Training
Module
Getting started with 3D object interaction - Training
This course will provide steps and procedures to follow on how to manipulate and interact with 3D objects.
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Important
The Mixed Reality Academy tutorials were designed with HoloLens (1st gen), Unity 2017, and Mixed Reality Immersive Headsets in mind. As such, we feel it is important to leave these tutorials in place for developers who are still looking for guidance in developing for those devices. These tutorials will not be updated with the latest toolsets or interactions being used for HoloLens 2 and may not be compatible with newer versions of Unity. They will be maintained to continue working on the supported devices. A new series of tutorials has been posted for HoloLens 2.
Spatial mapping combines the real world and virtual world together by teaching holograms about the environment. In MR Spatial 230 (Project Planetarium) we'll learn how to:
Course | HoloLens | Immersive headsets |
---|---|---|
MR Spatial 230: Spatial mapping | ✔️ |
Note
If you want to look through the source code before downloading, it's available on GitHub.
Objectives
Instructions
Build and Deploy (part 1)
Build and Deploy (part 2)
Now let's explore how Spatial Mapping can affect performance.
Save and load in Unity
Finally, let's save our room mesh and load it into Unity.
NOTE: The next time that you enter preview mode in Unity, it will load the saved room mesh by default.
Objectives
Instructions
Build and Deploy
Unity does a great job of previewing materials, but it's always a good idea to check-out rendering in the device.
Objectives
Instructions
The SpatialProcessing prefab includes components for processing the spatial mapping data. SurfaceMeshesToPlanes.cs will find and generate planes based on the spatial mapping data. We will use planes in our application to represent walls, floors and ceilings. This prefab also includes RemoveSurfaceVertices.cs which can remove vertices from the spatial mapping mesh. This can be used to create holes in the mesh, or to remove excess triangles that are no longer needed (because planes can be used instead).
PlaySpaceManager.cs contains application-specific code. We will add functionality to this script to enable the following behavior:
Complete the coding exercises marked in PlaySpaceManager.cs, or replace the script with the finished solution from below:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Windows.Speech;
using Academy.HoloToolkit.Unity;
/// <summary>
/// The SurfaceManager class allows applications to scan the environment for a specified amount of time
/// and then process the Spatial Mapping Mesh (find planes, remove vertices) after that time has expired.
/// </summary>
public class PlaySpaceManager : Singleton<PlaySpaceManager>
{
[Tooltip("When checked, the SurfaceObserver will stop running after a specified amount of time.")]
public bool limitScanningByTime = true;
[Tooltip("How much time (in seconds) that the SurfaceObserver will run after being started; used when 'Limit Scanning By Time' is checked.")]
public float scanTime = 30.0f;
[Tooltip("Material to use when rendering Spatial Mapping meshes while the observer is running.")]
public Material defaultMaterial;
[Tooltip("Optional Material to use when rendering Spatial Mapping meshes after the observer has been stopped.")]
public Material secondaryMaterial;
[Tooltip("Minimum number of floor planes required in order to exit scanning/processing mode.")]
public uint minimumFloors = 1;
[Tooltip("Minimum number of wall planes required in order to exit scanning/processing mode.")]
public uint minimumWalls = 1;
/// <summary>
/// Indicates if processing of the surface meshes is complete.
/// </summary>
private bool meshesProcessed = false;
/// <summary>
/// GameObject initialization.
/// </summary>
private void Start()
{
// Update surfaceObserver and storedMeshes to use the same material during scanning.
SpatialMappingManager.Instance.SetSurfaceMaterial(defaultMaterial);
// Register for the MakePlanesComplete event.
SurfaceMeshesToPlanes.Instance.MakePlanesComplete += SurfaceMeshesToPlanes_MakePlanesComplete;
}
/// <summary>
/// Called once per frame.
/// </summary>
private void Update()
{
// Check to see if the spatial mapping data has been processed
// and if we are limiting how much time the user can spend scanning.
if (!meshesProcessed && limitScanningByTime)
{
// If we have not processed the spatial mapping data
// and scanning time is limited...
// Check to see if enough scanning time has passed
// since starting the observer.
if (limitScanningByTime && ((Time.time - SpatialMappingManager.Instance.StartTime) < scanTime))
{
// If we have a limited scanning time, then we should wait until
// enough time has passed before processing the mesh.
}
else
{
// The user should be done scanning their environment,
// so start processing the spatial mapping data...
/* TODO: 3.a DEVELOPER CODING EXERCISE 3.a */
// 3.a: Check if IsObserverRunning() is true on the
// SpatialMappingManager.Instance.
if(SpatialMappingManager.Instance.IsObserverRunning())
{
// 3.a: If running, Stop the observer by calling
// StopObserver() on the SpatialMappingManager.Instance.
SpatialMappingManager.Instance.StopObserver();
}
// 3.a: Call CreatePlanes() to generate planes.
CreatePlanes();
// 3.a: Set meshesProcessed to true.
meshesProcessed = true;
}
}
}
/// <summary>
/// Handler for the SurfaceMeshesToPlanes MakePlanesComplete event.
/// </summary>
/// <param name="source">Source of the event.</param>
/// <param name="args">Args for the event.</param>
private void SurfaceMeshesToPlanes_MakePlanesComplete(object source, System.EventArgs args)
{
/* TODO: 3.a DEVELOPER CODING EXERCISE 3.a */
// Collection of floor and table planes that we can use to set horizontal items on.
List<GameObject> horizontal = new List<GameObject>();
// Collection of wall planes that we can use to set vertical items on.
List<GameObject> vertical = new List<GameObject>();
// 3.a: Get all floor and table planes by calling
// SurfaceMeshesToPlanes.Instance.GetActivePlanes().
// Assign the result to the 'horizontal' list.
horizontal = SurfaceMeshesToPlanes.Instance.GetActivePlanes(PlaneTypes.Table | PlaneTypes.Floor);
// 3.a: Get all wall planes by calling
// SurfaceMeshesToPlanes.Instance.GetActivePlanes().
// Assign the result to the 'vertical' list.
vertical = SurfaceMeshesToPlanes.Instance.GetActivePlanes(PlaneTypes.Wall);
// Check to see if we have enough horizontal planes (minimumFloors)
// and vertical planes (minimumWalls), to set holograms on in the world.
if (horizontal.Count >= minimumFloors && vertical.Count >= minimumWalls)
{
// We have enough floors and walls to place our holograms on...
// 3.a: Let's reduce our triangle count by removing triangles
// from SpatialMapping meshes that intersect with our active planes.
// Call RemoveVertices().
// Pass in all activePlanes found by SurfaceMeshesToPlanes.Instance.
RemoveVertices(SurfaceMeshesToPlanes.Instance.ActivePlanes);
// 3.a: We can indicate to the user that scanning is over by
// changing the material applied to the Spatial Mapping meshes.
// Call SpatialMappingManager.Instance.SetSurfaceMaterial().
// Pass in the secondaryMaterial.
SpatialMappingManager.Instance.SetSurfaceMaterial(secondaryMaterial);
// 3.a: We are all done processing the mesh, so we can now
// initialize a collection of Placeable holograms in the world
// and use horizontal/vertical planes to set their starting positions.
// Call SpaceCollectionManager.Instance.GenerateItemsInWorld().
// Pass in the lists of horizontal and vertical planes that we found earlier.
SpaceCollectionManager.Instance.GenerateItemsInWorld(horizontal, vertical);
}
else
{
// We do not have enough floors/walls to place our holograms on...
// 3.a: Re-enter scanning mode so the user can find more surfaces by
// calling StartObserver() on the SpatialMappingManager.Instance.
SpatialMappingManager.Instance.StartObserver();
// 3.a: Re-process spatial data after scanning completes by
// re-setting meshesProcessed to false.
meshesProcessed = false;
}
}
/// <summary>
/// Creates planes from the spatial mapping surfaces.
/// </summary>
private void CreatePlanes()
{
// Generate planes based on the spatial map.
SurfaceMeshesToPlanes surfaceToPlanes = SurfaceMeshesToPlanes.Instance;
if (surfaceToPlanes != null && surfaceToPlanes.enabled)
{
surfaceToPlanes.MakePlanes();
}
}
/// <summary>
/// Removes triangles from the spatial mapping surfaces.
/// </summary>
/// <param name="boundingObjects"></param>
private void RemoveVertices(IEnumerable<GameObject> boundingObjects)
{
RemoveSurfaceVertices removeVerts = RemoveSurfaceVertices.Instance;
if (removeVerts != null && removeVerts.enabled)
{
removeVerts.RemoveSurfaceVerticesWithinBounds(boundingObjects);
}
}
/// <summary>
/// Called when the GameObject is unloaded.
/// </summary>
private void OnDestroy()
{
if (SurfaceMeshesToPlanes.Instance != null)
{
SurfaceMeshesToPlanes.Instance.MakePlanesComplete -= SurfaceMeshesToPlanes_MakePlanesComplete;
}
}
}
Build and Deploy
Objectives
Instructions
The Placeable script is already attached to the posters and projection box that are created after plane finding completes. All we need to do is uncomment some code, and this script will achieve the following:
Uncomment all code in the coding exercise below, or use this completed solution in Placeable.cs:
using System.Collections.Generic;
using UnityEngine;
using Academy.HoloToolkit.Unity;
/// <summary>
/// Enumeration containing the surfaces on which a GameObject
/// can be placed. For simplicity of this sample, only one
/// surface type is allowed to be selected.
/// </summary>
public enum PlacementSurfaces
{
// Horizontal surface with an upward pointing normal.
Horizontal = 1,
// Vertical surface with a normal facing the user.
Vertical = 2,
}
/// <summary>
/// The Placeable class implements the logic used to determine if a GameObject
/// can be placed on a target surface. Constraints for placement include:
/// * No part of the GameObject's box collider impacts with another object in the scene
/// * The object lays flat (within specified tolerances) against the surface
/// * The object would not fall off of the surface if gravity were enabled.
/// This class also provides the following visualizations.
/// * A transparent cube representing the object's box collider.
/// * Shadow on the target surface indicating whether or not placement is valid.
/// </summary>
public class Placeable : MonoBehaviour
{
[Tooltip("The base material used to render the bounds asset when placement is allowed.")]
public Material PlaceableBoundsMaterial = null;
[Tooltip("The base material used to render the bounds asset when placement is not allowed.")]
public Material NotPlaceableBoundsMaterial = null;
[Tooltip("The material used to render the placement shadow when placement it allowed.")]
public Material PlaceableShadowMaterial = null;
[Tooltip("The material used to render the placement shadow when placement it not allowed.")]
public Material NotPlaceableShadowMaterial = null;
[Tooltip("The type of surface on which the object can be placed.")]
public PlacementSurfaces PlacementSurface = PlacementSurfaces.Horizontal;
[Tooltip("The child object(s) to hide during placement.")]
public List<GameObject> ChildrenToHide = new List<GameObject>();
/// <summary>
/// Indicates if the object is in the process of being placed.
/// </summary>
public bool IsPlacing { get; private set; }
// The most recent distance to the surface. This is used to
// locate the object when the user's gaze does not intersect
// with the Spatial Mapping mesh.
private float lastDistance = 2.0f;
// The distance away from the target surface that the object should hover prior while being placed.
private float hoverDistance = 0.15f;
// Threshold (the closer to 0, the stricter the standard) used to determine if a surface is flat.
private float distanceThreshold = 0.02f;
// Threshold (the closer to 1, the stricter the standard) used to determine if a surface is vertical.
private float upNormalThreshold = 0.9f;
// Maximum distance, from the object, that placement is allowed.
// This is used when raycasting to see if the object is near a placeable surface.
private float maximumPlacementDistance = 5.0f;
// Speed (1.0 being fastest) at which the object settles to the surface upon placement.
private float placementVelocity = 0.06f;
// Indicates whether or not this script manages the object's box collider.
private bool managingBoxCollider = false;
// The box collider used to determine of the object will fit in the desired location.
// It is also used to size the bounding cube.
private BoxCollider boxCollider = null;
// Visible asset used to show the dimensions of the object. This asset is sized
// using the box collider's bounds.
private GameObject boundsAsset = null;
// Visible asset used to show the where the object is attempting to be placed.
// This asset is sized using the box collider's bounds.
private GameObject shadowAsset = null;
// The location at which the object will be placed.
private Vector3 targetPosition;
/// <summary>
/// Called when the GameObject is created.
/// </summary>
private void Awake()
{
targetPosition = gameObject.transform.position;
// Get the object's collider.
boxCollider = gameObject.GetComponent<BoxCollider>();
if (boxCollider == null)
{
// The object does not have a collider, create one and remember that
// we are managing it.
managingBoxCollider = true;
boxCollider = gameObject.AddComponent<BoxCollider>();
boxCollider.enabled = false;
}
// Create the object that will be used to indicate the bounds of the GameObject.
boundsAsset = GameObject.CreatePrimitive(PrimitiveType.Cube);
boundsAsset.transform.parent = gameObject.transform;
boundsAsset.SetActive(false);
// Create a object that will be used as a shadow.
shadowAsset = GameObject.CreatePrimitive(PrimitiveType.Quad);
shadowAsset.transform.parent = gameObject.transform;
shadowAsset.SetActive(false);
}
/// <summary>
/// Called when our object is selected. Generally called by
/// a gesture management component.
/// </summary>
public void OnSelect()
{
/* TODO: 4.a CODE ALONG 4.a */
if (!IsPlacing)
{
OnPlacementStart();
}
else
{
OnPlacementStop();
}
}
/// <summary>
/// Called once per frame.
/// </summary>
private void Update()
{
/* TODO: 4.a CODE ALONG 4.a */
if (IsPlacing)
{
// Move the object.
Move();
// Set the visual elements.
Vector3 targetPosition;
Vector3 surfaceNormal;
bool canBePlaced = ValidatePlacement(out targetPosition, out surfaceNormal);
DisplayBounds(canBePlaced);
DisplayShadow(targetPosition, surfaceNormal, canBePlaced);
}
else
{
// Disable the visual elements.
boundsAsset.SetActive(false);
shadowAsset.SetActive(false);
// Gracefully place the object on the target surface.
float dist = (gameObject.transform.position - targetPosition).magnitude;
if (dist > 0)
{
gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, targetPosition, placementVelocity / dist);
}
else
{
// Unhide the child object(s) to make placement easier.
for (int i = 0; i < ChildrenToHide.Count; i++)
{
ChildrenToHide[i].SetActive(true);
}
}
}
}
/// <summary>
/// Verify whether or not the object can be placed.
/// </summary>
/// <param name="position">
/// The target position on the surface.
/// </param>
/// <param name="surfaceNormal">
/// The normal of the surface on which the object is to be placed.
/// </param>
/// <returns>
/// True if the target position is valid for placing the object, otherwise false.
/// </returns>
private bool ValidatePlacement(out Vector3 position, out Vector3 surfaceNormal)
{
Vector3 raycastDirection = gameObject.transform.forward;
if (PlacementSurface == PlacementSurfaces.Horizontal)
{
// Placing on horizontal surfaces.
// Raycast from the bottom face of the box collider.
raycastDirection = -(Vector3.up);
}
// Initialize out parameters.
position = Vector3.zero;
surfaceNormal = Vector3.zero;
Vector3[] facePoints = GetColliderFacePoints();
// The origin points we receive are in local space and we
// need to raycast in world space.
for (int i = 0; i < facePoints.Length; i++)
{
facePoints[i] = gameObject.transform.TransformVector(facePoints[i]) + gameObject.transform.position;
}
// Cast a ray from the center of the box collider face to the surface.
RaycastHit centerHit;
if (!Physics.Raycast(facePoints[0],
raycastDirection,
out centerHit,
maximumPlacementDistance,
SpatialMappingManager.Instance.LayerMask))
{
// If the ray failed to hit the surface, we are done.
return false;
}
// We have found a surface. Set position and surfaceNormal.
position = centerHit.point;
surfaceNormal = centerHit.normal;
// Cast a ray from the corners of the box collider face to the surface.
for (int i = 1; i < facePoints.Length; i++)
{
RaycastHit hitInfo;
if (Physics.Raycast(facePoints[i],
raycastDirection,
out hitInfo,
maximumPlacementDistance,
SpatialMappingManager.Instance.LayerMask))
{
// To be a valid placement location, each of the corners must have a similar
// enough distance to the surface as the center point
if (!IsEquivalentDistance(centerHit.distance, hitInfo.distance))
{
return false;
}
}
else
{
// The raycast failed to intersect with the target layer.
return false;
}
}
return true;
}
/// <summary>
/// Determine the coordinates, in local space, of the box collider face that
/// will be placed against the target surface.
/// </summary>
/// <returns>
/// Vector3 array with the center point of the face at index 0.
/// </returns>
private Vector3[] GetColliderFacePoints()
{
// Get the collider extents.
// The size values are twice the extents.
Vector3 extents = boxCollider.size / 2;
// Calculate the min and max values for each coordinate.
float minX = boxCollider.center.x - extents.x;
float maxX = boxCollider.center.x + extents.x;
float minY = boxCollider.center.y - extents.y;
float maxY = boxCollider.center.y + extents.y;
float minZ = boxCollider.center.z - extents.z;
float maxZ = boxCollider.center.z + extents.z;
Vector3 center;
Vector3 corner0;
Vector3 corner1;
Vector3 corner2;
Vector3 corner3;
if (PlacementSurface == PlacementSurfaces.Horizontal)
{
// Placing on horizontal surfaces.
center = new Vector3(boxCollider.center.x, minY, boxCollider.center.z);
corner0 = new Vector3(minX, minY, minZ);
corner1 = new Vector3(minX, minY, maxZ);
corner2 = new Vector3(maxX, minY, minZ);
corner3 = new Vector3(maxX, minY, maxZ);
}
else
{
// Placing on vertical surfaces.
center = new Vector3(boxCollider.center.x, boxCollider.center.y, maxZ);
corner0 = new Vector3(minX, minY, maxZ);
corner1 = new Vector3(minX, maxY, maxZ);
corner2 = new Vector3(maxX, minY, maxZ);
corner3 = new Vector3(maxX, maxY, maxZ);
}
return new Vector3[] { center, corner0, corner1, corner2, corner3 };
}
/// <summary>
/// Put the object into placement mode.
/// </summary>
public void OnPlacementStart()
{
// If we are managing the collider, enable it.
if (managingBoxCollider)
{
boxCollider.enabled = true;
}
// Hide the child object(s) to make placement easier.
for (int i = 0; i < ChildrenToHide.Count; i++)
{
ChildrenToHide[i].SetActive(false);
}
// Tell the gesture manager that it is to assume
// all input is to be given to this object.
GestureManager.Instance.OverrideFocusedObject = gameObject;
// Enter placement mode.
IsPlacing = true;
}
/// <summary>
/// Take the object out of placement mode.
/// </summary>
/// <remarks>
/// This method will leave the object in placement mode if called while
/// the object is in an invalid location. To determine whether or not
/// the object has been placed, check the value of the IsPlacing property.
/// </remarks>
public void OnPlacementStop()
{
// ValidatePlacement requires a normal as an out parameter.
Vector3 position;
Vector3 surfaceNormal;
// Check to see if we can exit placement mode.
if (!ValidatePlacement(out position, out surfaceNormal))
{
return;
}
// The object is allowed to be placed.
// We are placing at a small buffer away from the surface.
targetPosition = position + (0.01f * surfaceNormal);
OrientObject(true, surfaceNormal);
// If we are managing the collider, disable it.
if (managingBoxCollider)
{
boxCollider.enabled = false;
}
// Tell the gesture manager that it is to resume
// its normal behavior.
GestureManager.Instance.OverrideFocusedObject = null;
// Exit placement mode.
IsPlacing = false;
}
/// <summary>
/// Positions the object along the surface toward which the user is gazing.
/// </summary>
/// <remarks>
/// If the user's gaze does not intersect with a surface, the object
/// will remain at the most recently calculated distance.
/// </remarks>
private void Move()
{
Vector3 moveTo = gameObject.transform.position;
Vector3 surfaceNormal = Vector3.zero;
RaycastHit hitInfo;
bool hit = Physics.Raycast(Camera.main.transform.position,
Camera.main.transform.forward,
out hitInfo,
20f,
SpatialMappingManager.Instance.LayerMask);
if (hit)
{
float offsetDistance = hoverDistance;
// Place the object a small distance away from the surface while keeping
// the object from going behind the user.
if (hitInfo.distance <= hoverDistance)
{
offsetDistance = 0f;
}
moveTo = hitInfo.point + (offsetDistance * hitInfo.normal);
lastDistance = hitInfo.distance;
surfaceNormal = hitInfo.normal;
}
else
{
// The raycast failed to hit a surface. In this case, keep the object at the distance of the last
// intersected surface.
moveTo = Camera.main.transform.position + (Camera.main.transform.forward * lastDistance);
}
// Follow the user's gaze.
float dist = Mathf.Abs((gameObject.transform.position - moveTo).magnitude);
gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, moveTo, placementVelocity / dist);
// Orient the object.
// We are using the return value from Physics.Raycast to instruct
// the OrientObject function to align to the vertical surface if appropriate.
OrientObject(hit, surfaceNormal);
}
/// <summary>
/// Orients the object so that it faces the user.
/// </summary>
/// <param name="alignToVerticalSurface">
/// If true and the object is to be placed on a vertical surface,
/// orient parallel to the target surface. If false, orient the object
/// to face the user.
/// </param>
/// <param name="surfaceNormal">
/// The target surface's normal vector.
/// </param>
/// <remarks>
/// The alignToVerticalSurface parameter is ignored if the object
/// is to be placed on a horizontalSurface
/// </remarks>
private void OrientObject(bool alignToVerticalSurface, Vector3 surfaceNormal)
{
Quaternion rotation = Camera.main.transform.localRotation;
// If the user's gaze does not intersect with the Spatial Mapping mesh,
// orient the object towards the user.
if (alignToVerticalSurface && (PlacementSurface == PlacementSurfaces.Vertical))
{
// We are placing on a vertical surface.
// If the normal of the Spatial Mapping mesh indicates that the
// surface is vertical, orient parallel to the surface.
if (Mathf.Abs(surfaceNormal.y) <= (1 - upNormalThreshold))
{
rotation = Quaternion.LookRotation(-surfaceNormal, Vector3.up);
}
}
else
{
rotation.x = 0f;
rotation.z = 0f;
}
gameObject.transform.rotation = rotation;
}
/// <summary>
/// Displays the bounds asset.
/// </summary>
/// <param name="canBePlaced">
/// Specifies if the object is in a valid placement location.
/// </param>
private void DisplayBounds(bool canBePlaced)
{
// Ensure the bounds asset is sized and positioned correctly.
boundsAsset.transform.localPosition = boxCollider.center;
boundsAsset.transform.localScale = boxCollider.size;
boundsAsset.transform.rotation = gameObject.transform.rotation;
// Apply the appropriate material.
if (canBePlaced)
{
boundsAsset.GetComponent<Renderer>().sharedMaterial = PlaceableBoundsMaterial;
}
else
{
boundsAsset.GetComponent<Renderer>().sharedMaterial = NotPlaceableBoundsMaterial;
}
// Show the bounds asset.
boundsAsset.SetActive(true);
}
/// <summary>
/// Displays the placement shadow asset.
/// </summary>
/// <param name="position">
/// The position at which to place the shadow asset.
/// </param>
/// <param name="surfaceNormal">
/// The normal of the surface on which the asset will be placed
/// </param>
/// <param name="canBePlaced">
/// Specifies if the object is in a valid placement location.
/// </param>
private void DisplayShadow(Vector3 position,
Vector3 surfaceNormal,
bool canBePlaced)
{
// Rotate and scale the shadow so that it is displayed on the correct surface and matches the object.
float rotationX = 0.0f;
if (PlacementSurface == PlacementSurfaces.Horizontal)
{
rotationX = 90.0f;
shadowAsset.transform.localScale = new Vector3(boxCollider.size.x, boxCollider.size.z, 1);
}
else
{
shadowAsset.transform.localScale = boxCollider.size;
}
Quaternion rotation = Quaternion.Euler(rotationX, gameObject.transform.rotation.eulerAngles.y, 0);
shadowAsset.transform.rotation = rotation;
// Apply the appropriate material.
if (canBePlaced)
{
shadowAsset.GetComponent<Renderer>().sharedMaterial = PlaceableShadowMaterial;
}
else
{
shadowAsset.GetComponent<Renderer>().sharedMaterial = NotPlaceableShadowMaterial;
}
// Show the shadow asset as appropriate.
if (position != Vector3.zero)
{
// Position the shadow a small distance from the target surface, along the normal.
shadowAsset.transform.position = position + (0.01f * surfaceNormal);
shadowAsset.SetActive(true);
}
else
{
shadowAsset.SetActive(false);
}
}
/// <summary>
/// Determines if two distance values should be considered equivalent.
/// </summary>
/// <param name="d1">
/// Distance to compare.
/// </param>
/// <param name="d2">
/// Distance to compare.
/// </param>
/// <returns>
/// True if the distances are within the desired tolerance, otherwise false.
/// </returns>
private bool IsEquivalentDistance(float d1, float d2)
{
float dist = Mathf.Abs(d1 - d2);
return (dist <= distanceThreshold);
}
/// <summary>
/// Called when the GameObject is unloaded.
/// </summary>
private void OnDestroy()
{
// Unload objects we have created.
Destroy(boundsAsset);
boundsAsset = null;
Destroy(shadowAsset);
shadowAsset = null;
}
}
Build and Deploy
Objectives
Instructions
First, we are going to allow the spatial mapping mesh to occlude other holograms without occluding the real world:
Next, we are going to add a special behavior to Earth, so that it has a blue highlight whenever it becomes occluded by another hologram (like the sun), or by the spatial mapping mesh:
Finally, we are going to enable an x-ray vision effect for planets in our solar system. We will need to edit PlanetOcclusion.cs (found in the Scripts\SolarSystem folder) in order to achieve the following:
Follow the coding exercise in PlanetOcclusion.cs, or use the following solution:
using UnityEngine;
using Academy.HoloToolkit.Unity;
/// <summary>
/// Determines when the occluded version of the planet should be visible.
/// This script allows us to do selective occlusion, so the occlusionObject
/// will only be rendered when a Spatial Mapping surface is occluding the planet,
/// not when another hologram is responsible for the occlusion.
/// </summary>
public class PlanetOcclusion : MonoBehaviour
{
[Tooltip("Object to display when the planet is occluded.")]
public GameObject occlusionObject;
/// <summary>
/// Points to raycast to when checking for occlusion.
/// </summary>
private Vector3[] checkPoints;
// Use this for initialization
void Start()
{
occlusionObject.SetActive(false);
// Set the check points to use when testing for occlusion.
MeshFilter filter = gameObject.GetComponent<MeshFilter>();
Vector3 extents = filter.mesh.bounds.extents;
Vector3 center = filter.mesh.bounds.center;
Vector3 top = new Vector3(center.x, center.y + extents.y, center.z);
Vector3 left = new Vector3(center.x - extents.x, center.y, center.z);
Vector3 right = new Vector3(center.x + extents.x, center.y, center.z);
Vector3 bottom = new Vector3(center.x, center.y - extents.y, center.z);
checkPoints = new Vector3[] { center, top, left, right, bottom };
}
// Update is called once per frame
void Update()
{
/* TODO: 5.a DEVELOPER CODING EXERCISE 5.a */
// Check to see if any of the planet's boundary points are occluded.
for (int i = 0; i < checkPoints.Length; i++)
{
// 5.a: Convert the current checkPoint to world coordinates.
// Call gameObject.transform.TransformPoint(checkPoints[i]).
// Assign the result to a new Vector3 variable called 'checkPt'.
Vector3 checkPt = gameObject.transform.TransformPoint(checkPoints[i]);
// 5.a: Call Vector3.Distance() to calculate the distance
// between the Main Camera's position and 'checkPt'.
// Assign the result to a new float variable called 'distance'.
float distance = Vector3.Distance(Camera.main.transform.position, checkPt);
// 5.a: Take 'checkPt' and subtract the Main Camera's position from it.
// Assign the result to a new Vector3 variable called 'direction'.
Vector3 direction = checkPt - Camera.main.transform.position;
// Used to indicate if the call to Physics.Raycast() was successful.
bool raycastHit = false;
// 5.a: Check if the planet is occluded by a spatial mapping surface.
// Call Physics.Raycast() with the following arguments:
// - Pass in the Main Camera's position as the origin.
// - Pass in 'direction' for the direction.
// - Pass in 'distance' for the maxDistance.
// - Pass in SpatialMappingManager.Instance.LayerMask as layerMask.
// Assign the result to 'raycastHit'.
raycastHit = Physics.Raycast(Camera.main.transform.position, direction, distance, SpatialMappingManager.Instance.LayerMask);
if (raycastHit)
{
// 5.a: Our raycast hit a surface, so the planet is occluded.
// Set the occlusionObject to active.
occlusionObject.SetActive(true);
// At least one point is occluded, so break from the loop.
break;
}
else
{
// 5.a: The Raycast did not hit, so the planet is not occluded.
// Deactivate the occlusionObject.
occlusionObject.SetActive(false);
}
}
}
}
Build and Deploy
Congratulations! You have now completed MR Spatial 230: Spatial mapping.
Training
Module
Getting started with 3D object interaction - Training
This course will provide steps and procedures to follow on how to manipulate and interact with 3D objects.