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Merge pull request #59 from unity/flat-depth

Updating to Unity 2019.4.1f1, and adding some depth scenes.
/4.1
GitHub Enterprise 4 年前
当前提交
8ceaab8d
共有 35 个文件被更改,包括 2416 次插入78 次删除
  1. 1
      .gitignore
  2. 894
      Assets/Scenes/ARFoundationMenu/Menu.unity
  3. 8
      Assets/Scenes/CameraGrain/CameraGrain.unity
  4. 160
      Assets/Scenes/CpuImages.unity
  5. 2
      Assets/Scenes/Interaction/Interaction.unity
  6. 2
      Assets/Scenes/Meshing/ClassificationMeshes.unity
  7. 2
      Assets/Scenes/Meshing/NormalMeshes.unity
  8. 2
      Assets/Scenes/Meshing/OcclusionMeshes.unity
  9. 2
      Assets/Scenes/SimpleAR/SimpleAR.unity
  10. 122
      Assets/Scripts/CpuImageSample.cs
  11. 6
      Assets/Scripts/TestDepthImage.cs
  12. 31
      Assets/Scripts/UX/ARSceneSelectUI.cs
  13. 3
      Assets/Scripts/UX/ActiveMenu.cs
  14. 13
      Assets/Scripts/UX/CheckAvailableFeatures.cs
  15. 10
      Packages/manifest.json
  16. 13
      ProjectSettings/EditorBuildSettings.asset
  17. 1
      ProjectSettings/GraphicsSettings.asset
  18. 18
      ProjectSettings/ProjectSettings.asset
  19. 5
      ProjectSettings/ProjectVersion.txt
  20. 11
      README.md
  21. 6
      Assets/Scenes/Depth/DepthImages.unity
  22. 8
      Assets/Scenes/Depth.meta
  23. 15
      Assets/XR/Settings/AR Core Settings.asset
  24. 8
      Assets/XR/Settings/AR Core Settings.asset.meta
  25. 16
      Assets/XR/Settings/AR Kit Settings.asset
  26. 8
      Assets/XR/Settings/AR Kit Settings.asset.meta
  27. 112
      Assets/Scenes/Depth/NoGravityProjectile.prefab
  28. 7
      Assets/Scenes/Depth/NoGravityProjectile.prefab.meta
  29. 1001
      Assets/Scenes/Depth/SimpleOcclusion.unity
  30. 7
      Assets/Scenes/Depth/SimpleOcclusion.unity.meta
  31. 0
      /Assets/Scenes/HumanTracking
  32. 0
      /Assets/Scenes/HumanTracking.meta
  33. 0
      /Assets/Scenes/Depth/DepthImages.unity.meta
  34. 0
      /Assets/Scenes/Depth/DepthImages.unity

1
.gitignore


[Bb]uilds/
[Uu]serSettings/
Assets/AssetStoreTools*
Packages/packages-lock.json
# Visual Studio 2015 cache directory
/.vs/

894
Assets/Scenes/ARFoundationMenu/Menu.unity


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8
Assets/Scenes/CameraGrain/CameraGrain.unity


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160
Assets/Scenes/CpuImages.unity


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2
Assets/Scenes/Interaction/Interaction.unity


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2
Assets/Scenes/Meshing/ClassificationMeshes.unity


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2
Assets/Scenes/Meshing/NormalMeshes.unity


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Assets/Scenes/Meshing/OcclusionMeshes.unity


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2
Assets/Scenes/SimpleAR/SimpleAR.unity


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122
Assets/Scripts/CpuImageSample.cs


set => m_RawCameraImage = value;
}
[SerializeField]
[Tooltip("The AROcclusionManager which will produce human depth and stencil textures.")]
AROcclusionManager m_OcclusionManager;
[SerializeField]
[Tooltip("The AROcclusionManager which will produce human depth and stencil textures.")]
AROcclusionManager m_OcclusionManager;
public AROcclusionManager occlusionManager
{
get => m_OcclusionManager;
set => m_OcclusionManager = value;
}
public AROcclusionManager occlusionManager
{
get => m_OcclusionManager;
set => m_OcclusionManager = value;
}
[SerializeField]
RawImage m_RawHumanDepthImage;
[SerializeField]
RawImage m_RawHumanDepthImage;
/// <summary>
/// The UI RawImage used to display the image on screen.
/// </summary>
public RawImage rawHumanDepthImage
{
get => m_RawHumanDepthImage;
set => m_RawHumanDepthImage = value;
}
/// <summary>
/// The UI RawImage used to display the image on screen.
/// </summary>
public RawImage rawHumanDepthImage
{
get => m_RawHumanDepthImage;
set => m_RawHumanDepthImage = value;
}
[SerializeField]
RawImage m_RawHumanStencilImage;
[SerializeField]
RawImage m_RawHumanStencilImage;
/// <summary>
/// The UI RawImage used to display the image on screen.
/// </summary>
public RawImage rawHumanStencilImage
{
get => m_RawHumanStencilImage;
set => m_RawHumanStencilImage = value;
}
/// <summary>
/// The UI RawImage used to display the image on screen.
/// </summary>
public RawImage rawHumanStencilImage
{
get => m_RawHumanStencilImage;
set => m_RawHumanStencilImage = value;
}
[SerializeField]
RawImage m_RawEnvironmentDepthImage;
/// <summary>
/// The UI RawImage used to display the image on screen.
/// </summary>
public RawImage rawEnvironmentDepthImage
{
get => m_RawEnvironmentDepthImage;
set => m_RawEnvironmentDepthImage = value;
}
[SerializeField]
RawImage m_RawEnvironmentDepthConfidenceImage;
/// <summary>
/// The UI RawImage used to display the image on screen.
/// </summary>
public RawImage rawEnvironmentDepthConfidenceImage
{
get => m_RawEnvironmentDepthConfidenceImage;
set => m_RawEnvironmentDepthConfidenceImage = value;
}
[SerializeField]
Text m_ImageInfo;

}
}
void UpdateEnvironmentDepthImage()
{
if (m_RawEnvironmentDepthImage == null)
return;
// Attempt to get the latest environment depth image. If this method succeeds,
// it acquires a native resource that must be disposed (see below).
if (occlusionManager && occlusionManager.TryAcquireEnvironmentDepthCpuImage(out XRCpuImage image))
{
using (image)
{
UpdateRawImage(m_RawEnvironmentDepthImage, image);
}
}
else
{
m_RawEnvironmentDepthImage.enabled = false;
}
}
void UpdateEnvironmentDepthConfidenceImage()
{
if (m_RawEnvironmentDepthConfidenceImage == null)
return;
// Attempt to get the latest environment depth image. If this method succeeds,
// it acquires a native resource that must be disposed (see below).
if (occlusionManager && occlusionManager.TryAcquireEnvironmentDepthConfidenceCpuImage(out XRCpuImage image))
{
using (image)
{
UpdateRawImage(m_RawEnvironmentDepthConfidenceImage, image);
}
}
else
{
m_RawEnvironmentDepthConfidenceImage.enabled = false;
}
}
static void UpdateRawImage(RawImage rawImage, XRCpuImage cpuImage)
{
// Get the texture associated with the UI.RawImage that we wish to display on screen.

UpdateCameraImage();
UpdateHumanDepthImage();
UpdateHumanStencilImage();
UpdateEnvironmentDepthImage();
UpdateEnvironmentDepthConfidenceImage();
}
Texture2D m_CameraTexture;

6
Assets/Scripts/TestDepthImage.cs


StringBuilder sb = new StringBuilder();
Texture2D humanStencil = m_OcclusionManager.humanStencilTexture;
Texture2D humanDepth = m_OcclusionManager.humanDepthTexture;
Texture2D envDepth = m_OcclusionManager.environmentDepthTexture;
LogTextureInfo(sb, "env", envDepth);
if (m_ImageInfo != null)
{

// To use the stencil, be sure the HumanSegmentationStencilMode property on the AROcclusionManager is set to a
// non-disabled value.
m_RawImage.texture = humanStencil;
m_RawImage.texture = envDepth;
// To use the depth, be sure the HumanSegmentationDepthMode property on the AROcclusionManager is set to a
/// non-disabled value.

}
}

31
Assets/Scripts/UX/ARSceneSelectUI.cs


set { m_MeshingMenu = value; }
}
[SerializeField]
GameObject m_DepthMenu;
public GameObject depthMenu
{
get { return m_DepthMenu; }
set { m_DepthMenu = value; }
}
void Start()
{
if(ActiveMenu.currentMenu == MenuType.FaceTracking)

else if(ActiveMenu.currentMenu == MenuType.Meshing)
{
m_MeshingMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
else if(ActiveMenu.currentMenu == MenuType.Depth)
{
m_DepthMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
}

m_PlaneDetectionMenu.SetActive(false);
m_HumanSegmentationMenu.SetActive(false);
m_MeshingMenu.SetActive(false);
m_DepthMenu.SetActive(false);
m_AllMenu.SetActive(true);
}

m_MeshingMenu.SetActive(true);
m_AllMenu.SetActive(false);
}
public void DepthMenuButtonPressed()
{
ActiveMenu.currentMenu = MenuType.Depth;
m_DepthMenu.SetActive(true);
m_AllMenu.SetActive(false);
}

public void InteractionButtonPressed()
{
LoadScene("Interaction");
}
public void SimpleOcclusionButtonPressed()
{
LoadScene("SimpleOcclusion");
}
public void DepthImagesButtonPressed()
{
LoadScene("DepthImages");
}
}
}

3
Assets/Scripts/UX/ActiveMenu.cs


FaceTracking,
PlaneDetection,
HumanSegmentation,
Meshing
Meshing,
Depth
}
public static class ActiveMenu

13
Assets/Scripts/UX/CheckAvailableFeatures.cs


set { m_CheckSupport = value; }
}
[SerializeField]
Button m_Depth;
public Button depth
{
get { return m_Depth; }
set { m_Depth = value; }
}
// Start is called before the first frame update
void Start()
{

if(occlusionDescriptor.supportsHumanSegmentationDepthImage && occlusionDescriptor.supportsHumanSegmentationStencilImage)
{
m_HumanSegmentation.interactable = true;
break;
}
if(occlusionDescriptor.supportsEnvironmentDepthImage)
{
m_Depth.interactable = true;
}
}
}

10
Packages/manifest.json


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"com.unity.modules.androidjni": "1.0.0",

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11
README.md


This sample requires a device with an A12 bionic chip running iOS 13.
## HumanSegmentationImages
## DepthImages
This sample demonstrates raw texture depth images from different methods.
* Environment depth (certain Android devices)
* Human stencil (Apple devices with an A12 bionic chip (or later) running iOS 13 or later)
* Human depth (Apple devices with an A12 bionic chip (or later) running iOS 13 or later)
This sample demonstrates "people occlusion", which can produce stencil and depth textures for detected persons. This sample is very primitive and simply displays the raw texture on the screen. We are currently working on a better sample.
## SimpleOcclusion
This sample requires a device with an A12 bionic chip running iOS 13.
This sample demonstrates occlusion of virtual content by real world content through the use of environment depth images on supported Android devices.
## AllPointCloudPoints

6
Assets/Scenes/Depth/DepthImages.unity


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Assets/Scenes/Depth/SimpleOcclusion.unity
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/Assets/Scenes/HumanSegmentation → /Assets/Scenes/HumanTracking

/Assets/Scenes/HumanSegmentation.meta → /Assets/Scenes/HumanTracking.meta

/Assets/Scenes/HumanTracking/HumanSegmentationImages.unity.meta → /Assets/Scenes/Depth/DepthImages.unity.meta

/Assets/Scenes/HumanTracking/HumanSegmentationImages.unity → /Assets/Scenes/Depth/DepthImages.unity

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