AR Foundation演示项目,使用 AR Foundation 4.1.7 并围绕某些功能演示更高级功能。
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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.Collections;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.ARFoundation;
#if UNITY_IOS
using UnityEngine.XR.ARKit;
#endif // UNITY_IOS
using UnityEngine.XR.ARSubsystems;
public class MeshClassificationManager : MonoBehaviour
{
[SerializeField]
TMP_Text m_CurrentClassificationLabel;
public TMP_Text currentClassificationLabel
{
get => m_CurrentClassificationLabel;
set => m_CurrentClassificationLabel = value;
}
[SerializeField]
ARMeshManager m_MeshManager;
public ARMeshManager meshManager
{
get => m_MeshManager;
set => m_MeshManager = value;
}
[SerializeField]
public Camera m_MainCamera;
public Camera mainCamera
{
get => m_MainCamera;
set => m_MainCamera = value;
}
RaycastHit m_Hit;
TrackableId m_CurrentTrackableID;
XRMeshSubsystem m_MeshSubsystem;
#if UNITY_IOS
ARMeshClassification m_CurrentClassification;
public ARMeshClassification currentClassification => m_CurrentClassification;
readonly Dictionary<TrackableId, NativeArray<ARMeshClassification>> m_MeshDictionary = new Dictionary<TrackableId, NativeArray<ARMeshClassification>>();
#endif
void OnEnable()
{
m_MeshSubsystem = m_MeshManager.subsystem;
#if UNITY_IOS
m_MeshSubsystem.SetClassificationEnabled(true);
#endif
m_MeshManager.meshesChanged += MeshManagerOnmeshesChanged;
}
void OnDisable()
{
m_MeshManager.meshesChanged -= MeshManagerOnmeshesChanged;
}
void Update()
{
if (Physics.Raycast(m_MainCamera.ScreenPointToRay(CenterScreenHelper.Instance.GetCenterScreen()), out m_Hit))
{
#if UNITY_IOS
SetCurrentClassification(ExtractTrackableId(m_Hit.transform.name), m_Hit.triangleIndex);
m_CurrentClassificationLabel.text = GetClassificationName(m_CurrentClassification);
#endif
}
}
void MeshManagerOnmeshesChanged(ARMeshesChangedEventArgs obj)
{
#if UNITY_IOS
foreach (MeshFilter mesh in obj.added)
{
TrackableId trackableId = ExtractTrackableId(mesh.name);
m_MeshDictionary.Add(trackableId, m_MeshSubsystem.GetFaceClassifications(trackableId, Allocator.Persistent));
}
foreach (MeshFilter mesh in obj.updated)
{
TrackableId trackableId = ExtractTrackableId(mesh.name);
// Must dispose of the memory allocated for the previous native array in the entry, before setting a new one.
if (m_MeshDictionary[trackableId].IsCreated)
{
m_MeshDictionary[trackableId].Dispose();
}
m_MeshDictionary[trackableId] = m_MeshSubsystem.GetFaceClassifications(trackableId, Allocator.Persistent);
}
foreach (MeshFilter mesh in obj.removed)
{
TrackableId trackableId = ExtractTrackableId(mesh.name);
// Must dispose of the memory allocated for the native array, before deleting the entry in the dictionary.
if (m_MeshDictionary[trackableId].IsCreated)
{
m_MeshDictionary[trackableId].Dispose();
}
m_MeshDictionary.Remove(trackableId);
}
#endif
}
#if UNITY_IOS
void SetCurrentClassification(TrackableId meshID, int triangleIndex)
{
Debug.Assert(m_MeshDictionary.ContainsKey(meshID), $"Mesh ID [{meshID}] does not exist in the dictionary");
Debug.Assert(triangleIndex < m_MeshDictionary[meshID].Length, $"Mesh ID [{meshID}] does have a triangle classification with index {triangleIndex}");
m_CurrentClassification = m_MeshDictionary[meshID][triangleIndex];
}
string GetClassificationName(ARMeshClassification classification)
{
string retVal = String.Empty;
switch (classification)
{
case ARMeshClassification.Ceiling:
retVal = "Ceiling";
break;
case ARMeshClassification.Door:
retVal = "Door";
break;
case ARMeshClassification.Floor:
retVal = "Floor";
break;
case ARMeshClassification.None:
retVal = "None";
break;
case ARMeshClassification.Seat:
retVal = "Seat";
break;
case ARMeshClassification.Table:
retVal = "Table";
break;
case ARMeshClassification.Wall:
retVal = "Wall";
break;
case ARMeshClassification.Window:
retVal = "Window";
break;
}
return retVal;
}
#endif
TrackableId ExtractTrackableId(string meshFilterName)
{
string[] nameSplit = meshFilterName.Split(' ');
return new TrackableId(nameSplit[1]);
}
}