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forked from cgvr/DeltaVR

can insert printable into 3d printer, 3d printer starts printing

This commit is contained in:
2026-02-14 16:08:13 +02:00
parent 884459842e
commit 17c9122a14
11 changed files with 192 additions and 45 deletions

View File

@@ -1,7 +1,6 @@
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ComputerPrinter : MonoBehaviour
{
@@ -9,8 +8,9 @@ public class ComputerPrinter : MonoBehaviour
public PushableButton enterKey;
public Transform ejectionOrigin;
public Transform ejectionDestination;
public GameObject printablePrefab;
public Printable printablePrefab;
public float ejectionDuration = 1.0f;
public int ignorePlayerCollisionLayer = 2;
// Start is called before the first frame update
void Start()
@@ -29,11 +29,14 @@ public class ComputerPrinter : MonoBehaviour
string inputPrompt = textDisplay.text;
byte[] imageBytes = await InvokeAiClient.Instance.GenerateImage(inputPrompt);
Texture2D generatedTexture = ModelGenerationUtils.CreateTexture(imageBytes);
Sprite sprite = ModelGenerationUtils.CreateSprite(generatedTexture);
GameObject printable = Instantiate(printablePrefab, ejectionOrigin.position, Quaternion.identity);
Image printableDisplay = printable.GetComponentInChildren<Image>();
printableDisplay.sprite = sprite;
Printable printable = Instantiate(printablePrefab, ejectionOrigin.position, Quaternion.identity);
printable.AttachTexture(generatedTexture);
printable.gameObject.layer = ignorePlayerCollisionLayer;
foreach (Transform childTrans in printable.transform.GetComponentInChildren<Transform>())
{
childTrans.gameObject.layer = ignorePlayerCollisionLayer;
}
printable.transform.DOMove(ejectionDestination.position, ejectionDuration).OnComplete(() =>
{