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Update FaceMesh scene to use a different face mesh material for faces (#2)
Update FaceMesh scene to use a different face mesh material for faces (#2)
* Update FaceMesh scene to use a different face mesh material for detected faces/3.1
当前提交
a5bd85af
共有 16 个文件被更改,包括 473 次插入 和 41 次删除
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5Assets/Materials/TriColor1.mat
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91Assets/Prefabs/FaceMeshPrefab.prefab
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77Assets/Materials/TriColor2.mat
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8Assets/Materials/TriColor2.mat.meta
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77Assets/Materials/TriColor3.mat
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8Assets/Materials/TriColor3.mat.meta
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40Assets/Scripts/FaceMaterialSwitcher.cs
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11Assets/Scripts/FaceMaterialSwitcher.cs.meta
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9Assets/Textures/tricolor2.png
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86Assets/Textures/tricolor2.png.meta
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16Assets/Textures/tricolor3.png
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86Assets/Textures/tricolor3.png.meta
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0/Assets/Materials/TriColor1.mat.meta
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0/Assets/Materials/TriColor1.mat
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0/Assets/Textures/tricolor1.png
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0/Assets/Textures/tricolor1.png.meta
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.XR.ARFoundation; |
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using UnityEngine.XR.ARSubsystems; |
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|
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public class FaceMaterialSwitcher : MonoBehaviour |
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{ |
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[SerializeField] |
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[Tooltip("Materials to use for face meshes.")] |
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Material[] m_FaceMaterials; |
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/// <summary>
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/// Getter/setter for the Face Materials.
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/// </summary>
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public Material[] faceMaterials |
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{ |
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get { return m_FaceMaterials; } |
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set { m_FaceMaterials = value; } |
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} |
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static int s_CurrentMaterialIndex; |
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static Dictionary<TrackableId, Material> s_FaceTracker = new Dictionary<TrackableId, Material>(); |
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void Start() |
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{ |
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ARFace face = GetComponent<ARFace>(); |
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Material mat; |
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if (!s_FaceTracker.TryGetValue(face.trackableId, out mat)) |
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{ |
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s_FaceTracker.Add(face.trackableId, m_FaceMaterials[s_CurrentMaterialIndex]); |
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GetComponent<MeshRenderer>().material = m_FaceMaterials[s_CurrentMaterialIndex]; |
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s_CurrentMaterialIndex = (s_CurrentMaterialIndex + 1) % m_FaceMaterials.Length; |
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} |
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else |
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{ |
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// Assign the material that was already used for the face's unique id.
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GetComponent<MeshRenderer>().material = mat; |
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} |
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} |
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} |
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