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Xulijie Li
MathsEngine
Commits
8fb0197b
Commit
8fb0197b
authored
Dec 01, 2020
by
BlackAngle233
Browse files
12.1 update MR version
parent
41013d65
Changes
42
Show whitespace changes
Inline
Side-by-side
MRTK test/Assets/Scenes/SampleScene.unity
View file @
8fb0197b
...
...
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debug
:
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:
0
m_NavMeshData
:
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m_PrefabInstance
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m_PrefabAsset
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:
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serializedVersion
:
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m_Component
:
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component
:
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component
:
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component
:
{
fileID
:
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}
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component
:
{
fileID
:
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}
m_Layer
:
0
m_Name
:
GameObject
m_TagString
:
Untagged
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
---
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:
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:
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m_Script
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:
m_EditorClassIdentifier
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maxX
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1
minY
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-1
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:
1
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m_ProbeAnchor
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m_IgnoreNormalsForChartDetection
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m_ImportantGI
:
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m_StitchLightmapSeams
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m_SelectedEditorRenderState
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m_MinimumChartSize
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m_AutoUVMaxAngle
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}
m_LocalScale
:
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m_Children
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...
...
MRTK test/Assets/Scenes/Test.unity
0 → 100644
View file @
8fb0197b
This source diff could not be displayed because it is too large. You can
view the blob
instead.
MRTK test/Assets/Scripts/Calculator2D.cs
View file @
8fb0197b
...
...
@@ -275,7 +275,8 @@ public class Calculator2D
}
while
(
opstack
.
Count
>
0
)
{
calculateStack
(
3
,
ref
numstack
,
ref
opstack
);
if
(!
calculateStack
(
3
,
ref
numstack
,
ref
opstack
))
return
false
;
}
yOut
=
numstack
.
Peek
();
return
true
;
...
...
MRTK test/Assets/Scripts/Calculator3D.cs
View file @
8fb0197b
...
...
@@ -279,7 +279,8 @@ public class Calculator3D
}
while
(
opstack
.
Count
>
0
)
{
calculateStack
(
3
,
ref
numstack
,
ref
opstack
);
if
(!
calculateStack
(
3
,
ref
numstack
,
ref
opstack
))
return
false
;
}
zOut
=
numstack
.
Peek
();
//Debug.Log(x.ToString() + "," + y.ToString() + "=" + zOut.ToString());
...
...
MRTK test/Assets/Scripts/Functions/Customized.cs
View file @
8fb0197b
...
...
@@ -38,12 +38,14 @@ public class Customized : MonoBehaviour
int
[]
triangle
=
new
int
[
100
*
(
maxX
-
minX
)
*
2
];
int
k
=
0
;
float
step
=
0.01f
;
for
(
float
i
=
minX
;
i
<=
maxX
+
0.01f
;
i
+=
step
)
for
(
float
i
=
minX
;
i
<=
maxX
;
i
+=
step
)
{
float
y
=
0
;
if
(
calculator2D
.
calculate2D
(
formula
,
i
,
out
y
))
{
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
0
);
if
(
k
!=
0
)
{
if
(
isContinue
)
{
triangle
[
2
*
(
k
-
1
)]
=
k
-
1
;
...
...
@@ -54,6 +56,7 @@ public class Customized : MonoBehaviour
triangle
[
2
*
(
k
-
1
)]
=
k
;
triangle
[
2
*
(
k
-
1
)
+
1
]
=
k
;
}
}
isContinue
=
true
;
}
else
...
...
@@ -71,4 +74,80 @@ public class Customized : MonoBehaviour
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
DrawCustomized3D
()
{
mesh
.
Clear
();
bool
isContinue
=
false
;
Vector3
[]
vectors
=
new
Vector3
[
200
*
(
maxX
-
minX
)
+
2
];
int
[]
triangle
=
new
int
[
100
*
(
maxX
-
minX
)
*
6
];
int
k
=
0
;
float
step
=
0.01f
;
for
(
float
i
=
minX
;
i
<=
maxX
;
i
+=
step
)
{
float
y
=
0
;
if
(
calculator2D
.
calculate2D
(
formula
,
i
,
out
y
))
{
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
-
5
);
vectors
[
k
+
1
]
=
new
Vector3
(
i
,
y
,
5
);
if
(
k
!=
0
)
{
if
(
isContinue
)
{
triangle
[
3
*
(
k
-
2
)]
=
k
-
2
;
triangle
[
3
*
(
k
-
2
)
+
1
]
=
k
-
1
;
triangle
[
3
*
(
k
-
2
)
+
2
]
=
k
;
triangle
[
3
*
(
k
-
2
)
+
3
]
=
k
-
1
;
triangle
[
3
*
(
k
-
2
)
+
4
]
=
k
+
1
;
triangle
[
3
*
(
k
-
2
)
+
5
]
=
k
;
}
else
{
triangle
[
3
*
(
k
-
2
)]
=
k
-
2
;
triangle
[
3
*
(
k
-
2
)
+
1
]
=
k
-
1
;
triangle
[
3
*
(
k
-
2
)
+
2
]
=
k
-
1
;
triangle
[
3
*
(
k
-
2
)
+
3
]
=
k
;
triangle
[
3
*
(
k
-
2
)
+
4
]
=
k
+
1
;
triangle
[
3
*
(
k
-
2
)
+
5
]
=
k
;
}
}
isContinue
=
true
;
}
else
{
if
(
k
!=
0
)
{
vectors
[
k
]
=
vectors
[
k
-
2
];
vectors
[
k
+
1
]
=
vectors
[
k
-
1
];
}
else
{
vectors
[
k
]
=
new
Vector3
(
0
,
0
,
-
1000
);
vectors
[
k
+
1
]
=
new
Vector3
(
0
,
0
,
-
1000
);
}
isContinue
=
false
;
}
k
+=
2
;
}
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
}
MRTK test/Assets/Scripts/Functions/Ellipse.cs
View file @
8fb0197b
...
...
@@ -57,4 +57,69 @@ public class Ellipse : MonoBehaviour
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
DrawEllipse3D
()
{
mesh
.
Clear
();
Vector3
[]
vectors
=
new
Vector3
[
400
];
int
k
=
0
;
float
step
=
a
/
50
;
for
(
float
i
=
-
a
;
i
<=
a
;
i
+=
step
)
{
float
y
=
1
-
i
*
i
/
(
a
*
a
);
y
*=
(
b
*
b
);
y
=
Mathf
.
Sqrt
(
y
);
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
-
5
);
if
(
y
!=
0
)
{
vectors
[
400
-
k
]
=
new
Vector3
(
i
,
-
y
,
-
5
);
}
k
++;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
5
);
if
(
y
!=
0
)
{
if
(
k
%
2
==
0
)
vectors
[
400
-
k
]
=
new
Vector3
(
i
,
-
y
,
5
);
else
vectors
[
402
-
k
]
=
new
Vector3
(
i
,
-
y
,
5
);
}
k
++;
}
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
(
vectors
[
i
].
y
+
4
)
/
8
);
}
mesh
.
uv
=
uvs
;
int
[]
triangle
=
new
int
[
1200
];
for
(
int
i
=
0
;
i
<
199
;
++
i
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
triangle
[
1194
]
=
398
;
triangle
[
1195
]
=
399
;
triangle
[
1196
]
=
0
;
triangle
[
1197
]
=
399
;
triangle
[
1198
]
=
1
;
triangle
[
1199
]
=
0
;
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
}
MRTK test/Assets/Scripts/Functions/Exponential.cs
View file @
8fb0197b
...
...
@@ -25,7 +25,6 @@ public class Exponential : MonoBehaviour
{
}
public
void
DrawExponential
()
{
mesh
.
Clear
();
...
...
@@ -54,4 +53,53 @@ public class Exponential : MonoBehaviour
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
DrawExponential3D
()
{
mesh
.
Clear
();
float
step
=
0.01f
;
Vector3
[]
vectors
=
new
Vector3
[
200
*
(
maxX
-
minX
)
+
2
];
int
k
=
0
;
for
(
float
i
=
minX
;
i
<=
maxX
;
i
=
i
+
step
)
{
float
y
=
Mathf
.
Pow
(
c
,
i
);
y
*=
factor
;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
-
5
);
k
++;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
5
);
k
++;
}
vectors
[
200
*
(
maxX
-
minX
)]
=
new
Vector3
(
maxX
,
Mathf
.
Pow
(
c
,
maxX
)
*
factor
,
-
5
);
vectors
[
200
*
(
maxX
-
minX
)
+
1
]
=
new
Vector3
(
maxX
,
Mathf
.
Pow
(
c
,
maxX
)
*
factor
,
5
);
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
int
[]
triangle
=
new
int
[
100
*
(
maxX
-
minX
)
*
6
];
for
(
int
i
=
0
;
i
<
100
*
(
maxX
-
minX
);
++
i
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
}
MRTK test/Assets/Scripts/Functions/Hyperbola.cs
View file @
8fb0197b
...
...
@@ -81,4 +81,108 @@ public class Hyperbola : MonoBehaviour
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
DrawHyperbola3D
()
{
mesh
.
Clear
();
Vector3
[]
vectors
=
new
Vector3
[
404
];
int
k
=
0
;
float
step
=
a
/
100
;
float
x
=
-
a
;
while
(
k
<
101
)
{
float
y
=
x
*
x
/
(
a
*
a
)
-
1
;
y
*=
(
b
*
b
);
y
=
Mathf
.
Sqrt
(
y
);
vectors
[
100
+
k
]
=
new
Vector3
(
x
,
y
,
-
5
);
if
(
y
!=
0
)
{
if
(
k
%
2
==
0
)
vectors
[
100
-
k
]
=
new
Vector3
(
x
,
-
y
,
-
5
);
else
vectors
[
102
-
k
]
=
new
Vector3
(
x
,
-
y
,
-
5
);
}
k
++;
vectors
[
100
+
k
]
=
new
Vector3
(
x
,
y
,
5
);
if
(
y
!=
0
)
{
if
(
k
%
2
==
0
)
vectors
[
100
-
k
]
=
new
Vector3
(
x
,
-
y
,
5
);
else
vectors
[
102
-
k
]
=
new
Vector3
(
x
,
-
y
,
5
);
}
x
-=
step
;
step
*=
1.1f
;
k
++;
}
x
=
a
;
step
=
a
/
100
;
k
=
0
;
while
(
k
<
101
)
{
float
y
=
x
*
x
/
(
a
*
a
)
-
1
;
y
*=
(
b
*
b
);
y
=
Mathf
.
Sqrt
(
y
);
vectors
[
301
+
k
]
=
new
Vector3
(
x
,
y
,
-
5
);
if
(
y
!=
0
)
{
if
(
k
%
2
==
0
)
vectors
[
301
-
k
]
=
new
Vector3
(
x
,
-
y
,
-
5
);
else
vectors
[
303
-
k
]
=
new
Vector3
(
x
,
-
y
,
-
5
);
}
k
++;
vectors
[
301
+
k
]
=
new
Vector3
(
x
,
y
,
5
);
if
(
y
!=
0
)
{
if
(
k
%
2
==
0
)
vectors
[
301
-
k
]
=
new
Vector3
(
x
,
-
y
,
5
);
else
vectors
[
303
-
k
]
=
new
Vector3
(
x
,
-
y
,
5
);
}
x
+=
step
;
step
*=
1.1f
;
k
++;
}
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
int
[]
triangle
=
new
int
[
1200
];
for
(
int
i
=
0
;
i
<
99
;
++
i
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
for
(
int
i
=
101
;
i
<
200
;
++
i
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
}
MRTK test/Assets/Scripts/Functions/InverseTri.cs
View file @
8fb0197b
...
...
@@ -120,4 +120,123 @@ public class InverseTri : MonoBehaviour
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
DrawInverseTri3D
()
{
mesh
.
Clear
();
if
(
inverseTriTpye
!=
InverseTriTpye
.
Arctan
)
{
float
step
=
0.01f
;
Vector3
[]
vectors
=
new
Vector3
[
200
*
2
+
2
];
int
k
=
0
;
for
(
float
i
=
-
1
;
i
<=
1
;
i
=
i
+
step
)
{
float
y
=
i
;
switch
(
inverseTriTpye
)
{
case
InverseTriTpye
.
Arcsin
:
y
=
Mathf
.
Asin
(
y
);
break
;
case
InverseTriTpye
.
Arccos
:
y
=
Mathf
.
Acos
(
y
);
break
;
default
:
break
;
}
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
-
5
);
k
++;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
5
);
k
++;
}
switch
(
inverseTriTpye
)
{
case
InverseTriTpye
.
Arcsin
:
vectors
[
200
*
2
]
=
new
Vector3
(
1
,
Mathf
.
Asin
(
1
),
-
5
);
vectors
[
200
*
2
+
1
]
=
new
Vector3
(
1
,
Mathf
.
Asin
(
1
),
5
);
break
;
case
InverseTriTpye
.
Arccos
:
vectors
[
200
*
2
]
=
new
Vector3
(
1
,
Mathf
.
Acos
(
1
),
-
5
);
vectors
[
200
*
2
+
1
]
=
new
Vector3
(
1
,
Mathf
.
Acos
(
1
),
5
);
break
;
default
:
break
;
}
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
int
[]
triangle
=
new
int
[
100
*
2
*
6
];
for
(
int
i
=
0
;
i
<
200
;
++
i
)
{
if
(
vectors
[
2
*
i
].
y
*
vectors
[
2
*
i
+
2
].
y
>=
0
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
else
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
}
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
}
else
{
float
step
=
0.01f
;
Vector3
[]
vectors
=
new
Vector3
[
200
*
(
maxX
-
minX
)
+
2
];
int
k
=
0
;
for
(
float
i
=
minX
;
i
<=
maxX
;
i
=
i
+
step
)
{
float
y
=
i
;
y
=
Mathf
.
Atan
(
y
);
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
-
5
);
k
++;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
5
);
k
++;
}
vectors
[
200
*
(
maxX
-
minX
)]
=
new
Vector3
(
maxX
,
Mathf
.
Atan
(
maxX
),
-
5
);
vectors
[
200
*
(
maxX
-
minX
)
+
1
]
=
new
Vector3
(
maxX
,
Mathf
.
Atan
(
maxX
),
5
);
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
int
[]
triangle
=
new
int
[
100
*
(
maxX
-
minX
)
*
6
];
for
(
int
i
=
0
;
i
<
100
*
(
maxX
-
minX
);
++
i
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
}
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
}
MRTK test/Assets/Scripts/Functions/Logarithmic.cs
View file @
8fb0197b
...
...
@@ -53,4 +53,54 @@ public class Logarithmic : MonoBehaviour
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
DrawLogarithmic3D
()
{
mesh
.
Clear
();
float
step
=
0.01f
;
Vector3
[]
vectors
=
new
Vector3
[
200
*
maxX
];
int
k
=
0
;
float
down
=
Mathf
.
Log
(
a
);
for
(
float
i
=
step
;
i
<=
maxX
;
i
=
i
+
step
)
{
float
y
=
Mathf
.
Log
(
i
)
/
down
;
y
*=
factor
;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
-
5
);
k
++;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
5
);
k
++;
}
vectors
[
200
*
maxX
-
2
]
=
new
Vector3
(
maxX
,
Mathf
.
Log
(
maxX
)
/
down
*
factor
,
-
5
);
vectors
[
200
*
maxX
-
1
]
=
new
Vector3
(
maxX
,
Mathf
.
Log
(
maxX
)
/
down
*
factor
,
5
);
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
int
[]
triangle
=
new
int
[
100
*
maxX
*
6
-
6
];
for
(
int
i
=
0
;
i
<
100
*
maxX
-
1
;
++
i
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
}
MRTK test/Assets/Scripts/Functions/Spline.cs
View file @
8fb0197b
using
System.Collections
;
using
Microsoft.MixedReality.Toolkit.UI
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
...
...
@@ -9,6 +10,9 @@ public class Spline : MonoBehaviour
public
int
minX
;
public
int
maxX
;
bool
is2D
=
false
;
bool
is3D
=
false
;
public
List
<
float
>
factors
;
// Start is called before the first frame update
void
Start
()
...
...
@@ -17,10 +21,6 @@ public class Spline : MonoBehaviour
{
name
=
"Spline"
};
factors
=
new
List
<
float
>();
factors
.
Add
(
1
);
factors
.
Add
(
0
);
factors
.
Add
(
1
);
}
// Update is called once per frame
...
...
@@ -48,6 +48,16 @@ public class Spline : MonoBehaviour
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
0
);
k
++;
}
float
ym
=
0
;
for
(
int
j
=
factors
.
Count
-
1
;
j
>
0
;
--
j
)
{
ym
+=
factors
[
j
];
ym
*=
maxX
;
}
ym
+=
factors
[
0
];
vectors
[
100
*
(
maxX
-
minX
)]
=
new
Vector3
(
maxX
,
ym
,
0
);
mesh
.
vertices
=
vectors
;
int
[]
triangle
=
new
int
[
100
*
(
maxX
-
minX
)
*
2
];
...
...
@@ -60,6 +70,96 @@ public class Spline : MonoBehaviour
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Lines
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
is2D
=
true
;
}
public
void
DrawSpline3D
()
{
mesh
.
Clear
();
Vector3
[]
vectors
=
new
Vector3
[
200
*
(
maxX
-
minX
)
+
2
];
int
k
=
0
;
float
step
=
0.01f
;
for
(
float
i
=
minX
;
i
<=
maxX
;
i
+=
step
)
{
float
y
=
0
;
for
(
int
j
=
factors
.
Count
-
1
;
j
>
0
;
--
j
)
{
y
+=
factors
[
j
];
y
*=
i
;
}
y
+=
factors
[
0
];
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
-
5
);
k
++;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
5
);
k
++;
}
float
ym
=
0
;
for
(
int
j
=
factors
.
Count
-
1
;
j
>
0
;
--
j
)
{
ym
+=
factors
[
j
];
ym
*=
maxX
;
}
ym
+=
factors
[
0
];
vectors
[
200
*
(
maxX
-
minX
)]
=
new
Vector3
(
maxX
,
ym
,
-
5
);
vectors
[
200
*
(
maxX
-
minX
)
+
1
]
=
new
Vector3
(
maxX
,
ym
,
5
);
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
int
[]
triangle
=
new
int
[
100
*
(
maxX
-
minX
)
*
6
];
for
(
int
i
=
0
;
i
<
100
*
(
maxX
-
minX
);
++
i
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
is3D
=
true
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
is2D
=
false
;
is3D
=
false
;
}
public
void
OnSliderUpdated
(
SliderEventData
eventData
)
{
factors
[
1
]
=
Mathf
.
Tan
((
eventData
.
NewValue
-
0.5f
)
*
Mathf
.
PI
);
if
(
is2D
)
DrawSpline
();
if
(
is3D
)
DrawSpline3D
();
}
public
void
OnSliderUpdated2
(
SliderEventData
eventData
)
{
int
n
=
(
int
)((
eventData
.
NewValue
)
*
5
);
factors
=
new
List
<
float
>();
for
(
int
i
=
0
;
i
<
n
;
++
i
)
{
factors
.
Add
(
0
);
}
factors
.
Add
(
1
);
if
(
is2D
)
DrawSpline
();
if
(
is3D
)
DrawSpline3D
();
}
}
MRTK test/Assets/Scripts/Functions/ThreeD.cs
View file @
8fb0197b
...
...
@@ -22,11 +22,10 @@ public class ThreeD : MonoBehaviour
name
=
"ThreeD"
};
calculator3D
=
new
Calculator3D
();
DrawCustomized
();
}
// Update is called once per frame
public
void
Draw
Customized
()
public
void
Draw
ThreeD
()
{
mesh
.
Clear
();
...
...
@@ -70,8 +69,22 @@ public class ThreeD : MonoBehaviour
}
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
}
MRTK test/Assets/Scripts/Functions/Trigonometric.cs
View file @
8fb0197b
...
...
@@ -96,4 +96,91 @@ public class Trigonometric : MonoBehaviour
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
DrawTrigonometric3D
()
{
mesh
.
Clear
();
float
step
=
0.01f
;
Vector3
[]
vectors
=
new
Vector3
[
200
*
(
maxX
-
minX
)
+
2
];
int
k
=
0
;
for
(
float
i
=
minX
;
i
<=
maxX
;
i
=
i
+
step
)
{
float
y
=
a
*
i
+
b
;
switch
(
triType
)
{
case
TriType
.
Sin
:
y
=
Mathf
.
Sin
(
y
);
break
;
case
TriType
.
Cos
:
y
=
Mathf
.
Cos
(
y
);
break
;
case
TriType
.
Tan
:
y
=
Mathf
.
Tan
(
y
);
break
;
default
:
break
;
}
y
*=
factor
;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
-
5
);
k
++;
vectors
[
k
]
=
new
Vector3
(
i
,
y
,
5
);
k
++;
}
switch
(
triType
)
{
case
TriType
.
Sin
:
vectors
[
200
*
(
maxX
-
minX
)]
=
new
Vector3
(
maxX
,
Mathf
.
Sin
(
a
*
maxX
+
b
)
*
factor
,
-
5
);
vectors
[
200
*
(
maxX
-
minX
)
+
1
]
=
new
Vector3
(
maxX
,
Mathf
.
Sin
(
a
*
maxX
+
b
)
*
factor
,
5
);
break
;
case
TriType
.
Cos
:
vectors
[
200
*
(
maxX
-
minX
)]
=
new
Vector3
(
maxX
,
Mathf
.
Cos
(
a
*
maxX
+
b
)
*
factor
,
-
5
);
vectors
[
200
*
(
maxX
-
minX
)
+
1
]
=
new
Vector3
(
maxX
,
Mathf
.
Cos
(
a
*
maxX
+
b
)
*
factor
,
5
);
break
;
case
TriType
.
Tan
:
vectors
[
200
*
(
maxX
-
minX
)]
=
new
Vector3
(
maxX
,
Mathf
.
Tan
(
a
*
maxX
+
b
)
*
factor
,
-
5
);
vectors
[
200
*
(
maxX
-
minX
)
+
1
]
=
new
Vector3
(
maxX
,
Mathf
.
Tan
(
a
*
maxX
+
b
)
*
factor
,
5
);
break
;
default
:
break
;
}
mesh
.
vertices
=
vectors
;
Vector2
[]
uvs
=
new
Vector2
[
vectors
.
Length
];
for
(
int
i
=
0
;
i
<
uvs
.
Length
;
i
++)
{
uvs
[
i
]
=
new
Vector2
(
0
,
vectors
[
i
].
y
/
100
);
}
mesh
.
uv
=
uvs
;
int
[]
triangle
=
new
int
[
100
*
(
maxX
-
minX
)
*
6
];
for
(
int
i
=
0
;
i
<
100
*
(
maxX
-
minX
);
++
i
)
{
if
(
vectors
[
2
*
i
].
y
*
vectors
[
2
*
i
+
2
].
y
>=
0
)
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
+
2
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
else
{
triangle
[
6
*
i
]
=
2
*
i
;
triangle
[
6
*
i
+
1
]
=
2
*
i
+
1
;
triangle
[
6
*
i
+
2
]
=
2
*
i
;
triangle
[
6
*
i
+
3
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
4
]
=
2
*
i
+
3
;
triangle
[
6
*
i
+
5
]
=
2
*
i
+
2
;
}
}
mesh
.
SetIndices
(
triangle
,
MeshTopology
.
Triangles
,
0
);
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
public
void
MeshClear
()
{
mesh
.
Clear
();
GetComponent
<
MeshFilter
>().
mesh
=
mesh
;
}
}
MRTK test/Assets/Scripts/UIManager.cs
0 → 100644
View file @
8fb0197b
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
UIManager
:
MonoBehaviour
{
public
Spline
li
;
public
Spline
sp
;
public
Ellipse
el
;
public
Exponential
ex
;
public
Hyperbola
hy
;
public
InverseTri
it
;
public
Logarithmic
log
;
public
ThreeD
td
;
public
Trigonometric
tr
;
public
Customized
cus
;
public
GameObject
liUI
;
public
GameObject
spUI
;
public
GameObject
elUI
;
public
GameObject
exUI
;
public
GameObject
hyUI
;
public
GameObject
itUI
;
public
GameObject
logUI
;
public
GameObject
tdUI
;
public
GameObject
trUI
;
public
GameObject
cusUI
;
// Start is called before the first frame update
void
Start
()
{
CloseAllUI
();
}
// Update is called once per frame
void
Update
()
{
}
public
void
OpenLiUI
()
{
CloseAllUI
();
liUI
.
SetActive
(
true
);
}
public
void
DrawLine2D
()
{
AllClear
();
li
.
DrawSpline
();
}
public
void
DrawLine3D
()
{
AllClear
();
li
.
DrawSpline3D
();
}
public
void
OpenSpUI
()
{
CloseAllUI
();
spUI
.
SetActive
(
true
);
}
public
void
DrawSpline2D
()
{
AllClear
();
sp
.
DrawSpline
();
}
public
void
DrawSpline3D
()
{
AllClear
();
sp
.
DrawSpline3D
();
}
public
void
OpenElUI
()
{
CloseAllUI
();
elUI
.
SetActive
(
true
);
}
public
void
DrawEllipse2D
()
{
AllClear
();
el
.
DrawEllipse
();
}
public
void
DrawEllipse3D
()
{
AllClear
();
el
.
DrawEllipse3D
();
}
public
void
OpenExUI
()
{
CloseAllUI
();
exUI
.
SetActive
(
true
);
}
public
void
DrawExponential
()
{
AllClear
();
ex
.
DrawExponential
();
}
public
void
DrawExponential3D
()
{
AllClear
();
ex
.
DrawExponential3D
();
}
public
void
OpenHyUI
()
{
CloseAllUI
();
hyUI
.
SetActive
(
true
);
}
public
void
DrawHyperbola2D
()
{
AllClear
();
hy
.
DrawHyperbola
();
}
public
void
DrawHyperbola3D
()
{
AllClear
();
hy
.
DrawHyperbola3D
();
}
public
void
OpenItUI
()
{
CloseAllUI
();
itUI
.
SetActive
(
true
);
}
public
void
DrawInverseTri2D
()
{
AllClear
();
it
.
DrawInverseTri
();
}
public
void
DrawInverseTri3D
()
{
AllClear
();
it
.
DrawInverseTri3D
();
}
public
void
OpenLogUI
()
{
CloseAllUI
();
logUI
.
SetActive
(
true
);
}
public
void
DrawLogarithmic2D
()
{
AllClear
();
log
.
DrawLogarithmic
();
}
public
void
DrawLogarithmic3D
()
{
AllClear
();
log
.
DrawLogarithmic3D
();
}
public
void
OpenTrUI
()
{
CloseAllUI
();
trUI
.
SetActive
(
true
);
}
public
void
DrawTrigonometric2D
()
{
AllClear
();
tr
.
DrawTrigonometric
();
}
public
void
DrawTrigonometric3D
()
{
AllClear
();
tr
.
DrawTrigonometric3D
();
}
public
void
OpenCusUI
()
{
CloseAllUI
();
cusUI
.
SetActive
(
true
);
}
public
void
DrawCustomized2D
()
{
AllClear
();
cus
.
DrawCustomized
();
}
public
void
DrawCustomized3D
()
{
AllClear
();
cus
.
DrawCustomized3D
();
}
public
void
OpenTdUI
()
{
CloseAllUI
();
tdUI
.
SetActive
(
true
);
}
public
void
DrawThreeD
()
{
AllClear
();
td
.
DrawThreeD
();
}
public
void
AllClear
()
{
li
.
MeshClear
();
sp
.
MeshClear
();
el
.
MeshClear
();
ex
.
MeshClear
();
hy
.
MeshClear
();
it
.
MeshClear
();
log
.
MeshClear
();
td
.
MeshClear
();
tr
.
MeshClear
();
cus
.
MeshClear
();
}
public
void
CloseAllUI
()
{
liUI
.
SetActive
(
false
);
spUI
.
SetActive
(
false
);
elUI
.
SetActive
(
false
);
exUI
.
SetActive
(
false
);
hyUI
.
SetActive
(
false
);
itUI
.
SetActive
(
false
);
logUI
.
SetActive
(
false
);
tdUI
.
SetActive
(
false
);
trUI
.
SetActive
(
false
);
cusUI
.
SetActive
(
false
);
}
}
MRTK test/Assets/Shader/Colorful.shader
0 → 100644
View file @
8fb0197b
Shader
"Unlit/Colorful"
{
Properties
{
_MainTex
(
"Texture"
,
2
D
)
=
"white"
{}
}
SubShader
{
Tags
{
"RenderType"
=
"Opaque"
}
LOD
100
Pass
{
Cull
off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct
appdata
{
float4
vertex
:
POSITION
;
float2
uv
:
TEXCOORD0
;
};
struct
v2f
{
float2
uv
:
TEXCOORD0
;
UNITY_FOG_COORDS
(
1
)
float4
vertex
:
SV_POSITION
;
};
sampler2D
_MainTex
;
float4
_MainTex_ST
;
v2f
vert
(
appdata
v
)
{
v2f
o
;
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
=
TRANSFORM_TEX
(
v
.
uv
,
_MainTex
);
UNITY_TRANSFER_FOG
(
o
,
o
.
vertex
);
return
o
;
}
fixed4
frag
(
v2f
i
)
:
SV_Target
{
// sample the texture
fixed4
col
=
tex2D
(
_MainTex
,
i
.
uv
);
// apply fog
UNITY_APPLY_FOG
(
i
.
fogCoord
,
col
);
return
col
;
}
ENDCG
}
}
}
MRTK test/Assets/Shader/TestShader.shader
0 → 100644
View file @
8fb0197b
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Unlit/TestShader"
{
Properties
{
_Color1
(
"Color1"
,
Color
)
=
(
1
.
0
,
1
.
0
,
1
.
0
,
1
.
0
)
_Color2
(
"Color2"
,
Color
)
=
(
0
.
0
,
0
.
0
,
0
.
0
,
1
.
0
)
_Color3
(
"Color3"
,
Color
)
=
(
0
.
0
,
0
.
0
,
0
.
0
,
1
.
0
)
[
PowerSlider
(
1
)]
_Top
(
"Top"
,
Range
(
0
.
0
,
1
.
0
))
=
0
.
75
[
PowerSlider
(
1
)]
_Bottom
(
"Bottom"
,
Range
(
0
.
0
,
1
.
0
))
=
0
.
25
}
SubShader
{
Pass
{
Cull
off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct
appdata
{
float4
vertex
:
POSITION
;
float2
uv
:
TEXCOORD0
;
};
struct
v2f
{
float2
uv
:
TEXCOORD0
;
float4
vertex
:
SV_POSITION
;
};
fixed4
_Color1
;
fixed4
_Color2
;
fixed4
_Color3
;
float
_Weights
;
float
_Top
;
float
_Bottom
;
v2f
vert
(
appdata
v
)
{
v2f
o
;
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
=
v
.
uv
;
return
o
;
}
//注意,uv的0最大值是(1, 1)
fixed4
frag
(
v2f
i
)
:
SV_Target
{
fixed4
col
;
float
lp
=
0
.
0
;
if
(
i
.
uv
.
y
>=
_Top
)
{
lp
=
(
1
-
i
.
uv
.
y
)
/
(
1
-
_Top
);
col
=
lerp
(
_Color1
,
_Color2
,
lp
);
}
else
if
(
i
.
uv
.
y
<=
_Bottom
)
{
lp
=
i
.
uv
.
y
/
_Bottom
;
col
=
lerp
(
_Color3
,
_Color2
,
lp
);
}
else
{
col
=
_Color2
;
}
return
col
;
}
ENDCG
}
}
}
MRTK test/ProjectSettings/EditorBuildSettings.asset
View file @
8fb0197b
...
...
@@ -6,8 +6,8 @@ EditorBuildSettings:
serializedVersion
:
2
m_Scenes
:
-
enabled
:
1
path
:
Assets/
MRTK/Examples/Demos/HandTracking/Scenes/HandInteractionExampl
es.unity
guid
:
3dd4a396b5225f8469b9a1eb608bfa57
path
:
Assets/
Scenes/T
es
t
.unity
guid
:
62e0698f46e1e684f8c39632a42194ce
m_configObjects
:
Unity.XR.WindowsMR.Settings
:
{
fileID
:
11400000
,
guid
:
1748663c0ac4b0f46a888e6376b37089
,
type
:
2
}
...
...
MRTK test/ProjectSettings/GraphicsSettings.asset
View file @
8fb0197b
...
...
@@ -41,7 +41,8 @@ GraphicsSettings:
m_PreloadedShaders
:
[]
m_SpritesDefaultMaterial
:
{
fileID
:
10754
,
guid
:
0000000000000000f000000000000000
,
type
:
0
}
m_CustomRenderPipeline
:
{
fileID
:
0
}
m_CustomRenderPipeline
:
{
fileID
:
11400000
,
guid
:
d2f08773202f0f94bbfffcdad2a7697a
,
type
:
2
}
m_TransparencySortMode
:
0
m_TransparencySortAxis
:
{
x
:
0
,
y
:
0
,
z
:
1
}
m_DefaultRenderingPath
:
1
...
...
MRTK test/ProjectSettings/InputManager.asset
View file @
8fb0197b
...
...
@@ -1253,3 +1253,195 @@ InputManager:
type
:
2
axis
:
2
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Enable Debug Button
1
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
positiveButton
:
left ctrl
altNegativeButton
:
altPositiveButton
:
joystick button
8
gravity
:
0
dead
:
0
sensitivity
:
0
snap
:
0
invert
:
0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Enable Debug Button
2
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
positiveButton
:
backspace
altNegativeButton
:
altPositiveButton
:
joystick button
9
gravity
:
0
dead
:
0
sensitivity
:
0
snap
:
0
invert
:
0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Reset
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
positiveButton
:
left alt
altNegativeButton
:
altPositiveButton
:
joystick button
1
gravity
:
0
dead
:
0
sensitivity
:
0
snap
:
0
invert
:
0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Next
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
positiveButton
:
page down
altNegativeButton
:
altPositiveButton
:
joystick button
5
gravity
:
0
dead
:
0
sensitivity
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0
snap
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0
invert
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0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Previous
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
positiveButton
:
page up
altNegativeButton
:
altPositiveButton
:
joystick button
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gravity
:
0
dead
:
0
sensitivity
:
0
snap
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0
invert
:
0
type
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0
axis
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0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Validate
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
positiveButton
:
return
altNegativeButton
:
altPositiveButton
:
joystick button
0
gravity
:
0
dead
:
0
sensitivity
:
0
snap
:
0
invert
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0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Persistent
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
positiveButton
:
right shift
altNegativeButton
:
altPositiveButton
:
joystick button
2
gravity
:
0
dead
:
0
sensitivity
:
0
snap
:
0
invert
:
0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Multiplier
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
positiveButton
:
left shift
altNegativeButton
:
altPositiveButton
:
joystick button
3
gravity
:
0
dead
:
0
sensitivity
:
0
snap
:
0
invert
:
0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Horizontal
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
left
positiveButton
:
right
altNegativeButton
:
altPositiveButton
:
gravity
:
1000
dead
:
0.001
sensitivity
:
1000
snap
:
0
invert
:
0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Vertical
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
down
positiveButton
:
up
altNegativeButton
:
altPositiveButton
:
gravity
:
1000
dead
:
0.001
sensitivity
:
1000
snap
:
0
invert
:
0
type
:
0
axis
:
0
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Vertical
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
down
positiveButton
:
up
altNegativeButton
:
altPositiveButton
:
gravity
:
1000
dead
:
0.001
sensitivity
:
1000
snap
:
0
invert
:
0
type
:
2
axis
:
6
joyNum
:
0
-
serializedVersion
:
3
m_Name
:
Debug Horizontal
descriptiveName
:
descriptiveNegativeName
:
negativeButton
:
left
positiveButton
:
right
altNegativeButton
:
altPositiveButton
:
gravity
:
1000
dead
:
0.001
sensitivity
:
1000
snap
:
0
invert
:
0
type
:
2
axis
:
5
joyNum
:
0
MRTK test/ProjectSettings/ProjectSettings.asset
View file @
8fb0197b
...
...
@@ -579,7 +579,16 @@ PlayerSettings:
webGLLinkerTarget
:
1
webGLThreadsSupport
:
0
webGLWasmStreaming
:
0
scriptingDefineSymbols
:
{}
scriptingDefineSymbols
:
1
:
UNITY_POST_PROCESSING_STACK_V2
7
:
UNITY_POST_PROCESSING_STACK_V2
13
:
UNITY_POST_PROCESSING_STACK_V2
19
:
UNITY_POST_PROCESSING_STACK_V2
21
:
UNITY_POST_PROCESSING_STACK_V2
25
:
UNITY_POST_PROCESSING_STACK_V2
27
:
UNITY_POST_PROCESSING_STACK_V2
28
:
UNITY_POST_PROCESSING_STACK_V2
29
:
UNITY_POST_PROCESSING_STACK_V2
platformArchitecture
:
{}
scriptingBackend
:
{}
il2cppCompilerConfiguration
:
{}
...
...
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