertex1, Vector2 vertex2)
{
// Checa si el rayo desde el punto cruza el segmento
if (vertex1.y > vertex2.y)
{
Vector2 temp = vertex1;
vertex1 = vertex2;
vertex2 = temp;
}
if (point.y == vertex1.y || point.y == vertex2.y)
{
//point.y += 0.0001f; // Evita bordes exactos
point.y += 0.001f; // Ajusta este valor para evitar problemas en bordes
}
if (point.y < vertex1.y || point.y > vertex2.y || point.x > Mathf.Max(vertex1.x, vertex2.x))
{
return false;
}
if (point.x < Mathf.Min(vertex1.x, vertex2.x))
{
return true;
}
float red = (point.y - vertex1.y) / (vertex2.y - vertex1.y);
float blue = (point.x - vertex1.x) / (vertex2.x - vertex1.x);
return red >= blue;
}
#endregion
#region pintar poligono
private void GeneratePolygonMesh(List<Vector3> polygonPoints)
{
if (polygonPoints.Count < 3)
{
Debug.LogError("El pol<6F>gono debe tener al menos 3 puntos.");
return;
}
// Crear un nuevo Mesh
Mesh mesh = new Mesh();
// Convertir los puntos del pol<6F>gono a un array de Vector3
Vector3[] vertices = polygonPoints.ToArray();
// Generar <20>ndices para triangulaci<63>n (simple para pol<6F>gonos convexos)
List<int> indices = new List<int>();
for (int i = 1; i < polygonPoints.Count - 1; i++)
{
indices.Add(0);
indices.Add(i);
indices.Add(i + 1);
}
// Asignar los v<>rtices y tri<72>ngulos al Mesh
mesh.vertices = vertices;
mesh.triangles = indices.ToArray();
// Generar UVs para aplicar la textura
Vector2[] uvs = new Vector2[vertices.Length];
for (int i = 0; i < vertices.Length; i++)
{
uvs[i] = new Vector2(vertices[i].x, vertices[i].z); // UV mapping en XZ
}
mesh.uv = uvs;
// Asignar el Mesh al MeshFilter
mesh.RecalculateNormals();
mesh.RecalculateBounds();
meshFilter.mesh = mesh;
// Activar el MeshRenderer para mostrar la textura
meshRenderer.enabled = true;
}
#endregion
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a6b7189cb06ada841952b0acbcba8f8a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,33 @@
using System.Collections.Generic;
using UnityEngine;
public class ObjectPlacementManager : MonoBehaviour
{
public LineManager lineManager; // Referencia al script LineManager
public GameObject myPrefab;
public void PlaceObject(Vector3 position)
{
if (!lineManager.IsPolygonClosed())
{
Debug.Log("No se puede colocar objetos: el pol<6F>gono no est<73> cerrado.");
FindObjectOfType<DebugLoggerUI>().AddMessage("No se puede colocar objetos: el pol<6F>gono no est<73> cerrado.");
return;
}
List<Vector3> polygon = lineManager.GetPolygonPoints();
Vector2 point2D = new Vector2(position.x, position.z);
if (!lineManager.IsPointInPolygon(point2D, polygon))
{
Debug.Log("El punto est<73> fuera del <20>rea permitida.");
FindObjectOfType<DebugLoggerUI>().AddMessage("El punto est<73> fuera del <20>rea permitida.");
return;
}
Instantiate(myPrefab, position, Quaternion.identity);
Debug.Log("Objeto colocado dentro del <20>rea.");
FindObjectOfType<DebugLoggerUI>().AddMessage("Objeto colocado dentro del <20>rea.");
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bc9cb48456cd18749ad637e8dc6117a6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,30 @@
using UnityEngine;
public class WelcomeMessageManager : MonoBehaviour
{
[SerializeField] private GameObject welcomeMessage; // Asigna el texto en el Inspector
[SerializeField] private float displayDuration = 5f; // Duraci<63>n del mensaje en segundos
private void Start()
{
// Mostrar el mensaje al iniciar
if (welcomeMessage != null)
{
welcomeMessage.SetActive(true);
// Ocultar el mensaje despu<70>s de la duraci<63>n especificada
Invoke(nameof(HideWelcomeMessage), displayDuration);
}
else
{
Debug.LogError("No se ha asignado el mensaje de bienvenida.");
}
}
private void HideWelcomeMessage()
{
if (welcomeMessage != null)
{
welcomeMessage.SetActive(false);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e025b44b60acf2a4bb7921c3f10be3f7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,110 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// This plane visualizer demonstrates the use of a feathering effect
/// at the edge of the detected plane, which reduces the visual impression
/// of a hard edge.
/// </summary>
[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
public class NewBehaviourScript : MonoBehaviour
{
[Tooltip("The width of the texture feathering (in world units).")]
[SerializeField]
float m_FeatheringWidth = 0.2f;
/// <summary>
/// The width of the texture feathering (in world units).
/// </summary>
public float featheringWidth
{
get { return m_FeatheringWidth; }
set { m_FeatheringWidth = value; }
}
void Awake()
{
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
m_Plane = GetComponent<ARPlane>();
}
void OnEnable()
{
m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
}
void OnDisable()
{
m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
}
void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
{
GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
}
/// <summary>
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
/// </summary>
/// <remarks>
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
/// mesh. In this case we'll add UV2s to mark the boundary vertices.
/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
/// is fairly uniform.
/// </remarks>
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
void GenerateBoundaryUVs(Mesh mesh)
{
int vertexCount = mesh.vertexCount;
// Reuse the list of UVs
s_FeatheringUVs.Clear();
if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
mesh.GetVertices(s_Vertices);
Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
Vector3 uv = new Vector3(0, 0, 0);
float shortestUVMapping = float.MaxValue;
// Assume the last vertex is the center vertex.
for (int i = 0; i < vertexCount - 1; i++)
{
float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
// Remap the UV so that a UV of "1" marks the feathering boudary.
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
// Rearrange to get the edge UV.
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
uv.x = uvMapping;
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
// Choose the shortest UV to guarentee we fade out before the border.
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
s_FeatheringUVs.Add(uv);
}
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
// Add the center vertex UV
uv.Set(0, 0, 0);
s_FeatheringUVs.Add(uv);
mesh.SetUVs(1, s_FeatheringUVs);
mesh.UploadMeshData(false);
}
static List<Vector3> s_FeatheringUVs = new List<Vector3>();
static List<Vector3> s_Vertices = new List<Vector3>();
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
ARPlane m_Plane;
Material m_FeatheredPlaneMaterial;
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d7233555a922d4569a102467f863b3dc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2533ce6a0e23d914893c38dbb4ab74fb
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,46 @@
// Copyright 2022-2024 Niantic.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DrawRect : MonoBehaviour
{
[SerializeField]
private GameObject _rectanglePrefab;
private List<UIRectObject> _rectangleObjects = new List<UIRectObject>();
private List<int> _openIndices = new List<int>();
public void CreateRect(Rect rect, Color color, string text)
{
if (_openIndices.Count == 0)
{
var newRect = Instantiate(_rectanglePrefab, parent: this.transform).GetComponent<UIRectObject>();
_rectangleObjects.Add(newRect);
_openIndices.Add(_rectangleObjects.Count - 1);
}
// Treat the first index as a queue
int index = _openIndices[0];
_openIndices.RemoveAt(0);
UIRectObject rectangle = _rectangleObjects[index];
rectangle.SetRectTransform(rect);
rectangle.SetColor(color);
rectangle.SetText(text);
rectangle.gameObject.SetActive(true);
}
public void ClearRects()
{
for (var i = 0; i < _rectangleObjects.Count; i++)
{
_rectangleObjects[i].gameObject.SetActive(false);
_openIndices.Add(i);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a81c7be58bc4e46f0af9022ac8704397
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,150 @@
using Niantic.Lightship.AR.ObjectDetection;
using UnityEngine;
public class ObjectDetectionSample : MonoBehaviour
{
private ARObjectDetectionManager _objectDetectionManager;
[SerializeField]
private DrawRect _drawRect;
private Camera _mainCamera;
private Canvas _canvas;
private Color[] _colors = new Color[]
{
Color.red, Color.blue, Color.green, Color.yellow, Color.magenta,
Color.cyan, Color.white, Color.black
};
private Vector3 _lastCameraPosition;
private float _movementThreshold = 0.005f; // Adjust for sensitivity
private float _detectionSlowdownRate = 0.0f; // Detection frame rate for stationary camera
private float _detectionNormalRate = 1.0f; // Detection frame rate for moving camera
private bool _isCameraMoving = false;
private float confidencePercentage = 0.65f;
private void Awake()
{
_mainCamera = Camera.main;
if (_mainCamera == null)
{
Debug.LogError("Main Camera not found.");
}
_objectDetectionManager = FindObjectOfType<ARObjectDetectionManager>();
if (_objectDetectionManager == null)
{
Debug.LogError("ARObjectDetectionManager not found.");
}
_canvas = FindObjectOfType<Canvas>();
if (_canvas == null)
{
Debug.LogError("Canvas not found.");
}
}
private void Start()
{
if (_objectDetectionManager != null)
{
_objectDetectionManager.enabled = true;
_objectDetectionManager.ObjectDetectionsUpdated += ObjectDetectionsUpdated;
Debug.Log("Object detection started.");
}
_lastCameraPosition = _mainCamera.transform.position;
}
private void Update()
{
DetectCameraMovement();
}
private void DetectCameraMovement()
{
if (_mainCamera == null) return;
Vector3 currentCameraPosition = _mainCamera.transform.position;
float movement = Vector3.Distance(currentCameraPosition, _lastCameraPosition);
Debug.Log($"Camera Movement Detected: {movement}");
if (movement > _movementThreshold)
{
if (!_isCameraMoving)
{
// Resume full frame rate for detection
_isCameraMoving = true;
SetDetectionFrameRate(_detectionNormalRate);
Debug.Log("Camera is moving, increasing detection rate.");
}
}
else
{
if (_isCameraMoving)
{
// Slow down detection to save performance
_isCameraMoving = false;
SetDetectionFrameRate(_detectionSlowdownRate);
Debug.Log("Camera is stationary, slowing detection rate.");
}
}
_lastCameraPosition = currentCameraPosition;
}
private void SetDetectionFrameRate(float frameRate)
{
if (_objectDetectionManager != null)
{
_objectDetectionManager.TargetFrameRate = (uint)frameRate;
}
}
private void ObjectDetectionsUpdated(ARObjectDetectionsUpdatedEventArgs args)
{
if (_mainCamera == null || _objectDetectionManager == null) return;
var result = args.Results;
if (result == null || result.Count == 0)
{
Debug.Log("No detections found.");
return;
}
Debug.Log($"Detections found: {result.Count}");
_drawRect.ClearRects();
for (int i = 0; i < result.Count; i++)
{
var detection = result[i];
if (detection.GetConfidentCategorizations().Count == 0) continue;
var categoryToDisplay = detection.GetConfidentCategorizations()[0];
float confidence = categoryToDisplay.Confidence;
if (confidence <= confidencePercentage) continue; // Adjust threshold if needed
string categoryName = categoryToDisplay.CategoryName;
int h = Mathf.FloorToInt(_canvas.GetComponent<RectTransform>().rect.height);
int w = Mathf.FloorToInt(_canvas.GetComponent<RectTransform>().rect.width);
var rect = detection.CalculateRect(w, h, Screen.orientation);
Debug.Log($"Detected: {categoryName} with confidence {confidence * 100:F1}%");
string label = $"{categoryName} {confidence * 100:F1}%";
_drawRect.CreateRect(rect, _colors[i % _colors.Length], label);
}
}
private void OnDestroy()
{
if (_objectDetectionManager != null)
{
_objectDetectionManager.ObjectDetectionsUpdated -= ObjectDetectionsUpdated;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ce4b4913151ce4b2594ebfe2f7be8abe
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,43 @@
// Copyright 2022-2024 Niantic.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(RectTransform), typeof(Image))]
public class UIRectObject : MonoBehaviour
{
private RectTransform _rectangleRectTransform;
private Image _rectangleImage;
private Text _text;
public void Awake()
{
_rectangleRectTransform = GetComponent<RectTransform>();
_rectangleImage = GetComponent<Image>();
_text = GetComponentInChildren<Text>();
}
public void SetRectTransform(Rect rect)
{
_rectangleRectTransform.anchoredPosition = new Vector2(rect.x, rect.y);
_rectangleRectTransform.sizeDelta = new Vector2(rect.width, rect.height);
}
public void SetColor(Color color)
{
_rectangleImage.color = color;
}
public void SetText(string text)
{
_text.text = text;
}
public RectTransform getRectTransform(){
return _rectangleRectTransform;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 326123b510dc140f48475dfc0d614976
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,32 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneLoader : MonoBehaviour
{
public string sceneToLoad = "ObjectDetection";
void Start()
{
// Cargar la escena adicional en modo aditivo
SceneManager.LoadScene(sceneToLoad, LoadSceneMode.Additive);
// Opcional: desactivar c<>maras redundantes en la escena adicional
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == sceneToLoad)
{
var cameras = scene.GetRootGameObjects();
foreach (var obj in cameras)
{
var camera = obj.GetComponentInChildren<Camera>();
if (camera != null)
{
camera.enabled = false; // Desactivar c<>maras adicionales
}
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: df827e13739314e45a7f6f266992b6d8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIContentFitter : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
HorizontalLayoutGroup hg = GetComponent<HorizontalLayoutGroup>();
int childCount = transform.childCount - 1;
float childWidth = transform.GetChild(0).GetComponent<RectTransform>().rect.width;
float width = hg.spacing * childCount + childCount * childWidth + hg.padding.left;
GetComponent<RectTransform>().sizeDelta = new Vector2(width, 265);
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 86b533a2be9a2ab40a74435e9fd82148
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class UIManager : MonoBehaviour
{
private GraphicRaycaster raycaster;
private PointerEventData pData;
private EventSystem eventSystem;
public Transform selectionPoint;
public static UIManager instance;
public static UIManager Instance
{
get
{
if (instance == null)
{
instance = FindAnyObjectByType<UIManager>();
}
return instance;
}
}
// Start is called before the first frame update
void Start()
{
raycaster = GetComponent<GraphicRaycaster>();
eventSystem = GetComponent<EventSystem>();
pData = new PointerEventData(eventSystem);
pData.position = selectionPoint.position;
}
public bool OnEntered(GameObject button)
{
List<RaycastResult> results = new List<RaycastResult>();
raycaster.Raycast(pData, results);
foreach (var result in results)
{
if (result.gameObject == button)
return true;
}
return false;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0aac150437f46ae43b6bb6a1e2e7776e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: