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Add a sample showing ARCore face regions

/1.5-preview
Tim Mowrer 6 年前
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6a484668
共有 4 个文件被更改,包括 583 次插入0 次删除
  1. 469
      Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
  2. 7
      Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity.meta
  3. 96
      Assets/Scripts/ARCoreFaceRegionManager.cs
  4. 11
      Assets/Scripts/ARCoreFaceRegionManager.cs.meta

469
Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity


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7
Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity.meta


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96
Assets/Scripts/ARCoreFaceRegionManager.cs


using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
#if UNITY_ANDROID && !UNITY_EDITOR
using UnityEngine.XR.ARCore;
#endif
/// <summary>
/// This component uses the ARCoreFaceSubsystem to query for face regions, special
/// regions detected within a face, such as the nose tip. Each region has a pose
/// associated with it. This component instantiates <see cref="regionPrefab"/>
/// at each detected region.
/// </summary>
[RequireComponent(typeof(ARFaceManager))]
[RequireComponent(typeof(ARSessionOrigin))]
public class ARCoreFaceRegionManager : MonoBehaviour
{
[SerializeField]
GameObject m_RegionPrefab;
/// <summary>
/// Get or set the prefab which will be instantiated at each detected face region.
/// </summary>
public GameObject regionPrefab
{
get { return m_RegionPrefab; }
set { m_RegionPrefab = value; }
}
ARFaceManager m_FaceManager;
ARSessionOrigin m_SessionOrigin;
#if UNITY_ANDROID && !UNITY_EDITOR
NativeArray<ARCoreFaceRegionData> m_FaceRegions;
Dictionary<TrackableId, Dictionary<ARCoreFaceRegion, GameObject>> m_InstantiatedPrefabs;
#endif
// Start is called before the first frame update
void Start()
{
m_FaceManager = GetComponent<ARFaceManager>();
m_SessionOrigin = GetComponent<ARSessionOrigin>();
#if UNITY_ANDROID && !UNITY_EDITOR
m_InstantiatedPrefabs = new Dictionary<TrackableId, Dictionary<ARCoreFaceRegion, GameObject>>();
#endif
}
// Update is called once per frame
void Update()
{
#if UNITY_ANDROID && !UNITY_EDITOR
var subsystem = (ARCoreFaceSubsystem)m_FaceManager.subsystem;
if (subsystem == null)
return;
foreach (var face in m_FaceManager.trackables)
{
Dictionary<ARCoreFaceRegion, GameObject> regionGos;
if (!m_InstantiatedPrefabs.TryGetValue(face.trackableId, out regionGos))
{
regionGos = new Dictionary<ARCoreFaceRegion, GameObject>();
m_InstantiatedPrefabs.Add(face.trackableId, regionGos);
}
subsystem.GetRegionPoses(face.trackableId, Allocator.Persistent, ref m_FaceRegions);
for (int i = 0; i < m_FaceRegions.Length; ++i)
{
var regionType = m_FaceRegions[i].region;
GameObject go;
if (!regionGos.TryGetValue(regionType, out go))
{
go = Instantiate(m_RegionPrefab, m_SessionOrigin.trackablesParent);
regionGos.Add(regionType, go);
}
go.transform.localPosition = m_FaceRegions[i].pose.position;
go.transform.localRotation = m_FaceRegions[i].pose.rotation;
}
}
#endif
}
void OnDestroy()
{
#if UNITY_ANDROID && !UNITY_EDITOR
if (m_FaceRegions.IsCreated)
m_FaceRegions.Dispose();
#endif
}
}

11
Assets/Scripts/ARCoreFaceRegionManager.cs.meta


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