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Merge branch 'master' into UX_Update

/1.5-preview
Tim Mowrer 6 年前
当前提交
283f28ed
共有 50 个文件被更改,包括 3851 次插入1330 次删除
  1. 439
      Assets/Scenes/ARWorldMap.unity
  2. 810
      Assets/Scenes/CameraImage.unity
  3. 354
      Assets/Scenes/LightEstimation.unity
  4. 125
      Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity
  5. 222
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
  6. 136
      Assets/Scenes/SampleScene.unity
  7. 30
      Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs
  8. 106
      Assets/Scripts/ARWorldMapController.cs
  9. 13
      Assets/Scripts/DisableVerticalPlanes.cs
  10. 13
      Assets/Scripts/LightEstimation.cs
  11. 71
      Assets/Scripts/LightEstimationUI.cs
  12. 43
      Assets/Scripts/PlaceOnPlane.cs
  13. 18
      Assets/Scripts/PlaneDetectionController.cs
  14. 37
      Assets/Scripts/TestCameraImage.cs
  15. 1
      Assets/link.xml
  16. 48
      Packages/manifest.json
  17. 3
      ProjectSettings/ProjectSettings.asset
  18. 2
      ProjectSettings/ProjectVersion.txt
  19. 13
      README.md
  20. 16
      Assets/ARKitSettings.asset
  21. 8
      Assets/ARKitSettings.asset.meta
  22. 76
      Assets/Materials/TriColor.mat
  23. 8
      Assets/Materials/TriColor.mat.meta
  24. 76
      Assets/Materials/XMaterial.mat
  25. 8
      Assets/Materials/XMaterial.mat.meta
  26. 76
      Assets/Materials/YMaterial.mat
  27. 8
      Assets/Materials/YMaterial.mat.meta
  28. 76
      Assets/Materials/ZMaterial 1.mat
  29. 8
      Assets/Materials/ZMaterial 1.mat.meta
  30. 76
      Assets/Materials/ZMaterial.mat
  31. 8
      Assets/Materials/ZMaterial.mat.meta
  32. 110
      Assets/Prefabs/FaceMeshPrefab.prefab
  33. 8
      Assets/Prefabs/FaceMeshPrefab.prefab.meta
  34. 312
      Assets/Prefabs/FacePrefab.prefab
  35. 8
      Assets/Prefabs/FacePrefab.prefab.meta
  36. 8
      Assets/Scenes/FaceTracking.meta
  37. 89
      Assets/Scripts/CameraConfigController.cs
  38. 11
      Assets/Scripts/CameraConfigController.cs.meta
  39. 36
      Assets/Scripts/SetTargetFramerate.cs
  40. 11
      Assets/Scripts/SetTargetFramerate.cs.meta
  41. 4
      Assets/Textures/tricolor.png
  42. 86
      Assets/Textures/tricolor.png.meta
  43. 11
      ProjectSettings/VFXManager.asset
  44. 7
      Assets/Scenes/FaceTracking/FaceMeshScene.unity.meta
  45. 7
      Assets/Scenes/FaceTracking/FaceScene.unity.meta
  46. 419
      Assets/Scenes/FaceTracking/FaceMeshScene.unity
  47. 419
      Assets/Scenes/FaceTracking/FaceScene.unity
  48. 700
      Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity
  49. 7
      Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity.meta

439
Assets/Scenes/ARWorldMap.unity


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810
Assets/Scenes/CameraImage.unity
文件差异内容过多而无法显示
查看文件

354
Assets/Scenes/LightEstimation.unity


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136
Assets/Scenes/SampleScene.unity


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30
Assets/Scripts/ARFeatheredPlaneMeshVisualizer.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine.Experimental.XR;
/// <summary>
/// This plane visualizer demonstrates the use of a feathering effect
/// at the edge of the detected plane, which reduces the visual impression
/// of a hard edge.
/// </summary>
float featheringWidth
[Tooltip("The width of the texture feathering (in world units).")]
[SerializeField]
float m_FeatheringWidth = 0.2f;
/// <summary>
/// The width of the texture feathering (in world units).
/// </summary>
public float featheringWidth
[Tooltip("The width of the texture feathering (in world units).")]
[SerializeField]
float m_FeatheringWidth = 0.2f;
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
Material m_FeatheredPlaneMaterial;
void Awake()
{

}
static List<Vector3> s_FeatheringUVs = new List<Vector3>();
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
Material m_FeatheredPlaneMaterial;
}

106
Assets/Scripts/ARWorldMapController.cs


/// </remarks>
public class ARWorldMapController : MonoBehaviour
{
[Tooltip("The ARSession component controlling the session from which to generate ARWorldMaps.")]
/// <summary>
/// The ARSession component controlling the session from which to generate ARWorldMaps.
/// </summary>
public ARSession arSession
{
get { return m_ARSession; }
set { m_ARSession = value; }
}
[Tooltip("UI Text component to display error messages")]
/// <summary>
/// The UI Text component used to display error messages
/// </summary>
public Text errorText
{
get { return m_ErrorText; }
set { m_ErrorText = value; }
}
[Tooltip("The UI Text element used to display log messages.")]
Button m_SaveButton;
Text m_LogText;
/// <summary>
/// The UI Text element used to display log messages.
/// </summary>
public Text logText
{
get { return m_LogText; }
set { m_LogText = value; }
}
[Tooltip("The UI Text element used to display the current AR world mapping status.")]
Button m_LoadButton;
Text m_MappingStatusText;
/// <summary>
/// The UI Text element used to display the current AR world mapping status.
/// </summary>
public Text mappingStatusText
{
get { return m_MappingStatusText; }
set { m_MappingStatusText = value; }
}
[Tooltip("A UI button component which will generate an ARWorldMap and save it to disk.")]
Text m_LogText;
Button m_SaveButton;
/// <summary>
/// A UI button component which will generate an ARWorldMap and save it to disk.
/// </summary>
public Button saveButton
{
get { return m_SaveButton; }
set { m_SaveButton = value; }
}
[Tooltip("A UI button component which will load a previously saved ARWorldMap from disk and apply it to the current session.")]
Text m_MappingStatus;
Button m_LoadButton;
/// <summary>
/// A UI button component which will load a previously saved ARWorldMap from disk and apply it to the current session.
/// </summary>
public Button loadButton
{
get { return m_LoadButton; }
set { m_LoadButton = value; }
}
/// <summary>
/// Create an <c>ARWorldMap</c> and save it to disk.

m_LogMessages.Add(logMessage);
}
static void SetActive(Button button, bool active)
{
if (button != null)
button.gameObject.SetActive(active);
}
static void SetActive(Text text, bool active)
{
if (text != null)
text.gameObject.SetActive(active);
}
static void SetText(Text text, string value)
{
if (text != null)
text.text = value;
}
m_ErrorText.gameObject.SetActive(false);
m_SaveButton.gameObject.SetActive(true);
m_LoadButton.gameObject.SetActive(true);
m_MappingStatus.gameObject.SetActive(true);
SetActive(errorText, false);
SetActive(saveButton, true);
SetActive(loadButton, true);
SetActive(mappingStatusText, true);
m_ErrorText.gameObject.SetActive(true);
m_SaveButton.gameObject.SetActive(false);
m_LoadButton.gameObject.SetActive(false);
m_MappingStatus.gameObject.SetActive(false);
SetActive(errorText, true);
SetActive(saveButton, false);
SetActive(loadButton, false);
SetActive(mappingStatusText, false);
}
var sessionSubsystem = ARSubsystemManager.sessionSubsystem;

msg += m_LogMessages[i];
msg += "\n";
}
m_LogText.text = msg;
SetText(logText, msg);
m_MappingStatus.text = string.Format("Mapping Status: {0}", sessionSubsystem.GetWorldMappingStatus());
SetText(mappingStatusText, string.Format("Mapping Status: {0}", sessionSubsystem.GetWorldMappingStatus()));
#endif
}

13
Assets/Scripts/DisableVerticalPlanes.cs


[RequireComponent(typeof(ARPlaneManager))]
public class DisableVerticalPlanes : MonoBehaviour
{
[Tooltip("The UI Text element used to display log messages.")]
/// <summary>
/// The UI Text element used to display log messages.
/// </summary>
public Text logText
{
get { return m_LogText; }
set { m_LogText = value; }
}
void OnEnable()
{

plane.gameObject.SetActive(false);
// Add to our log so the user knows something happened.
m_LogText.text += string.Format("\n{0}", plane.boundedPlane.Id);
if (logText != null)
logText.text = string.Format("\n{0}", plane.boundedPlane.Id);
}
}
}

13
Assets/Scripts/LightEstimation.cs


[RequireComponent(typeof(Light))]
public class LightEstimation : MonoBehaviour
{
Light m_Light;
/// <summary>
/// The estimated brightness of the physical environment, if available.
/// </summary>

m_Light.color = colorCorrection.Value;
}
}
}
Light m_Light;
}

71
Assets/Scripts/LightEstimationUI.cs


using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// A simple UI controller to display light estimation information.
/// </summary>
[Tooltip("The UI Text element used to display the estimated brightness in the physical environment.")]
Text m_BrightnessVal;
Text m_BrightnessText;
/// <summary>
/// The UI Text element used to display the estimated brightness value.
/// </summary>
public Text brightnessText
{
get { return m_BrightnessText; }
set { m_BrightnessText = brightnessText; }
}
[Tooltip("The UI Text element used to display the estimated color temperature in the physical environment.")]
Text m_ColorTempVal;
Text m_ColorTemperatureText;
/// <summary>
/// The UI Text element used to display the estimated color temperature in the scene.
/// </summary>
public Text colorTemperatureText
{
get { return m_ColorTemperatureText; }
set { m_ColorTemperatureText = value; }
}
[Tooltip("The UI Text element used to display the estimated color correction value for the physical environment.")]
Text m_ColorCorrectVal;
Text m_ColorCorrectionText;
LightEstimation m_LightEstimation;
const string k_UnavailableText = "Unavailable";
/// <summary>
/// The UI Text element used to display the estimated color correction value for the scene.
/// </summary>
public Text colorCorrectionText
{
get { return m_ColorCorrectionText; }
set { m_ColorCorrectionText = value; }
}
void Awake()
{

void Update()
{
SetUIValue(m_LightEstimation.brightness, m_BrightnessVal);
SetUIValue(m_LightEstimation.colorTemperature, m_ColorTempVal);
SetUIValue(m_LightEstimation.colorCorrection, m_ColorCorrectVal);
SetUIValue(m_LightEstimation.brightness, brightnessText);
SetUIValue(m_LightEstimation.colorTemperature, colorTemperatureText);
SetUIValue(m_LightEstimation.colorCorrection, colorCorrectionText);
void SetUIValue<T>(T? displayVar, Text uiText) where T : struct
void SetUIValue<T>(T? displayValue, Text text) where T : struct
if (uiText)
{
if (displayVar.HasValue)
{
uiText.text = displayVar.Value.ToString();
}
else
{
uiText.text = k_UnavailableText;
}
}
if (text != null)
text.text = displayValue.HasValue ? displayValue.Value.ToString(): k_UnavailableText;
const string k_UnavailableText = "Unavailable";
LightEstimation m_LightEstimation;
}

43
Assets/Scripts/PlaceOnPlane.cs


using UnityEngine.Experimental.XR;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// Listens for touch events and performs an AR raycast from the screen touch point.
/// AR raycasts will only hit detected trackables like feature points and planes.
///
/// If a raycast hits a trackable, the <see cref="placedPrefab"/> is instantiated
/// and moved to the hit position.
/// </summary>
[RequireComponent(typeof(ARSessionOrigin))]
public class PlaceOnPlane : MonoBehaviour
{

/// </summary>
public GameObject spawnedObject { get; private set; }
ARSessionOrigin m_SessionOrigin;
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
void Awake()
{
m_SessionOrigin = GetComponent<ARSessionOrigin>();

{
if (Input.touchCount > 0)
if (Input.touchCount == 0)
return;
var touch = Input.GetTouch(0);
if (m_SessionOrigin.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
Touch touch = Input.GetTouch(0);
// Raycast hits are sorted by distance, so the first one
// will be the closest hit.
var hitPose = s_Hits[0].pose;
if (m_SessionOrigin.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
if (spawnedObject == null)
{
spawnedObject = Instantiate(m_PlacedPrefab, hitPose.position, hitPose.rotation);
}
else
Pose hitPose = s_Hits[0].pose;
if (spawnedObject == null)
{
spawnedObject = Instantiate(m_PlacedPrefab, hitPose.position, hitPose.rotation);
}
else
{
spawnedObject.transform.position = hitPose.position;
}
spawnedObject.transform.position = hitPose.position;
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
ARSessionOrigin m_SessionOrigin;
}

18
Assets/Scripts/PlaneDetectionController.cs


[RequireComponent(typeof(ARPlaneManager))]
public class PlaneDetectionController : MonoBehaviour
{
[Tooltip("The UI Text element used to display plane detection messages.")]
/// The UI Text element used to display plane detection messages.
/// </summary>
public Text togglePlaneDetectionText
{
get { return m_TogglePlaneDetectionText; }
set { m_TogglePlaneDetectionText = value; }
}
/// <summary>
/// Toggles plane detection and the visualization of the planes.
/// </summary>
public void TogglePlaneDetection()

string planeDetectionMessage = "";
m_TogglePlaneDetectionText.text = "Disable Plane Detection and Hide Existing";
planeDetectionMessage = "Disable Plane Detection and Hide Existing";
m_TogglePlaneDetectionText.text = "Enable Plane Detection and Show Existing";
planeDetectionMessage = "Enable Plane Detection and Show Existing";
if (togglePlaneDetectionText != null)
togglePlaneDetectionText.text = planeDetectionMessage;
}
/// <summary>

37
Assets/Scripts/TestCameraImage.cs


using UnityEngine.UI;
using UnityEngine.XR.ARExtensions;
using UnityEngine.XR.ARFoundation;
#if !UNITY_2018_2_OR_NEWER
using Unity.Collections;
#endif
/// <summary>
/// This component tests getting the latest camera image

set { m_ImageInfo = value; }
}
Texture2D m_Texture;
void OnEnable()
{
ARSubsystemManager.cameraFrameReceived += OnCameraFrameReceived;

// See CameraImage.FormatSupported for a complete list of supported formats.
var format = TextureFormat.RGBA32;
if (m_Texture == null)
if (m_Texture == null || m_Texture.width != image.width || m_Texture.height != image.height)
m_Texture = new Texture2D(image.width, image.height, format, false);
// Convert the image to format, flipping the image across the Y axis.

#if UNITY_2018_2_OR_NEWER
// In 2018.2+, Texture2D allows us write directly to the raw texture data
// Texture2D allows us write directly to the raw texture data
image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length);
#else
// In 2018.1, Texture2D didn't have this feature, so we'll create
// a temporary buffer and perform the conversion using that data.
int size = image.GetConvertedDataSize(conversionParams);
var rawTextureData = new NativeArray<byte>(size, Allocator.Temp);
var ptr = new IntPtr(rawTextureData.GetUnsafePtr());
image.Convert(conversionParams, ptr, rawTextureData.Length);
m_Texture.LoadRawTextureData(ptr, rawTextureData.Length);
rawTextureData.Dispose();
#endif
// We must dispose of the CameraImage after we're finished
// with it to avoid leaking native resources.
image.Dispose();
try
{
image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length);
}
finally
{
// We must dispose of the CameraImage after we're finished
// with it to avoid leaking native resources.
image.Dispose();
}
// Apply the updated texture data to our texture
m_Texture.Apply();

}
Texture2D m_Texture;
}

1
Assets/link.xml


<linker>
<assembly fullname="Unity.XR.ARCore" ignoreIfMissing="1" preserve="none"/>
<assembly fullname="Unity.XR.ARKit" ignoreIfMissing="1" preserve="none"/>
<assembly fullname="Unity.XR.ARKit.FaceTracking" ignoreIfMissing="1" preserve="none"/>
</linker>

48
Packages/manifest.json


{
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"com.unity.xr.arfoundation": "1.0.0-preview.20",
"com.unity.xr.arkit": "1.0.0-preview.17"
}
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"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
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3
ProjectSettings/ProjectSettings.asset


25: UNITY_POST_PROCESSING_STACK_V2
26: UNITY_POST_PROCESSING_STACK_V2
27: UNITY_POST_PROCESSING_STACK_V2
platformArchitecture: {}
platformArchitecture:
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m_EditorVersion: 2018.1.1f1
m_EditorVersion: 2018.3.0f2

13
README.md


# AR Foundation Samples
Example projects that utilize *AR Foundation* and demonstrates its functionality with sample assets and components.
Example projects that use *AR Foundation* and demonstrate its functionality with sample assets and components.
Requires Unity version 2018.1+
Requires the AR Foundation package
Compatible with Unity 2018.3.
1. Download the latest version of Unity 2018.1 or 2018.2
1. Download the latest version of Unity 2018.3
3. Open your choice of sample scenes.
3. Open your choice of sample scene.
4. See the documentation for the AR Foundation for usage instructions and more information
See the [AR Foundation Documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@1.0/manual/index.html) to learn how to get started with the core components.
4. See the [AR Foundation Documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@1.0) for usage instructions and more information.

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Assets/Scripts/CameraConfigController.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARExtensions;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// Populates a drop down UI element with all the supported
/// camera configurations and changes the active camera
/// configuration when the user changes the selection in the dropdown.
///
/// The camera configuration affects the resolution (and possibly framerate)
/// of the hardware camera during an AR session.
/// </summary>
[RequireComponent(typeof(Dropdown))]
public class CameraConfigController : MonoBehaviour
{
List<string> m_ConfigurationNames;
Dropdown m_Dropdown;
/// <summary>
/// Callback invoked when <see cref="m_Dropdown"/> changes. This
/// lets us change the camera configuration when the user changes
/// the selection in the UI.
/// </summary>
/// <param name="dropdown">The <c>Dropdown</c> which changed.</param>
public void OnValueChanged(Dropdown dropdown)
{
var cameraSubsystem = ARSubsystemManager.cameraSubsystem;
if (cameraSubsystem == null)
return;
var configurationIndex = dropdown.value;
// Check that the value makes sense
var configurations = cameraSubsystem.Configurations();
if (configurationIndex >= configurations.count)
return;
// Get that configuration by index
var configuration = configurations[configurationIndex];
// Make it the active one
cameraSubsystem.SetCurrentConfiguration(configuration);
}
void Awake()
{
m_Dropdown = GetComponent<Dropdown>();
m_Dropdown.ClearOptions();
m_ConfigurationNames = new List<string>();
}
void PopulateDropdown()
{
var cameraSubsystem = ARSubsystemManager.cameraSubsystem;
if (cameraSubsystem == null)
return;
// No configurations available probably means this feature
// isn't supported by the current device.
var configurations = cameraSubsystem.Configurations();
if (configurations.count == 0)
return;
// There are two ways to enumerate the camera configurations.
// 1. Use a foreach to iterate over all the available configurations
foreach (var config in configurations)
m_ConfigurationNames.Add(config.ToString());
m_Dropdown.AddOptions(m_ConfigurationNames);
// 2. Use a normal for...loop
var currentConfig = cameraSubsystem.GetCurrentConfiguration();
for (int i = 0; i < configurations.count; i++)
{
// Find the current configuration and update the drop down value
if (currentConfig == configurations[i])
m_Dropdown.value = i;
}
}
void Update()
{
if (m_ConfigurationNames.Count == 0)
PopulateDropdown();
}
}

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Assets/Scripts/SetTargetFramerate.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Simple MonoBehaviour to set the Application's targetFrameRate
/// </summary>
public class SetTargetFramerate : MonoBehaviour
{
[SerializeField]
[Tooltip("Sets the application's target frame rate.")]
int m_TargetFrameRate = 60;
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public int targetFrameRate
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set
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SetFrameRate();
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}
void SetFrameRate()
{
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void Start()
{
SetFrameRate();
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