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modified scene to only display normal light estimation

/4.1
Shan Jiang 4 年前
当前提交
6a0786f7
共有 4 个文件被更改,包括 47 次插入913 次删除
  1. 832
      Assets/Scenes/LightEstimation/LightEstimation.unity
  2. 116
      Assets/Scripts/LightEstimationUI.cs
  3. 4
      ProjectSettings/ProjectSettings.asset
  4. 8
      Assets/Scenes/ImageTracking/Prefabs.meta

832
Assets/Scenes/LightEstimation/LightEstimation.unity


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116
Assets/Scripts/LightEstimationUI.cs


[RequireComponent(typeof(LightEstimation))]
public class LightEstimationUI : MonoBehaviour
{
[Tooltip("The UI Text element used to display the estimated brightness in the physical environment.")]
[Tooltip("The UI Text element used to display the estimated ambient intensity in the physical environment.")]
Text m_BrightnessText;
Text m_AmbientIntensityText;
/// The UI Text element used to display the estimated brightness value.
/// The UI Text element used to display the estimated ambient intensity value.
public Text brightnessText
public Text ambientIntensityText
get { return m_BrightnessText; }
set { m_BrightnessText = brightnessText; }
get { return m_AmbientIntensityText; }
set { m_AmbientIntensityText = ambientIntensityText; }
[Tooltip("The UI Text element used to display the estimated color temperature in the physical environment.")]
[Tooltip("The UI Text element used to display the estimated ambient color in the physical environment.")]
Text m_ColorTemperatureText;
Text m_AmbientColorText;
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.")]
[SerializeField]
Text m_ColorCorrectionText;
[Tooltip("The UI Text element used to display the estimated direction of the main light for the physical environment.")]
[SerializeField]
Text m_MainLightDirectionText;
public Text mainLightDirectionText
{
get => m_MainLightDirectionText;
set => m_MainLightDirectionText = value;
}
[Tooltip("The UI Text element used to display the estimated intensity in lumens of the main light for the physical environment.")]
[SerializeField]
Text m_MainLightIntensityLumens;
public Text mainLightIntensityLumens
{
get => m_MainLightIntensityLumens;
set => m_MainLightIntensityLumens = value;
}
[Tooltip("The UI Text element used to display the estimated color of the main light for the physical environment.")]
[SerializeField]
Text m_MainLightColor;
public Text mainLightColorText
{
get => m_MainLightColor;
set => m_MainLightColor = value;
}
[Tooltip("The UI Text element used to display the estimated spherical harmonics coefficients for the physical environment.")]
[SerializeField]
Text m_SphericalHarmonicsText;
public Text ambientSphericalHarmonicsText
{
get => m_SphericalHarmonicsText;
set => m_SphericalHarmonicsText = value;
}
StringBuilder m_SphericalHarmonicsStringBuilder = new StringBuilder("");
/// <summary>
/// The UI Text element used to display the estimated color correction value for the scene.
/// </summary>
public Text colorCorrectionText
public Text ambientColorText
get { return m_ColorCorrectionText; }
set { m_ColorCorrectionText = value; }
get { return m_AmbientColorText; }
set { m_AmbientColorText = value; }
}
void Awake()

void Update()
{
SetUIValue(m_LightEstimation.brightness, brightnessText);
SetUIValue(m_LightEstimation.colorTemperature, colorTemperatureText);
SetUIValue(m_LightEstimation.colorCorrection, colorCorrectionText);
SetUIValue(m_LightEstimation.mainLightDirection, mainLightDirectionText);
SetUIValue(m_LightEstimation.mainLightColor, mainLightColorText);
SetUIValue(m_LightEstimation.mainLightIntensityLumens, mainLightIntensityLumens);
SetSphericalHarmonicsUIValue(m_LightEstimation.sphericalHarmonics, ambientSphericalHarmonicsText);
}
void SetSphericalHarmonicsUIValue(SphericalHarmonicsL2? maybeAmbientSphericalHarmonics, Text text)
{
if (text != null)
{
if (maybeAmbientSphericalHarmonics.HasValue)
{
m_SphericalHarmonicsStringBuilder.Clear();
for (int i = 0; i < 3; ++i)
{
if (i == 0)
m_SphericalHarmonicsStringBuilder.Append("R:[");
else if (i == 1)
m_SphericalHarmonicsStringBuilder.Append("G:[");
else
m_SphericalHarmonicsStringBuilder.Append("B:[");
SetUIValue(m_LightEstimation.brightness, ambientIntensityText);
for (int j = 0; j < 9; ++j)
{
m_SphericalHarmonicsStringBuilder.Append(j != 8 ? $"{maybeAmbientSphericalHarmonics.Value[i, j]}, " : $"{maybeAmbientSphericalHarmonics.Value[i, j]}]\n");
}
}
text.text = m_SphericalHarmonicsStringBuilder.ToString();
}
else
{
text.text = k_UnavailableText;
}
}
//Display either color temperature or color correction if supported
if (m_LightEstimation.colorTemperature != null)
SetUIValue(m_LightEstimation.colorTemperature, ambientColorText);
else
SetUIValue(m_LightEstimation.colorCorrection, ambientColorText);
}
void SetUIValue<T>(T? displayValue, Text text) where T : struct

LightEstimation m_LightEstimation;
}
}
}

4
ProjectSettings/ProjectSettings.asset


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