GitHub
6 年前
当前提交
7371bc06
共有 6 个文件被更改,包括 909 次插入 和 4 次删除
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6Packages/manifest.json
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2ProjectSettings/ProjectSettings.asset
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760Assets/Scenes/CameraImage.unity
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7Assets/Scenes/CameraImage.unity.meta
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127Assets/Scripts/TestCameraImage.cs
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11Assets/Scripts/TestCameraImage.cs.meta
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"com.unity.xr.arkit": "1.0.0-preview.16" |
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} |
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} |
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|
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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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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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