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--- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationBrowser.cs @@ -0,0 +1,223 @@ +using CesiumForUnity; +using System.Linq; +using TMPro; +using Unity.Mathematics; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +using UnityEngine.XR.OpenXR; + +#if CESIUM_MAGIC_LEAP +using UnityEngine.XR.OpenXR.Features.MagicLeapSupport; +#endif + +public class CesiumSamplesLocationBrowser : MonoBehaviour +{ + /// + /// The radius around the origin that the icons are visible in. + /// + [SerializeField] + private float _originRadius = 500.0f; + + [SerializeField] + private float _iconHoverYOffset = 2.0f; + + [SerializeField] + private float _iconHoverEffectTime = 1.0f; + + [SerializeField] + private float _iconDistanceFromCamera = 10.0f; + + [SerializeField] + private CesiumSamplesLocationData _locationData; + + [SerializeField] + private GameObject _locationIconCanvasPrefab; + + [SerializeField] + private Transform _locationIconsParent; + + [SerializeField] + private CesiumGlobeAnchor _globeAnchor; + + [SerializeField] + private CesiumFlyToController _flyToController; + + [SerializeField] + private CanvasGroup _backButtonGroup; + + [SerializeField] + private CanvasGroup _sliderGroup; + + [SerializeField] + private Slider _dimmerSlider; + + [SerializeField] + private CesiumCameraController _cameraController; + + private CesiumGeoreference _georeference; + private double3 _originEcef; + private CanvasGroup[] _createdCanvasGroups; + private GameObject[] _createdGameObjects; + + // Used for tweening when mousing over icons. + private float[] _iconOffsets; + private float[] _iconOffsetTargets; + private float[] _iconOffsetVelocities; + +#if CESIUM_MAGIC_LEAP + private MagicLeapRenderingExtensionsFeature _renderFeature; +#endif + + public void ToggleSliderGroup() + { + _sliderGroup.interactable = _sliderGroup.blocksRaycasts = !_sliderGroup.interactable; + _sliderGroup.alpha = _sliderGroup.interactable ? 1 : 0; + } + + public void OnBackButtonPressed() + { + this._globeAnchor.positionGlobeFixed = _locationData.Locations[0].CoordinatesEcef; + this._globeAnchor.rotationEastUpNorth = quaternion.identity; + } + + private void Awake() + { +#if CESIUM_MAGIC_LEAP + _renderFeature = OpenXRSettings.Instance.GetFeature(); + _renderFeature.GlobalDimmerEnabled = true; + _dimmerSlider.value = _renderFeature.GlobalDimmerValue; + _dimmerSlider.onValueChanged.AddListener(val => + { + _renderFeature.GlobalDimmerValue = val; + }); +#endif + + _sliderGroup.alpha = 0; + _sliderGroup.interactable = _sliderGroup.blocksRaycasts = false; + _backButtonGroup.alpha = 0; + _backButtonGroup.interactable = _backButtonGroup.blocksRaycasts = false; + + _georeference = this._globeAnchor.GetComponentInParent(); + + CesiumSamplesLocationData.Location originLocation = this._locationData.Locations.First(); + this._originEcef = originLocation.CoordinatesEcef; + this._globeAnchor.positionGlobeFixed = this._originEcef; + + this._iconOffsets = new float[this._locationData.Locations.Length]; + this._iconOffsetTargets = new float[this._locationData.Locations.Length]; + this._iconOffsetVelocities = new float[this._locationData.Locations.Length]; + this._createdCanvasGroups = new CanvasGroup[this._locationData.Locations.Length]; + this._createdGameObjects = new GameObject[this._locationData.Locations.Length]; + + // Create icons for each location. + for (int i = 0; i < this._locationData.Locations.Length; i++) + { + int locationIndex = i; + + CesiumSamplesLocationData.Location loc = this._locationData.Locations[i]; + this._iconOffsets[i] = 0; + this._iconOffsetTargets[i] = 0; + this._iconOffsetVelocities[i] = 0; + + if (!loc.IsEnabled) + { + continue; + } + + GameObject newObject = Instantiate(_locationIconCanvasPrefab, _locationIconsParent); + TMP_Text newText = newObject.GetComponentInChildren(); + newText.text = loc.Name; + + // Add a canvas group so we can fade this icon as needed + CanvasGroup newCanvasGroup = newObject.AddComponent(); + this._createdCanvasGroups[i] = newCanvasGroup; + this._createdGameObjects[i] = newObject; + + // Hook up events + EventTrigger ev = newObject.AddComponent(); + + { + EventTrigger.Entry entry = new EventTrigger.Entry(); + entry.eventID = EventTriggerType.PointerEnter; + entry.callback.AddListener(ev => + { + this._iconOffsetTargets[locationIndex] = 1.0f; + }); + ev.triggers.Add(entry); + } + + { + EventTrigger.Entry entry = new EventTrigger.Entry(); + entry.eventID = EventTriggerType.PointerClick; + entry.callback.AddListener(ev => + { + MoveToLocation(loc); + }); + ev.triggers.Add(entry); + } + + { + EventTrigger.Entry entry = new EventTrigger.Entry(); + entry.eventID = EventTriggerType.PointerExit; + entry.callback.AddListener(ev => + { + this._iconOffsetTargets[locationIndex] = 0.0f; + }); + ev.triggers.Add(entry); + } + } + } + + private void MoveToLocation(CesiumSamplesLocationData.Location location) + { + Vector3 rotationEulerAngles = this.transform.rotation.eulerAngles; + // Prevent "roll" from being incorporated into the flight (to avoid motion sickness). + this.transform.rotation = Quaternion.Euler(rotationEulerAngles.x, rotationEulerAngles.y, 0.0f); + // Maintain the same rotation throughout the flight. + this._flyToController.FlyToLocationEarthCenteredEarthFixed( + location.CoordinatesEcef, rotationEulerAngles.y, rotationEulerAngles.x, false); + } + + private void Update() + { + Vector3 cameraPosition = Camera.main.transform.position; + + float distanceToOrigin = Vector3.Distance( + (float3)this._georeference.TransformEarthCenteredEarthFixedPositionToUnity(this._originEcef), + cameraPosition); + float normalizedDistanceFromOrigin = Mathf.Clamp01(distanceToOrigin / this._originRadius); + + for (int i = 0; i < _createdGameObjects.Length; i++) + { + CesiumSamplesLocationData.Location location = _locationData.Locations[i]; + if (!location.IsEnabled) + { + continue; + } + + // Base alpha on distance from origin, making for a smooth fade out as we move away from the origin + _createdCanvasGroups[i].alpha = 1.0f - normalizedDistanceFromOrigin; + _createdCanvasGroups[i].blocksRaycasts = _createdCanvasGroups[i].interactable = normalizedDistanceFromOrigin < 0.1f; + + // We want to place the icon close to the camera but in the direction of the actual position it's representing + Vector3 realLocationPosition = LocationToUnityCoordinates(location); + Vector3 cameraDir = (realLocationPosition - cameraPosition).normalized; + + _createdGameObjects[i].transform.position = cameraPosition + cameraDir * _iconDistanceFromCamera + _iconOffsets[i] * Camera.main.transform.up * this._iconHoverYOffset; + _createdGameObjects[i].transform.rotation = Quaternion.LookRotation(cameraDir); + + _iconOffsets[i] = Mathf.SmoothDamp(this._iconOffsets[i], this._iconOffsetTargets[i], ref this._iconOffsetVelocities[i], Time.deltaTime * this._iconHoverEffectTime); + } + + _cameraController.enabled = normalizedDistanceFromOrigin > 0.9f; + _backButtonGroup.alpha = normalizedDistanceFromOrigin; + _backButtonGroup.interactable = _backButtonGroup.blocksRaycasts = normalizedDistanceFromOrigin > 0.9f; + } + + private Vector3 LocationToUnityCoordinates(CesiumSamplesLocationData.Location loc) + { + return (float3)this._georeference.TransformEarthCenteredEarthFixedPositionToUnity( + CesiumWgs84Ellipsoid.LongitudeLatitudeHeightToEarthCenteredEarthFixed(new double3(loc.Longitude, loc.Latitude, loc.Height))); + } +} \ No newline at end of file diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationBrowser.cs.meta b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationBrowser.cs.meta new file mode 100644 index 0000000..417a736 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationBrowser.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ff23292c74b37942ad379e0e4532b25 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationsData.cs b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationsData.cs new file mode 100644 index 0000000..4562f75 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationsData.cs @@ -0,0 +1,39 @@ +using CesiumForUnity; +using System; +using Unity.Mathematics; +using UnityEngine; + +/// +/// A series of locations saved as a scriptable object for use at runtime, e.g., to put UI markers +/// at each location on the globe. +/// +public class CesiumSamplesLocationData : ScriptableObject +{ + /// + /// A representation of a location on the globe. + /// + [Serializable] + public class Location + { + public string Name; + public double Longitude; + public double Latitude; + public double Height; + + /// + /// Can used to toggle whether or not a location is used in some way at runtime. + /// + public bool IsEnabled = true; + + public double3 CoordinatesEcef => CesiumWgs84Ellipsoid.LongitudeLatitudeHeightToEarthCenteredEarthFixed(new double3(Longitude, Latitude, Height)); + } + + [SerializeField] + private Location[] _locations = new Location[0]; + + /// + /// The array of locations saved in this object. + /// + public Location[] Locations => _locations; + +} \ No newline at end of file diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationsData.cs.meta b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationsData.cs.meta new file mode 100644 index 0000000..49923e7 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesLocationsData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa5e53a75492ec2458e267d6fb65843f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesMetadataPickingMagicLeap.cs b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesMetadataPickingMagicLeap.cs new file mode 100644 index 0000000..0034798 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesMetadataPickingMagicLeap.cs @@ -0,0 +1,227 @@ +using CesiumForUnity; +using System.Collections.Generic; +using System.Linq; +using TMPro; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.XR.Interaction.Toolkit; + +public class CesiumSamplesMetadataPickingMagicLeap : MonoBehaviour +{ + public Cesium3DTileset tileset; + public CharacterController characterController; + public TextMeshProUGUI metadataText; + public GameObject canvas; + public InputActionProperty activateButton; + public XRRayInteractor rayInteractor; + public LayerMask layerMask = ~0; + public bool placeOnBuilding = true; + + private const string ESTIMATED_HEIGHT_KEY = "cesium#estimatedHeight"; + + private static HashSet ignoreProperties = new HashSet() { + "addr:city", + "addr:country", + "addr:housenumber", + "addr:postcode", + "addr:state", + "addr:street", + "building:colour", + "cesium#color", + "cesium#estimatedHeight", + "cesium#latitude", + "cesium#longitude", + "ele", + "elementId", + "elementType", + "gnis:county_id", + "gnis:created", + "gnis:edited", + "gnis:feature_id", + "gnis:state_id", + "layer", + "name", + "name:ar", + "name:de", + "name:el", + "name:es", + "name:etymology", + "name:fr", + "name:he", + "name:hi", + "name:hr", + "name:ja", + "name:ko", + "name:pl", + "name:uk", + "name:zh", + "name:zh_pinyin", + "nycdoitt:bin", + "part#elementId", + "part#elementType", + "part#building:colour", + "part#roof:colour", + "part#roof:direction", + "part#addr:city", + "part#addr:country", + "part#addr:housenumber", + "part#addr:postcode", + "part#addr:state", + "part#addr:street", + "part#wikidata", + "part#nycdoitt:bin", + "roof:colour", + "type", + "wikidata", + }; + + + private void Start() + { + if (activateButton.action != null) + { + activateButton.action.Enable(); + activateButton.action.performed += Action_performed; + } + } + + private string GetInterestingProperties(CesiumPropertyTable propertyTable, long featureId) + { + string ret = ""; + foreach ((string propertyName, CesiumPropertyTableProperty property) in propertyTable.properties.OrderBy(p => p.Key)) + { + if (!ignoreProperties.Contains(propertyName)) + { + string propertyValue = property.GetString(featureId, "null"); + if (!string.IsNullOrWhiteSpace(propertyValue) && propertyValue != "null") + { + ret += $"{propertyName}: {propertyValue}\n"; + } + } + } + return ret; + } + + private string GetBuildingName(CesiumPropertyTable propertyTable, long featureId) + { + string name; + if (TryGetString(propertyTable, featureId, "name:en", out name)) + { + return name; + } + + if (TryGetString(propertyTable, featureId, "name", out name)) + { + return name; + } + + if (TryGetString(propertyTable, featureId, "addr:housename", out name)) + { + return name; + } + + if (TryGetString(propertyTable, featureId, "addr:housenumber", out string houseNum) && TryGetString(propertyTable, featureId, "addr:street", out string street)) + { + return $"{houseNum} {street}"; + } + + return "Name N/A"; + } + + private bool TryGetString(CesiumPropertyTable table, long featureId, string key, out string value) + { + if (table.properties.ContainsKey(key)) + { + value = table.properties[key].GetString(featureId, "null"); + return !string.IsNullOrWhiteSpace(value) && value != "null"; + } + + value = null; + return false; + } + + private Vector3 GetTopOfBuilding(Vector3 hitLocation, CesiumPropertyTable propertyTable, long featureId) + { + var georeference = GetComponentInParent(); + if (georeference != null) + { + float buildingHeight = 0.0f; + if (propertyTable.properties.ContainsKey(ESTIMATED_HEIGHT_KEY)) + { + buildingHeight = propertyTable.properties[ESTIMATED_HEIGHT_KEY].GetFloat(featureId, 0.0f); + } + + foreach (RaycastHit hit in Physics.RaycastAll(hitLocation, Vector3.down, 100.0f, layerMask.value)) + { + if (!hit.transform.IsChildOf(tileset.transform)) + { + continue; + } + Vector3 topOfBuilding = hit.point; + topOfBuilding.y += (float)(buildingHeight * georeference.scale); + return topOfBuilding; + } + } + return Vector3.zero; + } + + private void Action_performed(InputAction.CallbackContext obj) + { + if (!rayInteractor.IsOverUIGameObject()) + { + canvas.SetActive(false); + } + + if (!rayInteractor.IsOverUIGameObject()) + { + if (Physics.Raycast( + rayInteractor.transform.position, + rayInteractor.transform.TransformDirection(Vector3.forward), + out RaycastHit hit, + Mathf.Infinity, + layerMask.value)) + { + CesiumPrimitiveFeatures features = hit.transform.GetComponent(); + if (features != null && features.featureIdSets.Length > 0) + { + CesiumFeatureIdSet featureIdSet = features.featureIdSets[0]; + long propertyTableIndex = featureIdSet.propertyTableIndex; + + CesiumModelMetadata metadata = hit.transform.GetComponentInParent(); + + if (metadata != null && propertyTableIndex >= 0 && propertyTableIndex < metadata.propertyTables.Length) + { + CesiumPropertyTable propertyTable = metadata.propertyTables[propertyTableIndex]; + long featureId = featureIdSet.GetFeatureIdFromRaycastHit(hit); + Dictionary metadataValues = new Dictionary(); + propertyTable.GetMetadataValuesForFeature(metadataValues, featureId); + + Vector3 camPos = Camera.main.transform.position; + + if (placeOnBuilding) + { + Vector3 topOfBuilding = GetTopOfBuilding(hit.point, propertyTable, featureId); + float distance = Vector3.Distance(camPos, topOfBuilding); + if (distance > 1.0f) + { + canvas.transform.localScale = distance * Vector3.one; + } + canvas.transform.parent.rotation = Quaternion.LookRotation(new Vector3(topOfBuilding.x - camPos.x, 0, topOfBuilding.z - camPos.z), Vector3.up); + } + else + { + Vector3 dir = Vector3.Normalize(hit.point - camPos); + canvas.transform.parent.position = camPos + dir * 20; + canvas.transform.parent.rotation = Quaternion.LookRotation(dir); + } + + metadataText.text = + $"{GetBuildingName(propertyTable, featureId)}\n{GetInterestingProperties(propertyTable, featureId)}"; + + canvas.SetActive(true); + } + } + } + } + } +} diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesMetadataPickingMagicLeap.cs.meta b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesMetadataPickingMagicLeap.cs.meta new file mode 100644 index 0000000..10989d0 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesMetadataPickingMagicLeap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 60291a147eda25341b95f426b9dcf7ec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesRequiresMagicLeap.cs b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesRequiresMagicLeap.cs new file mode 100644 index 0000000..bf2d545 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesRequiresMagicLeap.cs @@ -0,0 +1,286 @@ +#if UNITY_EDITOR +using System.Linq; +using UnityEditor; +using UnityEditor.XR.Management; +using UnityEditor.XR.Management.Metadata; +using UnityEditor.XR.OpenXR.Features; +#endif +using UnityEngine; +#if UNITY_EDITOR +using UnityEngine.XR.Management; +using UnityEngine.XR.OpenXR; +using UnityEngine.XR.OpenXR.Features.MetaQuestSupport; +using UnityEngine.XR.OpenXR.Features; +using System; +using static UnityEditor.XR.OpenXR.Features.OpenXRFeatureSetManager; +using UnityEngine.XR; + +#if CESIUM_MAGIC_LEAP +using UnityEngine.XR.OpenXR.Features.MagicLeapSupport; +#endif +#endif + +[ExecuteInEditMode] +public class CesiumSamplesRequiresMagicLeap : MonoBehaviour +{ +#if UNITY_EDITOR + private const string ML_PACKAGE_REQUIRED_TEXT = + "The Magic Leap SDK needs to be installed in the project for this sample to work. " + + "Click below to read instructions from the Magic Leap documentation on how to add the SDK to the project."; + private const string ML_PACKAGE_DOCS_LINK = "https://developer-docs.magicleap.cloud/docs/guides/unity/getting-started/configure-unity-settings/#import-magic-leap-unity-sdk"; + + private const string ML_BUILD_SETTINGS_TEXT = + "Build settings need to be changed to support the Magic Leap. Click Ok to perform these changes automatically."; + private const string ML_MIN_VERSION_TEXT = + "The Magic Leap sample requires Unity version 2022.3.11 or greater. Please reopen the project in a compatible version of Unity to continue."; + + private const string ML_FEATURE_SET_ID = "com.magicleap.openxr.featuregroup"; + + private static bool _waitingForReturnToEditMode = false; + private static CesiumSamplesRequiresMagicLeap _instance = null; + private static int _idx = -1; + +#if UNITY_2022_3_OR_NEWER + // Each case describes a change that needs to be made for Magic Leap support + // Each gives a function to check if the case has been applied successfully, and if not, a method to apply it. + private static readonly Case[] _cases = new Case[] + { + // MagicLeap is an Android target + new Case(() => EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android, () => EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android)), + // ML runs on X86_64, not the ARM default for Android + new Case(() => PlayerSettings.Android.targetArchitectures.HasFlag(AndroidArchitecture.X86_64), () => PlayerSettings.Android.targetArchitectures |= AndroidArchitecture.X86_64), + // Make sure the OpenXRLoader is enabled in the project settings + new Case( + () => XRGeneralSettingsPerBuildTarget.XRGeneralSettingsForBuildTarget(BuildTargetGroup.Android).Manager.activeLoaders.Any(l => l is OpenXRLoader), + () => XRPackageMetadataStore.AssignLoader(XRGeneralSettingsPerBuildTarget.XRGeneralSettingsForBuildTarget(BuildTargetGroup.Android).Manager, "Unity.XR.OpenXR.OpenXRLoader", BuildTargetGroup.Android)), + // Make sure the Magic Leap feature group is enabled too + new Case( + () => OpenXRFeatureSetManager.GetFeatureSetWithId(BuildTargetGroup.Android, ML_FEATURE_SET_ID)?.isEnabled ?? false, + () => + { + OpenXRFeatureSetManager.FeatureSet featureSet = OpenXRFeatureSetManager.GetFeatureSetWithId(BuildTargetGroup.Android, ML_FEATURE_SET_ID); + featureSet.isEnabled = true; + OpenXRFeatureSetManager.SetFeaturesFromEnabledFeatureSets(BuildTargetGroup.Android); + }), + // Meta Quest support will cause a build error if it's enabled and an unsupported interaction feature + // (like the MagicLeapControllerProfile) is configured. So let's disable it so we can build. + new Case( + () => + { + OpenXRSettings oxrSettings = OpenXRSettings.GetSettingsForBuildTargetGroup(BuildTargetGroup.Android); + MetaQuestFeature metaQuestFeature = oxrSettings.GetFeature(); + return metaQuestFeature == null || !metaQuestFeature.enabled; + }, + () => + { + OpenXRSettings oxrSettings = OpenXRSettings.GetSettingsForBuildTargetGroup(BuildTargetGroup.Android); + MetaQuestFeature metaQuestFeature = oxrSettings.GetFeature(); + metaQuestFeature.enabled = false; + }), +#if CESIUM_MAGIC_LEAP + // Make sure we can use the global dimmer feature + new Case( + () => + { + OpenXRSettings oxrSettings = OpenXRSettings.GetSettingsForBuildTargetGroup(BuildTargetGroup.Android); + MagicLeapRenderingExtensionsFeature renderFeature = oxrSettings.GetFeature(); + return renderFeature != null && renderFeature.enabled && renderFeature.GlobalDimmerEnabled; + }, + () => + { + OpenXRSettings oxrSettings = OpenXRSettings.GetSettingsForBuildTargetGroup(BuildTargetGroup.Android); + MagicLeapRenderingExtensionsFeature renderFeature = oxrSettings.GetFeature(); + renderFeature.enabled = true; + renderFeature.GlobalDimmerEnabled = true; + }), + // Make sure the Magic Leap Controller is enabled as an input source + new Case( + () => + { + OpenXRSettings oxrSettings = OpenXRSettings.GetSettingsForBuildTargetGroup(BuildTargetGroup.Android); + OpenXRFeature[] interactionFeatures = oxrSettings.GetFeatures(); + return interactionFeatures.Any(f => f.GetType() == typeof(MagicLeapControllerProfile) && f.enabled); + }, + () => + { + OpenXRSettings oxrSettings = OpenXRSettings.GetSettingsForBuildTargetGroup(BuildTargetGroup.Android); + + OpenXRFeature[] interactionFeatures = oxrSettings.GetFeatures(); + MagicLeapControllerProfile magicLeapProfile = interactionFeatures.FirstOrDefault(f => f.GetType() == typeof(MagicLeapControllerProfile)) as MagicLeapControllerProfile; + if (magicLeapProfile != null) + { + magicLeapProfile.enabled = true; + } + }), + // We need to disable ML's handling of the far clip plane, so we can see distant terrain + // This property is private so we use SerializedProperty to access it + new Case( + () => + { + OpenXRSettings oxrSettings = OpenXRSettings.GetSettingsForBuildTargetGroup(BuildTargetGroup.Android); + MagicLeapFeature mlFeature = oxrSettings.GetFeature(); + return mlFeature != null && mlFeature.enabled && mlFeature.FarClipPolicy == MagicLeapFeature.FarClipMode.None; + }, + () => + { + OpenXRSettings oxrSettings = OpenXRSettings.GetSettingsForBuildTargetGroup(BuildTargetGroup.Android); + MagicLeapFeature mlFeature = oxrSettings.GetFeature(); + mlFeature.enabled = true; + + SerializedObject mlFeatureObject = new SerializedObject(mlFeature); + SerializedProperty farClipProperty = mlFeatureObject.FindProperty("farClipPolicy"); + farClipProperty.intValue = (int)MagicLeapFeature.FarClipMode.None; + mlFeatureObject.ApplyModifiedPropertiesWithoutUndo(); + }) +#endif // CESIUM_MAGIC_LEAP + }; + + static CesiumSamplesRequiresMagicLeap() + { + EditorApplication.playModeStateChanged += OnStateChanged; + } +#endif // UNITY_2022_2_OR_NEWER + + private void Start() + { + // There should only ever be one of these at most in a scene. + if (_instance != null && _instance != this) + { + DestroyImmediate(this); + return; + } + + _instance = this; + + if(!CheckUnityVersion(2022, 3, 11)) + { + EditorUtility.DisplayDialog("Unity 2022.3.11 or Greater Required", ML_MIN_VERSION_TEXT, "Ok"); + return; + } + +#if UNITY_2022_3_OR_NEWER + if (_waitingForReturnToEditMode) + { + return; + } + + bool hasMagicLeap = UnityEditor.PackageManager.PackageInfo.GetAllRegisteredPackages().Any(p => p.name == "com.magicleap.unitysdk"); + if (!hasMagicLeap) + { + if (EditorUtility.DisplayDialog("Magic Leap SDK Setup required", ML_PACKAGE_REQUIRED_TEXT, "Open Magic Leap documentation", "Ok")) + { + Application.OpenURL(ML_PACKAGE_DOCS_LINK); + } + + // We don't have the SDK yet, so let's handle the rest when we do + return; + } + + if (!CheckIfSettingsCorrect()) + { + if (EditorUtility.DisplayDialog("Change Build Settings for Magic Leap", ML_BUILD_SETTINGS_TEXT, "Ok", "Cancel")) + { + _idx = -1; + ChangeBuildSettings(); + } + } +#endif // UNITY_2022_3_OR_NEWER + } + +#if UNITY_2022_3_OR_NEWER + private static void OnStateChanged(PlayModeStateChange obj) + { + // If we're waiting for the editor to return to edit mode and we're there, actually change the build settings + if (_waitingForReturnToEditMode && obj == PlayModeStateChange.EnteredEditMode && _instance != null) + { + _instance.ChangeBuildSettings(); + } + } + + private bool CheckIfSettingsCorrect() + { + return _cases.All(c => c.OnCheck()); + } + + private void ChangeBuildSettings() + { + // We can't make these changes from within play mode, so let's kick the user out of play mode + if (EditorApplication.isPlayingOrWillChangePlaymode) + { + _waitingForReturnToEditMode = true; + EditorApplication.ExitPlaymode(); + return; + } + + _waitingForReturnToEditMode = false; + + _idx++; + if(_idx >= _cases.Length) + { + Debug.Log("Successfully updated build settings for the Magic Leap!"); + return; + } + + if (!_cases[_idx].OnCheck()) + { + _cases[_idx].OnPerform(); + } + + // Execute the next case when we get a chance + EditorApplication.delayCall += ChangeBuildSettings; + } +#endif // UNITY_2022_3_OR_NEWER + + private bool CheckUnityVersion(int minYear, int minMajor, int minMinor) + { + string[] parts = Application.unityVersion.Split('.'); + if (!int.TryParse(parts[0], out int year)) + { + return false; + } + + if(year > minYear) + { + return true; + } + else if(year < minYear) + { + return false; + } + + if (parts.Length < 2 || !int.TryParse(parts[1], out int major)) + { + return false; + } + + if(major > minMajor) + { + return true; + } + else if(major < minMajor) + { + return false; + } + + string[] minorParts = parts[2].Split("f"); + if (!int.TryParse(minorParts[0], out int minor)) + { + return false; + } + + return minor >= minMinor; + } + + private class Case + { + public Func OnCheck; + public Action OnPerform; + + public Case(Func onCheck, Action onPerform) + { + this.OnCheck = onCheck; + this.OnPerform = onPerform; + } + } +#endif // UNITY_EDITOR +} diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesRequiresMagicLeap.cs.meta b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesRequiresMagicLeap.cs.meta new file mode 100644 index 0000000..420630f --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesRequiresMagicLeap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 086af82e52622d547875e392b5eb5faa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesTransformFromCamera.cs b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesTransformFromCamera.cs new file mode 100644 index 0000000..8b6eaf4 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesTransformFromCamera.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +public class CesiumSamplesTransformFromCamera : MonoBehaviour +{ + [SerializeField] + private Vector3 _cameraOffset = Vector3.zero; + + private void Update() + { + Vector3 cameraPos = Camera.main.transform.position; + transform.position = cameraPos + Camera.main.transform.rotation * _cameraOffset; + transform.rotation = Quaternion.LookRotation(transform.position - cameraPos); + } +} diff --git a/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesTransformFromCamera.cs.meta b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesTransformFromCamera.cs.meta new file mode 100644 index 0000000..c2d80c2 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/CesiumSamplesTransformFromCamera.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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+1,42 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEditor; + +[InitializeOnLoad] +public class CesiumMagicLeapDefine +{ + private const string CESIUM_ML_DEFINE = "CESIUM_MAGIC_LEAP"; + + [InitializeOnLoadMethod] + private static void CheckAndEnableMagicLeapDefine() + { + // We don't get a script define for the ML SDK package being included, so we check if its assembly exists + // If it does, we set our own define + System.Reflection.Assembly mlAssembly; + try + { + mlAssembly = System.Reflection.Assembly.Load("MagicLeap.SDK"); + } + catch (System.IO.FileNotFoundException) + { + mlAssembly = null; + } + + if (mlAssembly == null) + { +#if CESIUM_MAGIC_LEAP + // Remove the define if it already exists, to clean up after ourselves + PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, out string[] defines); + defines = defines.Where(d => d != CESIUM_ML_DEFINE).ToArray(); + PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, defines); +#endif + return; + } + +#if !CESIUM_MAGIC_LEAP + PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, out string[] defines); + HashSet definesSet = new HashSet(defines) { CESIUM_ML_DEFINE }; + PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, definesSet.ToArray()); +#endif + } +} diff --git a/Assets/CesiumForUnitySamples/Scripts/Editor/CesiumMagicLeapDefine.cs.meta b/Assets/CesiumForUnitySamples/Scripts/Editor/CesiumMagicLeapDefine.cs.meta new file mode 100644 index 0000000..3aa9ad3 --- /dev/null +++ b/Assets/CesiumForUnitySamples/Scripts/Editor/CesiumMagicLeapDefine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f8ff52ab66906094fa58261f44f3150a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + 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a/Images~/new_york_magic_leap.jpg b/Images~/new_york_magic_leap.jpg new file mode 100644 index 0000000..b66714f Binary files /dev/null and b/Images~/new_york_magic_leap.jpg differ diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 1c92a78..a395a66 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -11,7 +11,7 @@ TagManager: - - Water - UI - - + - Metadata - - - diff --git a/README.md b/README.md index c606bd9..a6be447 100644 --- a/README.md +++ b/README.md @@ -87,6 +87,24 @@ Cesium for Unity supports virtual reality platforms. This level is set up for us In this scene, experience a miniature version of New York City using an Oculus Quest 2 and the XR Interaction Toolkit. You can walk around and point at buildings with your controller to view their detailed metadata. +### :goggles: :three: VR Level 3 - New York City Landmarks in Mixed Reality + +**This sample requires Unity 2022.3.11f or newer.** + +This demo is intended for use with the Magic Leap 2 headset and SDK. In this scene, explore the New York City skyline visualized with Google Photorealistic 3D Tiles. You can visit a set of interesting locations in and around Manhattan, as well as view building metadata while you walk through the streets in Mixed Reality. + +Upon opening the **VR03_CesiumMagicLeap** scene or playing it in the editor, you will be prompted with instructions to configure the project for Magic Leap development. The scene will show you prompts that handle most of the configuration necessary. To build for the Magic Leap, follow these instructions: + +1. Open the scene in the editor. +2. As prompted, [follow the steps in the Magic Leap documentation](https://developer-docs.magicleap.cloud/docs/guides/unity/getting-started/configure-unity-settings/#import-magic-leap-unity-sdk) to install the Magic Leap SDK in the project. +3. Once installed, press play in the editor. This opens a prompt that will automatically change the project's Build Settings for the Magic Leap. Press "Ok" and wait. +4. Once completed, check `Edit -> Project Settings -> XR Plug-in Management -> Project Validation` and make sure no issues are present. If there are, resolve them by clicking "Fix" next to each one. +5. Go to `File -> Build Settings` and click "Build and Run" to create an APK and launch it on the headset. + +![New York City landmarks visualized with Photorealistic 3D Tiles in Cesium for Unity, rendered on the Magic Leap 2 headset.](Images~/new_york_magic_leap.jpg) + +*

New York City landmarks visualized with Photorealistic 3D Tiles in Cesium for Unity, as rendered on the Magic Leap 2 headset.
Open VR03_CesiumMagicLeap in the Cesium for Unity Samples to explore the New York City skyline.

* + ### :green_book:License [Apache 2.0](http://www.apache.org/licenses/LICENSE-2.0.html). Cesium for Unity Samples is free to use as starter project for both commercial and non-commercial use.