Tim Mowrer
6 年前
当前提交
31bbe8cc
共有 30 个文件被更改,包括 1607 次插入 和 351 次删除
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1.gitignore
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3Assets/Scenes/ImageTracking/ImageTracking.unity
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47Assets/Scenes/ImageTracking/Images/Rafflesia.jpg.meta
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33Assets/Scenes/ImageTracking/Images/ReferenceImageLibrary.asset
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11Assets/Scenes/ImageTracking/Images/unitylogowhiteonblack.jpg.meta
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11Assets/Scenes/ImageTracking/Images/QRCode.jpg.meta
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110Assets/Scenes/ImageTracking/TrackedImageInfoManager.cs
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11Packages/manifest.json
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44ProjectSettings/EditorBuildSettings.asset
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4ProjectSettings/ProjectVersion.txt
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1001Assets/Scenes/CameraImage.unity
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7Assets/Scenes/CameraImage.unity.meta
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90Assets/Scenes/ImageTracking/Images/QRCode.jpg
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88Assets/Scenes/ImageTracking/Images/unitylogowhiteonblack.jpg
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114Assets/Scripts/CameraConfigController.cs
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11Assets/Scripts/CameraConfigController.cs.meta
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141Assets/Scripts/TestCameraImage.cs
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11Assets/Scripts/TestCameraImage.cs.meta
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18Assets/Scenes/ImageTracking/Images/QRCode.asset
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8Assets/Scenes/ImageTracking/Images/QRCode.asset.meta
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9Assets/Scenes/ImageTracking/Images/QRCode.png
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18Assets/Scenes/ImageTracking/Images/Rafflesia.asset
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8Assets/Scenes/ImageTracking/Images/Rafflesia.asset.meta
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18Assets/Scenes/ImageTracking/Images/UnityLogoBlack.asset
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8Assets/Scenes/ImageTracking/Images/UnityLogoBlack.asset.meta
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48Assets/Scenes/ImageTracking/Images/unitylogowhiteonblack.png
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77Assets/Scenes/ImageTracking/UnlitTexture.mat
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8Assets/Scenes/ImageTracking/UnlitTexture.mat.meta
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0/Assets/Scenes/ImageTracking/Images/unitylogowhiteonblack.jpg.meta
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0/Assets/Scenes/ImageTracking/Images/QRCode.jpg.meta
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m_EditorVersion: 2019.2.0a8 |
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m_EditorVersionWithRevision: 2019.2.0a11 (50bfd5f1a2f4) |
1001
Assets/Scenes/CameraImage.unity
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文件差异内容过多而无法显示
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fileFormatVersion: 2 |
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guid: e769916924fd3814ab1d9474de816b22 |
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using System.Collections.Generic; |
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using Unity.Collections; |
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using UnityEngine; |
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using UnityEngine.UI; |
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using UnityEngine.XR.ARFoundation; |
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/// <summary>
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/// Populates a drop down UI element with all the supported
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/// camera configurations and changes the active camera
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/// configuration when the user changes the selection in the dropdown.
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///
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/// The camera configuration affects the resolution (and possibly framerate)
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/// of the hardware camera during an AR session.
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/// </summary>
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[RequireComponent(typeof(Dropdown))] |
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public class CameraConfigController : MonoBehaviour |
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{ |
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List<string> m_ConfigurationNames; |
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Dropdown m_Dropdown; |
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[SerializeField] |
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[Tooltip("The ARCameraManager which will produce frame events.")] |
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ARCameraManager m_CameraManager; |
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/// <summary>
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/// Get or set the <c>ARCameraManager</c>.
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/// </summary>
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public ARCameraManager cameraManager |
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{ |
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get { return m_CameraManager; } |
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set { m_CameraManager = value; } |
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} |
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/// <summary>
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/// Callback invoked when <see cref="m_Dropdown"/> changes. This
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/// lets us change the camera configuration when the user changes
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/// the selection in the UI.
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/// </summary>
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/// <param name="dropdown">The <c>Dropdown</c> which changed.</param>
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public void OnValueChanged(Dropdown dropdown) |
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{ |
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if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running) |
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{ |
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return; |
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} |
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var configurationIndex = dropdown.value; |
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// Check that the value makes sense
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using (var configurations = cameraManager.GetConfigurations(Allocator.Temp)) |
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{ |
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if (configurationIndex >= configurations.Length) |
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{ |
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return; |
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} |
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// Get that configuration by index
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var configuration = configurations[configurationIndex]; |
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// Make it the active one
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cameraManager.currentConfiguration = configuration; |
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} |
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} |
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void Awake() |
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{ |
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m_Dropdown = GetComponent<Dropdown>(); |
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m_Dropdown.ClearOptions(); |
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m_ConfigurationNames = new List<string>(); |
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} |
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void PopulateDropdown() |
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{ |
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if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running) |
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return; |
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// No configurations available probably means this feature
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// isn't supported by the current device.
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using (var configurations = cameraManager.GetConfigurations(Allocator.Temp)) |
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{ |
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if (!configurations.IsCreated || (configurations.Length <= 0)) |
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{ |
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return; |
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} |
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// There are two ways to enumerate the camera configurations.
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// 1. Use a foreach to iterate over all the available configurations
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foreach (var config in configurations) |
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{ |
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m_ConfigurationNames.Add(config.ToString()); |
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} |
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m_Dropdown.AddOptions(m_ConfigurationNames); |
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// 2. Use a normal for...loop
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var currentConfig = cameraManager.currentConfiguration; |
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for (int i = 0; i < configurations.Length; ++i) |
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{ |
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// Find the current configuration and update the drop down value
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if (currentConfig == configurations[i]) |
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{ |
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m_Dropdown.value = i; |
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} |
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} |
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} |
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} |
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void Update() |
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{ |
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if (m_ConfigurationNames.Count == 0) |
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PopulateDropdown(); |
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} |
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} |
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using System; |
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using Unity.Collections.LowLevel.Unsafe; |
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using UnityEngine; |
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using UnityEngine.UI; |
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using UnityEngine.XR.ARFoundation; |
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using UnityEngine.XR.ARSubsystems; |
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/// <summary>
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/// This component tests getting the latest camera image
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/// and converting it to RGBA format. If successful,
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/// it displays the image on the screen as a RawImage
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/// and also displays information about the image.
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///
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/// This is useful for computer vision applications where
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/// you need to access the raw pixels from camera image
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/// on the CPU.
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///
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/// This is different from the ARCameraBackground component, which
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/// efficiently displays the camera image on the screen. If you
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/// just want to blit the camera texture to the screen, use
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/// the ARCameraBackground, or use Graphics.Blit to create
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/// a GPU-friendly RenderTexture.
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///
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/// In this example, we get the camera image data on the CPU,
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/// convert it to an RGBA format, then display it on the screen
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/// as a RawImage texture to demonstrate it is working.
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/// This is done as an example; do not use this technique simply
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/// to render the camera image on screen.
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/// </summary>
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public class TestCameraImage : MonoBehaviour |
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{ |
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[SerializeField] |
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[Tooltip("The ARCameraManager which will produce frame events.")] |
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ARCameraManager m_CameraManager; |
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/// <summary>
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/// Get or set the <c>ARCameraManager</c>.
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/// </summary>
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public ARCameraManager cameraManager |
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{ |
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get { return m_CameraManager; } |
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set { m_CameraManager = value; } |
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} |
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[SerializeField] |
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RawImage m_RawImage; |
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/// <summary>
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/// The UI RawImage used to display the image on screen.
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/// </summary>
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public RawImage rawImage |
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{ |
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get { return m_RawImage; } |
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set { m_RawImage = value; } |
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} |
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[SerializeField] |
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Text m_ImageInfo; |
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/// <summary>
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/// The UI Text used to display information about the image on screen.
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/// </summary>
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public Text imageInfo |
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{ |
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get { return m_ImageInfo; } |
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set { m_ImageInfo = value; } |
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} |
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void OnEnable() |
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{ |
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if (m_CameraManager != null) |
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{ |
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m_CameraManager.frameReceived += OnCameraFrameReceived; |
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} |
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} |
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void OnDisable() |
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{ |
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if (m_CameraManager != null) |
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{ |
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m_CameraManager.frameReceived -= OnCameraFrameReceived; |
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} |
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} |
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unsafe void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs) |
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{ |
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// Attempt to get the latest camera image. If this method succeeds,
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// it acquires a native resource that must be disposed (see below).
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XRCameraImage image; |
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if (!cameraManager.TryGetLatestImage(out image)) |
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{ |
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return; |
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} |
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// Display some information about the camera image
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m_ImageInfo.text = string.Format( |
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"Image info:\n\twidth: {0}\n\theight: {1}\n\tplaneCount: {2}\n\ttimestamp: {3}\n\tformat: {4}", |
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image.width, image.height, image.planeCount, image.timestamp, image.format); |
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// Once we have a valid XRCameraImage, we can access the individual image "planes"
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// (the separate channels in the image). XRCameraImage.GetPlane provides
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// low-overhead access to this data. This could then be passed to a
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// computer vision algorithm. Here, we will convert the camera image
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// to an RGBA texture and draw it on the screen.
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// Choose an RGBA format.
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// See XRCameraImage.FormatSupported for a complete list of supported formats.
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var format = TextureFormat.RGBA32; |
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if (m_Texture == null || m_Texture.width != image.width || m_Texture.height != image.height) |
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{ |
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m_Texture = new Texture2D(image.width, image.height, format, false); |
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} |
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// Convert the image to format, flipping the image across the Y axis.
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// We can also get a sub rectangle, but we'll get the full image here.
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var conversionParams = new XRCameraImageConversionParams(image, format, CameraImageTransformation.MirrorY); |
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// Texture2D allows us write directly to the raw texture data
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// This allows us to do the conversion in-place without making any copies.
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var rawTextureData = m_Texture.GetRawTextureData<byte>(); |
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try |
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{ |
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image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length); |
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} |
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finally |
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{ |
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// We must dispose of the XRCameraImage after we're finished
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// with it to avoid leaking native resources.
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image.Dispose(); |
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} |
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// Apply the updated texture data to our texture
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m_Texture.Apply(); |
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// Set the RawImage's texture so we can visualize it.
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m_RawImage.texture = m_Texture; |
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} |
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Texture2D m_Texture; |
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} |
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