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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73 次删除
  1. 80
      Assets/Scripts/LightEstimation.cs
  2. 74
      Assets/Scripts/LightEstimationUI.cs
  3. 6
      Assets/link.xml
  4. 2
      Packages/manifest.json
  5. 2
      ProjectSettings/EditorBuildSettings.asset
  6. 4
      ProjectSettings/ProjectSettings.asset
  7. 1001
      Assets/Scenes/ARWorldMap.unity
  8. 7
      Assets/Scenes/ARWorldMap.unity.meta
  9. 760
      Assets/Scenes/CameraImage.unity
  10. 7
      Assets/Scenes/CameraImage.unity.meta
  11. 8
      Assets/Scenes/Plane Detection.meta
  12. 233
      Assets/Scripts/ARWorldMapController.cs
  13. 11
      Assets/Scripts/ARWorldMapController.cs.meta
  14. 40
      Assets/Scripts/DisableVerticalPlanes.cs
  15. 11
      Assets/Scripts/DisableVerticalPlanes.cs.meta
  16. 55
      Assets/Scripts/PlaneDetectionController.cs
  17. 11
      Assets/Scripts/PlaneDetectionController.cs.meta
  18. 127
      Assets/Scripts/TestCameraImage.cs
  19. 11
      Assets/Scripts/TestCameraImage.cs.meta
  20. 700
      Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity
  21. 7
      Assets/Scenes/Plane Detection/IgnoreVerticalPlanes.unity.meta
  22. 749
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
  23. 7
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity.meta
  24. 0
      /Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity
  25. 0
      /Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity.meta

80
Assets/Scripts/LightEstimation.cs


using UnityEngine;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// A component that can be used to access the most
/// recently received light estimation information
/// for the physical environment as observed by an
/// AR device.
/// </summary>
Light m_Light;
Light m_Light;
public float? brightness { get; private set; }
/// <summary>
/// The estimated brightness of the physical environment, if available.
/// </summary>
public float? brightness { get; private set; }
public float? colorTemperature { get; private set; }
/// <summary>
/// The estimated color temperature of the physical environment, if available.
/// </summary>
public float? colorTemperature { get; private set; }
public Color? colorCorrection { get; private set; }
/// <summary>
/// The estimated color correction value of the physical environment, if available.
/// </summary>
public Color? colorCorrection { get; private set; }
void Awake ()
{
m_Light = GetComponent<Light>();
ARSubsystemManager.cameraFrameReceived += FrameChanged;
}
void Awake ()
{
m_Light = GetComponent<Light>();
}
void FrameChanged(ARCameraFrameEventArgs args)
{
if (args.lightEstimation.averageBrightness.HasValue)
{
brightness = args.lightEstimation.averageBrightness.Value;
m_Light.intensity = brightness.Value;
}
void OnEnable()
{
ARSubsystemManager.cameraFrameReceived += FrameChanged;
}
if (args.lightEstimation.averageColorTemperature.HasValue)
{
colorTemperature = args.lightEstimation.averageColorTemperature.Value;
m_Light.colorTemperature = colorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
colorCorrection = args.lightEstimation.colorCorrection.Value;
m_Light.color = colorCorrection.Value;
}
}
void OnDisable()
{
ARSubsystemManager.cameraFrameReceived -= FrameChanged;
}
void FrameChanged(ARCameraFrameEventArgs args)
{
if (args.lightEstimation.averageBrightness.HasValue)
{
brightness = args.lightEstimation.averageBrightness.Value;
m_Light.intensity = brightness.Value;
}
if (args.lightEstimation.averageColorTemperature.HasValue)
{
colorTemperature = args.lightEstimation.averageColorTemperature.Value;
m_Light.colorTemperature = colorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
colorCorrection = args.lightEstimation.colorCorrection.Value;
m_Light.color = colorCorrection.Value;
}
}
}

74
Assets/Scripts/LightEstimationUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
[SerializeField]
Text m_BrightnessVal;
[SerializeField]
Text m_ColorTempVal;
[SerializeField]
Text m_ColorCorrectVal;
[SerializeField]
Text m_BrightnessVal;
[SerializeField]
Text m_ColorTempVal;
[SerializeField]
Text m_ColorCorrectVal;
LightEstimation m_LightEstimation;
LightEstimation m_LightEstimation;
const string k_UnavailableText = "Unavailable";
const string k_UnavailableText = "Unavailable";
void Awake()
{
m_LightEstimation = GetComponent<LightEstimation>();
}
void Awake()
{
m_LightEstimation = GetComponent<LightEstimation>();
}
void Update()
{
SetUIValue(m_LightEstimation.brightness.HasValue, m_BrightnessVal, m_LightEstimation.brightness.Value.ToString());
SetUIValue(m_LightEstimation.colorTemperature.HasValue, m_ColorTempVal, m_LightEstimation.colorTemperature.Value.ToString());
SetUIValue(m_LightEstimation.colorCorrection.HasValue, m_ColorCorrectVal, m_LightEstimation.colorTemperature.Value.ToString());
}
void Update()
{
SetUIValue(m_LightEstimation.brightness, m_BrightnessVal);
SetUIValue(m_LightEstimation.colorTemperature, m_ColorTempVal);
SetUIValue(m_LightEstimation.colorCorrection, m_ColorCorrectVal);
}
void SetUIValue(bool ContainsValue, Text UIText, string DisplayValue)
{
if (UIText)
{
if (ContainsValue)
{
UIText.text = DisplayValue;
}
else
{
UIText.text = k_UnavailableText;
}
}
}
void SetUIValue<T>(T? displayVar, Text uiText) where T : struct
{
if (uiText)
{
if (displayVar.HasValue)
{
uiText.text = displayVar.Value.ToString();
}
else
{
uiText.text = k_UnavailableText;
}
}
}
}

6
Assets/link.xml


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

2
Packages/manifest.json


"com.unity.purchasing": "2.0.1",
"com.unity.subsystemregistration": "1.0.0-preview.4",
"com.unity.textmeshpro": "1.3.0",
"com.unity.xr.arcore": "1.0.0-preview.18",
"com.unity.xr.arcore": "1.0.0-preview.23",
"com.unity.xr.arfoundation": "1.0.0-preview.21",
"com.unity.xr.arkit": "1.0.0-preview.18",
"com.unity.xr.facesubsystem": "1.0.0-preview.3",

2
ProjectSettings/EditorBuildSettings.asset


path: Assets/Scenes/SampleScene.unity
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path: Assets/Scenes/FeatheredPlaneScene.unity
path: Assets/Scenes/Plane Detection/FeatheredPlaneScene.unity
guid: 8252358a1e2ba7549a94df43aacec984
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path: Assets/Scenes/FaceTracking/FaceMeshScene.unity

4
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1001
Assets/Scenes/ARWorldMap.unity
文件差异内容过多而无法显示
查看文件

7
Assets/Scenes/ARWorldMap.unity.meta


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233
Assets/Scripts/ARWorldMapController.cs


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;
}

11
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40
Assets/Scripts/DisableVerticalPlanes.cs


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);
}
}
}

11
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55
Assets/Scripts/PlaneDetectionController.cs


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>();
}

11
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127
Assets/Scripts/TestCameraImage.cs


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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Assets/Scenes/Plane Detection/TogglePlaneDetection.unity.meta


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