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A Unity component for use in the Mapbox SDK's WorldAlignmentKit sample, aligns the AR camera with the compass orientation
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityARInterface;
using Mapbox.Unity.Location;
public class ARCameraCompassAlignment : MonoBehaviour
{
#region Editor Variables
/// <summary>
/// A reference to the Unity AR Interface ARController.
/// </summary>
[SerializeField]
[Tooltip("A reference to the Unity AR Interface ARController.")]
private ARController arController = null;
/// <summary>
/// Indicates whether or not to realign with the compass on every Update.
/// </summary>
[SerializeField]
[Tooltip("Indicates whether or not to realign with the compass on every Update.")]
private bool realignOnUpdate = false;
/// <summary>
/// Indicates whether or not to realign with the compass on the game was started.
/// </summary>
[SerializeField]
[Tooltip("Indicates whether or not to realign with the compass on the game was started.")]
private bool realignAfterStart = true;
/// <summary>
/// Indicates whether or not to realign with the compass after the game is unpaused.
/// </summary>
[SerializeField]
[Tooltip("Indicates whether or not to realign with the compass after the game is unpaused.")]
private bool realignAfterPause = true;
/// <summary>
/// Disables the compass alignment in the Unity Editor.
/// </summary>
[SerializeField]
[Tooltip("Disables the compass alignment in the Unity Editor.")]
private bool disableInEditor = true;
#endregion
#region Private variables
// The current default location provider
private ILocationProvider locationProvider = null;
// Stores if the initial align happened
private bool didInitialAlign = false;
// Stores when the application was unpaused
private bool didUnpause = false;
#endregion
#region Properties
// Returns whether or not a compass realignment is needed on the next update
private bool ShouldRealign
{
get
{
// Can't realign is there's no location provider
if (this.locationProvider == null)
{
return false;
}
// Don't realign if in the Unity editor
#if UNITY_EDITOR
if (this.disableInEditor)
{
return false;
}
#endif
// Realign on every update if needed
if (this.realignOnUpdate)
{
return true;
}
// Realign if no initial align took place yet
if (this.realignAfterStart && !this.didInitialAlign)
{
this.didInitialAlign = true;
return true;
}
// Realign if the application was paused
if (this.realignAfterPause && this.didUnpause)
{
this.didUnpause = false;
return true;
}
// Realign if the difference between the camera orientation & the compass orientation is too high,
// we assume something went wrong with the AR rotation
float worldY = this.arController.arCamera.transform.eulerAngles.y;
float worldDiff = Mathf.Abs(Mathf.DeltaAngle(this.CompassOrientation, worldY));
if (this.CompassAccuracy <= 25 && worldDiff > 20)
{
return true;
}
return false;
}
}
private float CompassOrientation
{
get
{
float compassOrientation = this.locationProvider.CurrentLocation.DeviceOrientation;
return compassOrientation;
}
}
private float CompassAccuracy
{
get
{
float compassAccuracy = this.locationProvider.CurrentLocation.DeviceOrientationAccuracy;
return compassAccuracy;
}
}
#endregion
#region Unity Lifecycle
void Start()
{
this.locationProvider = LocationProviderFactory.Instance.DefaultLocationProvider;
}
private void Update()
{
if (this.ShouldRealign)
{
Realign(this.CompassOrientation);
}
}
private void OnApplicationPause(bool pause)
{
if (!pause)
{
this.didUnpause = true;
}
}
#endregion
#region Realign
[ContextMenu("Realign")]
private void Realign(float orientation)
{
float inverseRotation = (orientation - this.arController.arCamera.transform.localEulerAngles.y) * -1;
this.arController.rotation = Quaternion.Euler(new Vector3(0, inverseRotation, 0));
}
#endregion
}
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