Todd Stinson
6 年前
当前提交
6e44ca68
共有 11 个文件被更改,包括 1332 次插入 和 8 次删除
-
1.gitignore
-
5Packages/manifest.json
-
44ProjectSettings/EditorBuildSettings.asset
-
1ProjectSettings/ProjectSettings.asset
-
4ProjectSettings/ProjectVersion.txt
-
1001Assets/Scenes/CameraImage.unity
-
7Assets/Scenes/CameraImage.unity.meta
-
114Assets/Scripts/CameraConfigController.cs
-
11Assets/Scripts/CameraConfigController.cs.meta
-
141Assets/Scripts/TestCameraImage.cs
-
11Assets/Scripts/TestCameraImage.cs.meta
|
|||
m_EditorVersion: 2019.2.0a8 |
|||
m_EditorVersionWithRevision: 2019.2.0a8 (18a4512f903f) |
|||
m_EditorVersion: 2019.2.0a11 |
|||
m_EditorVersionWithRevision: 2019.2.0a11 (50bfd5f1a2f4) |
1001
Assets/Scenes/CameraImage.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
|
|||
fileFormatVersion: 2 |
|||
guid: e769916924fd3814ab1d9474de816b22 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using Unity.Collections; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.XR.ARFoundation; |
|||
|
|||
/// <summary>
|
|||
/// Populates a drop down UI element with all the supported
|
|||
/// camera configurations and changes the active camera
|
|||
/// configuration when the user changes the selection in the dropdown.
|
|||
///
|
|||
/// The camera configuration affects the resolution (and possibly framerate)
|
|||
/// of the hardware camera during an AR session.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(Dropdown))] |
|||
public class CameraConfigController : MonoBehaviour |
|||
{ |
|||
List<string> m_ConfigurationNames; |
|||
|
|||
Dropdown m_Dropdown; |
|||
|
|||
[SerializeField] |
|||
[Tooltip("The ARCameraManager which will produce frame events.")] |
|||
ARCameraManager m_CameraManager; |
|||
|
|||
/// <summary>
|
|||
/// Get or set the <c>ARCameraManager</c>.
|
|||
/// </summary>
|
|||
public ARCameraManager cameraManager |
|||
{ |
|||
get { return m_CameraManager; } |
|||
set { m_CameraManager = value; } |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Callback invoked when <see cref="m_Dropdown"/> changes. This
|
|||
/// lets us change the camera configuration when the user changes
|
|||
/// the selection in the UI.
|
|||
/// </summary>
|
|||
/// <param name="dropdown">The <c>Dropdown</c> which changed.</param>
|
|||
public void OnValueChanged(Dropdown dropdown) |
|||
{ |
|||
if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
var configurationIndex = dropdown.value; |
|||
|
|||
// Check that the value makes sense
|
|||
using (var configurations = cameraManager.GetConfigurations(Allocator.Temp)) |
|||
{ |
|||
if (configurationIndex >= configurations.Length) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
// Get that configuration by index
|
|||
var configuration = configurations[configurationIndex]; |
|||
|
|||
// Make it the active one
|
|||
cameraManager.currentConfiguration = configuration; |
|||
} |
|||
} |
|||
|
|||
void Awake() |
|||
{ |
|||
m_Dropdown = GetComponent<Dropdown>(); |
|||
m_Dropdown.ClearOptions(); |
|||
m_ConfigurationNames = new List<string>(); |
|||
} |
|||
|
|||
void PopulateDropdown() |
|||
{ |
|||
if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running) |
|||
return; |
|||
|
|||
// No configurations available probably means this feature
|
|||
// isn't supported by the current device.
|
|||
using (var configurations = cameraManager.GetConfigurations(Allocator.Temp)) |
|||
{ |
|||
if (!configurations.IsCreated || (configurations.Length <= 0)) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
// There are two ways to enumerate the camera configurations.
|
|||
|
|||
// 1. Use a foreach to iterate over all the available configurations
|
|||
foreach (var config in configurations) |
|||
{ |
|||
m_ConfigurationNames.Add(config.ToString()); |
|||
} |
|||
m_Dropdown.AddOptions(m_ConfigurationNames); |
|||
|
|||
// 2. Use a normal for...loop
|
|||
var currentConfig = cameraManager.currentConfiguration; |
|||
for (int i = 0; i < configurations.Length; ++i) |
|||
{ |
|||
// Find the current configuration and update the drop down value
|
|||
if (currentConfig == configurations[i]) |
|||
{ |
|||
m_Dropdown.value = i; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
if (m_ConfigurationNames.Count == 0) |
|||
PopulateDropdown(); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 94b653a1faa6f4749ad83e77bcddfab4 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using Unity.Collections.LowLevel.Unsafe; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.XR.ARFoundation; |
|||
using UnityEngine.XR.ARSubsystems; |
|||
|
|||
/// <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] |
|||
[Tooltip("The ARCameraManager which will produce frame events.")] |
|||
ARCameraManager m_CameraManager; |
|||
|
|||
/// <summary>
|
|||
/// Get or set the <c>ARCameraManager</c>.
|
|||
/// </summary>
|
|||
public ARCameraManager cameraManager |
|||
{ |
|||
get { return m_CameraManager; } |
|||
set { m_CameraManager = value; } |
|||
} |
|||
|
|||
[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; } |
|||
} |
|||
|
|||
void OnEnable() |
|||
{ |
|||
if (m_CameraManager != null) |
|||
{ |
|||
m_CameraManager.frameReceived += OnCameraFrameReceived; |
|||
} |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
if (m_CameraManager != null) |
|||
{ |
|||
m_CameraManager.frameReceived -= 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).
|
|||
XRCameraImage image; |
|||
if (!cameraManager.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 XRCameraImage, we can access the individual image "planes"
|
|||
// (the separate channels in the image). XRCameraImage.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 XRCameraImage.FormatSupported for a complete list of supported formats.
|
|||
var format = TextureFormat.RGBA32; |
|||
|
|||
if (m_Texture == null || m_Texture.width != image.width || m_Texture.height != image.height) |
|||
{ |
|||
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 XRCameraImageConversionParams(image, format, CameraImageTransformation.MirrorY); |
|||
|
|||
// 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>(); |
|||
try |
|||
{ |
|||
image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length); |
|||
} |
|||
finally |
|||
{ |
|||
// We must dispose of the XRCameraImage 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; |
|||
} |
|||
|
|||
Texture2D m_Texture; |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: c6e58200659977344ad301e3a0f6e8d7 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
撰写
预览
正在加载...
取消
保存
Reference in new issue