浏览代码
Merge branch 'master' into facesubsystem_examples
Merge branch 'master' into facesubsystem_examples
# Conflicts: # Assets/link.xml # Packages/manifest.json/1.5-preview
Jimmy Alamparambil
6 年前
当前提交
59870044
共有 26 个文件被更改,包括 3840 次插入 和 73 次删除
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80Assets/Scripts/LightEstimation.cs
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74Assets/Scripts/LightEstimationUI.cs
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6Assets/link.xml
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2Packages/manifest.json
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2ProjectSettings/EditorBuildSettings.asset
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4ProjectSettings/ProjectSettings.asset
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1001Assets/Scenes/ARWorldMap.unity
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7Assets/Scenes/ARWorldMap.unity.meta
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760Assets/Scenes/CameraImage.unity
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7Assets/Scenes/CameraImage.unity.meta
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8Assets/Scenes/Plane Detection.meta
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233Assets/Scripts/ARWorldMapController.cs
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11Assets/Scripts/ARWorldMapController.cs.meta
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40Assets/Scripts/DisableVerticalPlanes.cs
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11Assets/Scripts/DisableVerticalPlanes.cs.meta
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55Assets/Scripts/PlaneDetectionController.cs
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11Assets/Scripts/PlaneDetectionController.cs.meta
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127Assets/Scripts/TestCameraImage.cs
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11Assets/Scripts/TestCameraImage.cs.meta
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700Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity
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7Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity.meta
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749Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
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7Assets/Scenes/Plane Detection/TogglePlaneDetection.unity.meta
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0/Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity
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0/Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity.meta
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine; |
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[SerializeField] |
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Text m_BrightnessVal; |
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[SerializeField] |
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Text m_ColorTempVal; |
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[SerializeField] |
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Text m_ColorCorrectVal; |
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[SerializeField] |
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Text m_BrightnessVal; |
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|
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[SerializeField] |
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Text m_ColorTempVal; |
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[SerializeField] |
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Text m_ColorCorrectVal; |
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LightEstimation m_LightEstimation; |
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LightEstimation m_LightEstimation; |
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const string k_UnavailableText = "Unavailable"; |
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const string k_UnavailableText = "Unavailable"; |
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void Awake() |
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{ |
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m_LightEstimation = GetComponent<LightEstimation>(); |
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} |
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void Awake() |
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{ |
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m_LightEstimation = GetComponent<LightEstimation>(); |
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} |
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void Update() |
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{ |
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SetUIValue(m_LightEstimation.brightness.HasValue, m_BrightnessVal, m_LightEstimation.brightness.Value.ToString()); |
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SetUIValue(m_LightEstimation.colorTemperature.HasValue, m_ColorTempVal, m_LightEstimation.colorTemperature.Value.ToString()); |
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SetUIValue(m_LightEstimation.colorCorrection.HasValue, m_ColorCorrectVal, m_LightEstimation.colorTemperature.Value.ToString()); |
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} |
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void Update() |
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{ |
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SetUIValue(m_LightEstimation.brightness, m_BrightnessVal); |
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SetUIValue(m_LightEstimation.colorTemperature, m_ColorTempVal); |
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SetUIValue(m_LightEstimation.colorCorrection, m_ColorCorrectVal); |
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} |
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void SetUIValue(bool ContainsValue, Text UIText, string DisplayValue) |
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{ |
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if (UIText) |
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{ |
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if (ContainsValue) |
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{ |
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UIText.text = DisplayValue; |
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} |
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else |
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{ |
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UIText.text = k_UnavailableText; |
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} |
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} |
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} |
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|
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void SetUIValue<T>(T? displayVar, Text uiText) where T : struct |
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{ |
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if (uiText) |
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{ |
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if (displayVar.HasValue) |
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{ |
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uiText.text = displayVar.Value.ToString(); |
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} |
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else |
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{ |
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uiText.text = k_UnavailableText; |
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} |
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} |
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} |
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} |
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<linker> |
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<assembly fullname="Unity.XR.ARKit.FaceTracking" preserve="none" ignoreIfMissing="1" /> |
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<assembly fullname="Unity.XR.ARKit" preserve="none" ignoreIfMissing="1" /> |
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<assembly fullname="Unity.XR.ARCore" preserve="none" ignoreIfMissing="1" /> |
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<assembly fullname="Unity.XR.ARCore" ignoreIfMissing="1" preserve="none"/> |
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<assembly fullname="Unity.XR.ARKit" ignoreIfMissing="1" preserve="none"/> |
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<assembly fullname="Unity.XR.ARKit.FaceTracking" ignoreIfMissing="1" preserve="none"/> |
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</linker> |
1001
Assets/Scenes/ARWorldMap.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using System.IO; |
|||
using Unity.Collections; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.XR.ARFoundation; |
|||
#if UNITY_IOS
|
|||
using UnityEngine.XR.ARKit; |
|||
#endif
|
|||
|
|||
/// <summary>
|
|||
/// Demonstrates the saving and loading of an
|
|||
/// <a href="https://developer.apple.com/documentation/arkit/arworldmap">ARWorldMap</a>
|
|||
/// </summary>
|
|||
/// <remarks>
|
|||
/// ARWorldMaps are only supported by ARKit, so this API is in the
|
|||
/// <c>UntyEngine.XR.ARKit</c> namespace.
|
|||
/// </remarks>
|
|||
public class ARWorldMapController : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
ARSession m_ARSession; |
|||
|
|||
[SerializeField] |
|||
Text m_ErrorText; |
|||
|
|||
[SerializeField] |
|||
Button m_SaveButton; |
|||
|
|||
[SerializeField] |
|||
Button m_LoadButton; |
|||
|
|||
[SerializeField] |
|||
Text m_LogText; |
|||
|
|||
[SerializeField] |
|||
Text m_MappingStatus; |
|||
|
|||
/// <summary>
|
|||
/// Create an <c>ARWorldMap</c> and save it to disk.
|
|||
/// </summary>
|
|||
public void OnSaveButton() |
|||
{ |
|||
#if UNITY_IOS
|
|||
StartCoroutine(Save()); |
|||
#endif
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Load an <c>ARWorldMap</c> from disk and apply it
|
|||
/// to the current session.
|
|||
/// </summary>
|
|||
public void OnLoadButton() |
|||
{ |
|||
#if UNITY_IOS
|
|||
StartCoroutine(Load()); |
|||
#endif
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Reset the <c>ARSession</c>, destroying any existing trackables,
|
|||
/// such as planes. Upon loading a saved <c>ARWorldMap</c>, saved
|
|||
/// trackables will be restored.
|
|||
/// </summary>
|
|||
public void OnResetButton() |
|||
{ |
|||
m_ARSession.Reset(); |
|||
} |
|||
|
|||
#if UNITY_IOS
|
|||
IEnumerator Save() |
|||
{ |
|||
var sessionSubsystem = ARSubsystemManager.sessionSubsystem; |
|||
if (sessionSubsystem == null) |
|||
{ |
|||
Log("No session subsystem available. Could not save."); |
|||
yield break; |
|||
} |
|||
|
|||
var request = sessionSubsystem.GetARWorldMapAsync(); |
|||
|
|||
while (!request.status.IsDone()) |
|||
yield return null; |
|||
|
|||
if (request.status.IsError()) |
|||
{ |
|||
Log(string.Format("Session serialization failed with status {0}", request.status)); |
|||
yield break; |
|||
} |
|||
|
|||
var worldMap = request.GetWorldMap(); |
|||
request.Dispose(); |
|||
|
|||
SaveAndDisposeWorldMap(worldMap); |
|||
} |
|||
|
|||
IEnumerator Load() |
|||
{ |
|||
var sessionSubsystem = ARSubsystemManager.sessionSubsystem; |
|||
if (sessionSubsystem == null) |
|||
{ |
|||
Log("No session subsystem available. Could not load."); |
|||
yield break; |
|||
} |
|||
|
|||
var file = File.Open(path, FileMode.Open); |
|||
if (file == null) |
|||
{ |
|||
Log(string.Format("File {0} does not exist.", path)); |
|||
yield break; |
|||
} |
|||
|
|||
Log(string.Format("Reading {0}...", path)); |
|||
|
|||
int bytesPerFrame = 1024 * 10; |
|||
var bytesRemaining = file.Length; |
|||
var binaryReader = new BinaryReader(file); |
|||
var allBytes = new List<byte>(); |
|||
while (bytesRemaining > 0) |
|||
{ |
|||
var bytes = binaryReader.ReadBytes(bytesPerFrame); |
|||
allBytes.AddRange(bytes); |
|||
bytesRemaining -= bytesPerFrame; |
|||
yield return null; |
|||
} |
|||
|
|||
var data = new NativeArray<byte>(allBytes.Count, Allocator.Temp); |
|||
data.CopyFrom(allBytes.ToArray()); |
|||
|
|||
Log(string.Format("Deserializing to ARWorldMap...", path)); |
|||
ARWorldMap worldMap; |
|||
if (ARWorldMap.TryDeserialize(data, out worldMap)) |
|||
data.Dispose(); |
|||
|
|||
if (worldMap.valid) |
|||
{ |
|||
Log("Deserialized successfully."); |
|||
} |
|||
else |
|||
{ |
|||
Debug.LogError("Data is not a valid ARWorldMap."); |
|||
yield break; |
|||
} |
|||
|
|||
Log("Apply ARWorldMap to current session."); |
|||
sessionSubsystem.ApplyWorldMap(worldMap); |
|||
} |
|||
|
|||
void SaveAndDisposeWorldMap(ARWorldMap worldMap) |
|||
{ |
|||
Log("Serializing ARWorldMap to byte array..."); |
|||
var data = worldMap.Serialize(Allocator.Temp); |
|||
Log(string.Format("ARWorldMap has {0} bytes.", data.Length)); |
|||
|
|||
var file = File.Open(path, FileMode.Create); |
|||
var writer = new BinaryWriter(file); |
|||
writer.Write(data.ToArray()); |
|||
writer.Close(); |
|||
data.Dispose(); |
|||
worldMap.Dispose(); |
|||
Log(string.Format("ARWorldMap written to {0}", path)); |
|||
} |
|||
#endif
|
|||
|
|||
string path |
|||
{ |
|||
get |
|||
{ |
|||
return Path.Combine(Application.persistentDataPath, "my_session.worldmap"); |
|||
} |
|||
} |
|||
|
|||
bool supported |
|||
{ |
|||
get |
|||
{ |
|||
#if UNITY_IOS
|
|||
var sessionSubsystem = ARSubsystemManager.sessionSubsystem; |
|||
if (sessionSubsystem != null) |
|||
return sessionSubsystem.WorldMapSupported(); |
|||
#endif
|
|||
return false; |
|||
} |
|||
} |
|||
|
|||
void Awake() |
|||
{ |
|||
m_LogMessages = new List<string>(); |
|||
} |
|||
|
|||
void Log(string logMessage) |
|||
{ |
|||
m_LogMessages.Add(logMessage); |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
if (supported) |
|||
{ |
|||
m_ErrorText.gameObject.SetActive(false); |
|||
m_SaveButton.gameObject.SetActive(true); |
|||
m_LoadButton.gameObject.SetActive(true); |
|||
m_MappingStatus.gameObject.SetActive(true); |
|||
} |
|||
else |
|||
{ |
|||
m_ErrorText.gameObject.SetActive(true); |
|||
m_SaveButton.gameObject.SetActive(false); |
|||
m_LoadButton.gameObject.SetActive(false); |
|||
m_MappingStatus.gameObject.SetActive(false); |
|||
} |
|||
|
|||
var sessionSubsystem = ARSubsystemManager.sessionSubsystem; |
|||
if (sessionSubsystem == null) |
|||
return; |
|||
|
|||
var numLogsToShow = 20; |
|||
string msg = ""; |
|||
for (int i = Mathf.Max(0, m_LogMessages.Count - numLogsToShow); i < m_LogMessages.Count; ++i) |
|||
{ |
|||
msg += m_LogMessages[i]; |
|||
msg += "\n"; |
|||
} |
|||
m_LogText.text = msg; |
|||
|
|||
#if UNITY_IOS
|
|||
m_MappingStatus.text = string.Format("Mapping Status: {0}", sessionSubsystem.GetWorldMappingStatus()); |
|||
#endif
|
|||
} |
|||
|
|||
List<string> m_LogMessages; |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 650a45a045e92478a9d4ce3ff7858893 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.Experimental.XR; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
/// <summary>
|
|||
/// This example demonstrates disabling vertical planes as they are
|
|||
/// detected and instantiated by the <c>ARPlaneManager</c>.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(ARPlaneManager))] |
|||
public class DisableVerticalPlanes : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
Text m_LogText; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
GetComponent<ARPlaneManager>().planeAdded += OnPlaneAdded; |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
GetComponent<ARPlaneManager>().planeAdded -= OnPlaneAdded; |
|||
} |
|||
|
|||
void OnPlaneAdded(ARPlaneAddedEventArgs eventArgs) |
|||
{ |
|||
var plane = eventArgs.plane; |
|||
|
|||
// Check whether the plane is a vertical plane.
|
|||
if (plane.boundedPlane.Alignment == PlaneAlignment.Vertical) |
|||
{ |
|||
// Disable the entire GameObject.
|
|||
plane.gameObject.SetActive(false); |
|||
|
|||
// Add to our log so the user knows something happened.
|
|||
m_LogText.text += string.Format("\n{0}", plane.boundedPlane.Id); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: f345ef94406845c408aeb1297c5d48d5 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
/// <summary>
|
|||
/// This example demonstrates how to toggle plane detection,
|
|||
/// and also hide or show the existing planes.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(ARPlaneManager))] |
|||
public class PlaneDetectionController : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
Text m_TogglePlaneDetectionText; |
|||
|
|||
/// <summary>
|
|||
/// Toggles plane detection and the visualization of the planes.
|
|||
/// </summary>
|
|||
public void TogglePlaneDetection() |
|||
{ |
|||
m_ARPlaneManager.enabled = !m_ARPlaneManager.enabled; |
|||
|
|||
if (m_ARPlaneManager.enabled) |
|||
{ |
|||
m_TogglePlaneDetectionText.text = "Disable Plane Detection and Hide Existing"; |
|||
SetAllPlanesActive(true); |
|||
} |
|||
else |
|||
{ |
|||
m_TogglePlaneDetectionText.text = "Enable Plane Detection and Show Existing"; |
|||
SetAllPlanesActive(false); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Iterates over all the existing planes and activates
|
|||
/// or deactivates their <c>GameObject</c>s'.
|
|||
/// </summary>
|
|||
/// <param name="value">Each planes' GameObject is SetActive with this value.</param>
|
|||
void SetAllPlanesActive(bool value) |
|||
{ |
|||
m_ARPlaneManager.GetAllPlanes(s_Planes); |
|||
foreach (var plane in s_Planes) |
|||
plane.gameObject.SetActive(value); |
|||
} |
|||
|
|||
void Awake() |
|||
{ |
|||
m_ARPlaneManager = GetComponent<ARPlaneManager>(); |
|||
} |
|||
|
|||
ARPlaneManager m_ARPlaneManager; |
|||
|
|||
static List<ARPlane> s_Planes = new List<ARPlane>(); |
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: 5848dfc05b1289c499a50f5ee66ea01b |
|||
MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using System; |
|||
using Unity.Collections.LowLevel.Unsafe; |
|||
using UnityEngine; |
|||
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
|
|||
/// and converting it to RGBA format. If successful,
|
|||
/// it displays the image on the screen as a RawImage
|
|||
/// and also displays information about the image.
|
|||
///
|
|||
/// This is useful for computer vision applications where
|
|||
/// you need to access the raw pixels from camera image
|
|||
/// on the CPU.
|
|||
///
|
|||
/// This is different from the ARCameraBackground component, which
|
|||
/// efficiently displays the camera image on the screen. If you
|
|||
/// just want to blit the camera texture to the screen, use
|
|||
/// the ARCameraBackground, or use Graphics.Blit to create
|
|||
/// a GPU-friendly RenderTexture.
|
|||
///
|
|||
/// In this example, we get the camera image data on the CPU,
|
|||
/// convert it to an RGBA format, then display it on the screen
|
|||
/// as a RawImage texture to demonstrate it is working.
|
|||
/// This is done as an example; do not use this technique simply
|
|||
/// to render the camera image on screen.
|
|||
/// </summary>
|
|||
public class TestCameraImage : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
RawImage m_RawImage; |
|||
|
|||
/// <summary>
|
|||
/// The UI RawImage used to display the image on screen.
|
|||
/// </summary>
|
|||
public RawImage rawImage |
|||
{ |
|||
get { return m_RawImage; } |
|||
set { m_RawImage = value; } |
|||
} |
|||
|
|||
[SerializeField] |
|||
Text m_ImageInfo; |
|||
|
|||
/// <summary>
|
|||
/// The UI Text used to display information about the image on screen.
|
|||
/// </summary>
|
|||
public Text imageInfo |
|||
{ |
|||
get { return m_ImageInfo; } |
|||
set { m_ImageInfo = value; } |
|||
} |
|||
|
|||
Texture2D m_Texture; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
ARSubsystemManager.cameraFrameReceived += OnCameraFrameReceived; |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
ARSubsystemManager.cameraFrameReceived -= OnCameraFrameReceived; |
|||
} |
|||
|
|||
unsafe void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs) |
|||
{ |
|||
// Attempt to get the latest camera image. If this method succeeds,
|
|||
// it acquires a native resource that must be disposed (see below).
|
|||
CameraImage image; |
|||
if (!ARSubsystemManager.cameraSubsystem.TryGetLatestImage(out image)) |
|||
return; |
|||
|
|||
// Display some information about the camera image
|
|||
m_ImageInfo.text = string.Format( |
|||
"Image info:\n\twidth: {0}\n\theight: {1}\n\tplaneCount: {2}\n\ttimestamp: {3}\n\tformat: {4}", |
|||
image.width, image.height, image.planeCount, image.timestamp, image.format); |
|||
|
|||
// Once we have a valid CameraImage, we can access the individual image "planes"
|
|||
// (the separate channels in the image). CameraImage.GetPlane provides
|
|||
// low-overhead access to this data. This could then be passed to a
|
|||
// computer vision algorithm. Here, we will convert the camera image
|
|||
// to an RGBA texture and draw it on the screen.
|
|||
|
|||
// Choose an RGBA format.
|
|||
// See CameraImage.FormatSupported for a complete list of supported formats.
|
|||
var format = TextureFormat.RGBA32; |
|||
|
|||
if (m_Texture == null) |
|||
m_Texture = new Texture2D(image.width, image.height, format, false); |
|||
|
|||
// Convert the image to format, flipping the image across the Y axis.
|
|||
// We can also get a sub rectangle, but we'll get the full image here.
|
|||
var conversionParams = new CameraImageConversionParams(image, format, CameraImageTransformation.MirrorY); |
|||
|
|||
#if UNITY_2018_2_OR_NEWER
|
|||
// In 2018.2+, Texture2D allows us write directly to the raw texture data
|
|||
// This allows us to do the conversion in-place without making any copies.
|
|||
var rawTextureData = m_Texture.GetRawTextureData<byte>(); |
|||
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(); |
|||
|
|||
// Apply the updated texture data to our texture
|
|||
m_Texture.Apply(); |
|||
|
|||
// Set the RawImage's texture so we can visualize it.
|
|||
m_RawImage.texture = m_Texture; |
|||
} |
|||
} |
|
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