forked from cgvr/DeltaVR
set up shape detection minigame pieces
This commit is contained in:
@@ -46,8 +46,8 @@ public class ArcheryRangeModelGenerationController : MonoBehaviour
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byte[] imageBytes = await InvokeAiClient.Instance.GenerateImage(refinedPrompt);
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GeneratedTexture = CreateTexture(imageBytes);
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Sprite sprite = CreateSprite(GeneratedTexture);
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GeneratedTexture = ModelGenerationUtils.CreateTexture(imageBytes);
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Sprite sprite = ModelGenerationUtils.CreateSprite(GeneratedTexture);
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imageDisplay.sprite = sprite;
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imageGenerationButton.Deactivate();
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@@ -63,7 +63,7 @@ public class ArcheryRangeModelGenerationController : MonoBehaviour
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string encodedTexture = Convert.ToBase64String(GeneratedTexture.EncodeToJPG());
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byte[] encodedModel = await TrellisClient.Instance.GenerateModel(encodedTexture);
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GameObject spawnedObject = await PipelineManager.Instance.SpawnModel(encodedModel);
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GameObject spawnedObject = await ModelGenerationUtils.Instance.SpawnModel(encodedModel);
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// Destroy previous generated object
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Destroy(GeneratedModel);
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spawnedObject.transform.parent = modelDisplay;
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@@ -75,34 +75,6 @@ public class ArcheryRangeModelGenerationController : MonoBehaviour
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modelGenerationInProgress = false;
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}
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private Texture2D CreateTexture(byte[] imageBytes)
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{
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var tex = new Texture2D(2, 2, TextureFormat.RGBA32, false);
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// ImageConversion.LoadImage returns bool (true = success)
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if (!ImageConversion.LoadImage(tex, imageBytes, markNonReadable: false))
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{
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Destroy(tex);
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throw new InvalidOperationException("Failed to decode image bytes into Texture2D.");
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}
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tex.filterMode = FilterMode.Bilinear;
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tex.wrapMode = TextureWrapMode.Clamp;
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return tex;
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}
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private Sprite CreateSprite(Texture2D tex)
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{
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var sprite = Sprite.Create(
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tex,
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new Rect(0, 0, tex.width, tex.height),
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new Vector2(0.5f, 0.5f),
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pixelsPerUnit: 100f
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);
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return sprite;
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}
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private void OnModelReady()
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{
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foreach (MeshRenderer meshRenderer in wire.GetComponentsInChildren<MeshRenderer>())
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