AR동물사전

This commit is contained in:
jongjae0305
2026-05-07 16:37:02 +09:00
commit ecc133411f
1039 changed files with 367570 additions and 0 deletions
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using UnityEngine;
using UnityEngine.InputSystem;
public class Animal : MonoBehaviour
{
public LayerMask animalLayer;
public AudioSource audioSource;
public AudioClip crySound;
[SerializeField] float rotateSpeed = 0.3f;
[SerializeField] float followSpeed = 5f;
[SerializeField] float followDistance = 1.5f;
bool isDragging = false;
Vector2 lastTouchPos;
void Update()
{
if (Touchscreen.current == null) return;
var touch = Touchscreen.current.primaryTouch;
// 터치 시작
if (touch.press.wasPressedThisFrame)
{
Vector2 touchPos = touch.position.ReadValue();
Ray ray = Camera.main.ScreenPointToRay(touchPos);
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, animalLayer))
{
if (hit.transform.IsChildOf(transform))
{
isDragging = true;
lastTouchPos = touchPos;
if (crySound != null && !audioSource.isPlaying)
audioSource.PlayOneShot(crySound);
}
}
}
// 드래그 중 좌우 회전
if (touch.press.isPressed && isDragging)
{
Vector2 currentPos = touch.position.ReadValue();
float deltaX = currentPos.x - lastTouchPos.x;
transform.Rotate(Vector3.up, -deltaX * rotateSpeed, Space.World);
lastTouchPos = currentPos;
}
// 터치 종료
if (touch.press.wasReleasedThisFrame)
isDragging = false;
// 항상 카메라 앞 중앙에 부드럽게 위치
Vector3 targetPos = Camera.main.transform.position + Camera.main.transform.forward * followDistance;
transform.position = Vector3.Lerp(transform.position, targetPos, followSpeed * Time.deltaTime);
}
}
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fileFormatVersion: 2
guid: 8528256fbd7ee6c419716585ac802388
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
using ZXing;
public class ImageTracker : MonoBehaviour
{
ARCameraManager cameraManager;
[SerializeField] List<string> listName;
[SerializeField] List<GameObject> listAnimal;
[SerializeField] float spawnScale = 0.3f;
[SerializeField] float spawnDistance = 1.5f;
Dictionary<string, GameObject> dictPrefab = new();
Dictionary<string, GameObject> dictSpawn = new();
// 현재 소환된 QR 이름 추적
string currentName = "";
IBarcodeReader reader = new BarcodeReader();
void Awake()
{
cameraManager = FindFirstObjectByType<ARCameraManager>();
for (int i = 0; i < listName.Count; i++)
dictPrefab[listName[i]] = listAnimal[i];
}
void OnEnable() => StartCoroutine(ScanQR());
void OnDisable() => StopAllCoroutines();
IEnumerator ScanQR()
{
while (true)
{
yield return new WaitForSeconds(0.5f);
if (!cameraManager.TryAcquireLatestCpuImage(out var cpuImage)) continue;
using (cpuImage)
{
var tex = new Texture2D(cpuImage.width, cpuImage.height, TextureFormat.RGBA32, false);
var conversionParams = new XRCpuImage.ConversionParams(cpuImage, TextureFormat.RGBA32);
var buffer = tex.GetRawTextureData<byte>();
cpuImage.Convert(conversionParams, buffer);
tex.Apply();
var result = reader.Decode(tex.GetPixels32(), tex.width, tex.height);
Destroy(tex);
if (result == null) continue;
if (!dictPrefab.ContainsKey(result.Text)) continue;
string detected = result.Text;
// 같은 QR이면 무시
if (detected == currentName) continue;
SpawnCharacter(detected);
}
}
}
void SpawnCharacter(string name)
{
// 이전 동물 전부 Destroy
foreach (var key in new List<string>(dictSpawn.Keys))
DestroyCharacter(key);
Vector3 spawnPos = GetSpawnPosition();
var go = Instantiate(dictPrefab[name], spawnPos, Quaternion.identity);
go.transform.localScale = Vector3.one * spawnScale;
// 카메라를 바라보도록 회전
Vector3 lookDir = Camera.main.transform.position - spawnPos;
lookDir.y = 0;
go.transform.rotation = Quaternion.LookRotation(lookDir);
dictSpawn[name] = go;
currentName = name;
}
void DestroyCharacter(string name)
{
if (!dictSpawn.ContainsKey(name)) return;
Destroy(dictSpawn[name]);
dictSpawn.Remove(name);
}
Vector3 GetSpawnPosition()
{
Transform cam = Camera.main.transform;
return cam.position + cam.forward * spawnDistance;
}
}
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fileFormatVersion: 2
guid: 16a3e73572be3324d87ca8cba9d7f0db