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Renaming the human segmentation items to body tracking because it only contains body tracking stuff after we moved the human segmentation images into the new depth menu.

/4.1
Todd Stinson 4 年前
当前提交
52fd099e
共有 5 个文件被更改,包括 45 次插入247 次删除
  1. 229
      Assets/Scenes/ARFoundationMenu/Menu.unity
  2. 2
      Assets/Scenes/HumanTracking/HumanBodyTracking3D.unity
  3. 29
      Assets/Scripts/UX/ARSceneSelectUI.cs
  4. 2
      Assets/Scripts/UX/ActiveMenu.cs
  5. 30
      Assets/Scripts/UX/CheckAvailableFeatures.cs

229
Assets/Scenes/ARFoundationMenu/Menu.unity


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2
Assets/Scenes/HumanTracking/HumanBodyTracking3D.unity


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29
Assets/Scripts/UX/ARSceneSelectUI.cs


}
[SerializeField]
GameObject m_HumanSegmentationMenu;
public GameObject humanSegmentationMenu
GameObject m_BodyTrackingMenu;
public GameObject bodyTrackingMenu
get { return m_HumanSegmentationMenu; }
set { m_HumanSegmentationMenu = value; }
get { return m_BodyTrackingMenu; }
set { m_BodyTrackingMenu = value; }
}
[SerializeField]

m_PlaneDetectionMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
else if(ActiveMenu.currentMenu == MenuType.HumanSegmentation)
else if(ActiveMenu.currentMenu == MenuType.BodyTracking)
m_HumanSegmentationMenu.SetActive(true);
m_BodyTrackingMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
else if(ActiveMenu.currentMenu == MenuType.Meshing)

LoadScene("WorldCameraWithUserFacingFaceTracking");
}
public void HumanSegmentationMenuButtonPressed()
public void BodyTrackingMenuButtonPressed()
ActiveMenu.currentMenu = MenuType.HumanSegmentation;
m_HumanSegmentationMenu.SetActive(true);
ActiveMenu.currentMenu = MenuType.BodyTracking;
m_BodyTrackingMenu.SetActive(true);
public void HumanSegmentation2DButtonPressed()
public void BodyTracking2DButtonPressed()
public void HumanSegmentation3DButtonPressed()
public void BodyTracking3DButtonPressed()
}
public void HumanSegmentationImagesButtonPressed()
{
LoadScene("HumanSegmentationImages");
}
public void LightEstimationButtonPressed()

ActiveMenu.currentMenu = MenuType.Main;
m_FaceTrackingMenu.SetActive(false);
m_PlaneDetectionMenu.SetActive(false);
m_HumanSegmentationMenu.SetActive(false);
m_BodyTrackingMenu.SetActive(false);
m_MeshingMenu.SetActive(false);
m_DepthMenu.SetActive(false);
m_AllMenu.SetActive(true);

2
Assets/Scripts/UX/ActiveMenu.cs


Main,
FaceTracking,
PlaneDetection,
HumanSegmentation,
BodyTracking,
Meshing,
Depth
}

30
Assets/Scripts/UX/CheckAvailableFeatures.cs


}
[SerializeField]
Button m_HumanSegmentation;
public Button humanSegmentation
Button m_BodyTracking;
public Button bodyTracking
get { return m_HumanSegmentation; }
set { m_HumanSegmentation = value; }
get { return m_BodyTracking; }
set { m_BodyTracking = value; }
}
[SerializeField]

var sessionDescriptors = new List<XRSessionSubsystemDescriptor>();
SubsystemManager.GetSubsystemDescriptors<XRSessionSubsystemDescriptor>(sessionDescriptors);
var bodyTrackingDescriptors = new List<XRHumanBodySubsystemDescriptor>();
SubsystemManager.GetSubsystemDescriptors<XRHumanBodySubsystemDescriptor>(bodyTrackingDescriptors);
if(planeDescriptors.Count > 0 && rayCastDescriptors.Count > 0)
{
m_SimpleAR.interactable = true;

{
foreach(var occlusionDescriptor in occlusionDescriptors)
{
if(occlusionDescriptor.supportsHumanSegmentationDepthImage && occlusionDescriptor.supportsHumanSegmentationStencilImage)
{
m_HumanSegmentation.interactable = true;
}
if(occlusionDescriptor.supportsEnvironmentDepthImage)
if(occlusionDescriptor.supportsEnvironmentDepthImage
|| occlusionDescriptor.supportsHumanSegmentationDepthImage
|| occlusionDescriptor.supportsHumanSegmentationStencilImage)
{
m_Depth.interactable = true;
}

#endif
}
}
if(bodyTrackingDescriptors.Count > 0)
{
foreach(var bodyTrackingDescriptor in bodyTrackingDescriptors)
{
if(bodyTrackingDescriptor.supportsHumanBody2D || bodyTrackingDescriptor.supportsHumanBody3D)
{
m_BodyTracking.interactable = true;
}
}
}

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