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Merge pull request #147 from Unity-Technologies/arkit3-samples-for-2018.4

Introducing samples for ARFoundation 1.5 and ARKit 3.
/1.5-preview
GitHub 6 年前
当前提交
bc5e20cd
共有 66 个文件被更改,包括 8623 次插入62 次删除
  1. 1
      Assets/Scenes/EnvironmentProbes.unity
  2. 1
      Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
  3. 1
      Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity
  4. 263
      Assets/Scenes/FaceTracking/FaceMesh.unity
  5. 1
      Assets/Scenes/FaceTracking/FacePose.unity
  6. 2
      Assets/Scenes/Scale.unity
  7. 791
      Assets/Scenes/SimpleAR.unity
  8. 33
      Assets/Scripts/PlaceOnPlane.cs
  9. 9
      Packages/manifest.json
  10. 18
      ProjectSettings/EditorBuildSettings.asset
  11. 2
      ProjectSettings/ProjectVersion.txt
  12. 86
      ProjectSettings/TagManager.asset
  13. 8
      README.md
  14. 85
      Assets/Materials/JointLineMaterial.mat
  15. 8
      Assets/Materials/JointLineMaterial.mat.meta
  16. 126
      Assets/Prefabs/JointLineRenderer.prefab
  17. 7
      Assets/Prefabs/JointLineRenderer.prefab.meta
  18. 8
      Assets/Scenes/ARCollaborationData.meta
  19. 962
      Assets/Scenes/Check Support.unity
  20. 7
      Assets/Scenes/Check Support.unity.meta
  21. 35
      Assets/Scenes/FaceTracking/DisplayFaceInfo.cs
  22. 11
      Assets/Scenes/FaceTracking/DisplayFaceInfo.cs.meta
  23. 862
      Assets/Scenes/FaceTracking/RearCameraWithFrontCameraFaceMesh.unity
  24. 7
      Assets/Scenes/FaceTracking/RearCameraWithFrontCameraFaceMesh.unity.meta
  25. 52
      Assets/Scenes/FaceTracking/ToggleManagers.cs
  26. 11
      Assets/Scenes/FaceTracking/ToggleManagers.cs.meta
  27. 8
      Assets/Scenes/HumanSegmentation.meta
  28. 81
      Assets/Scripts/Logger.cs
  29. 11
      Assets/Scripts/Logger.cs.meta
  30. 59
      Assets/Scripts/ReferencePointCreator.cs
  31. 11
      Assets/Scripts/ReferencePointCreator.cs.meta
  32. 160
      Assets/Scripts/ScreenSpaceJointVisualizer.cs
  33. 11
      Assets/Scripts/ScreenSpaceJointVisualizer.cs.meta
  34. 136
      Assets/Scripts/SupportChecker.cs
  35. 11
      Assets/Scripts/SupportChecker.cs.meta
  36. 121
      Assets/Scripts/TestDepthImage.cs
  37. 11
      Assets/Scripts/TestDepthImage.cs.meta
  38. 208
      Assets/Scripts/TestHumanBodyTracking.cs
  39. 11
      Assets/Scripts/TestHumanBodyTracking.cs.meta
  40. 5
      LICENSE.md
  41. 1001
      Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity
  42. 7
      Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity.meta
  43. 103
      Assets/Scenes/ARCollaborationData/ClientServerSelector.cs
  44. 11
      Assets/Scenes/ARCollaborationData/ClientServerSelector.cs.meta
  45. 68
      Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs
  46. 11
      Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs.meta
  47. 41
      Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs
  48. 11
      Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs.meta
  49. 96
      Assets/Scenes/ARCollaborationData/ReferencePointInfoManager.cs
  50. 11
      Assets/Scenes/ARCollaborationData/ReferencePointInfoManager.cs.meta
  51. 610
      Assets/Scenes/ARCollaborationData/ReferencePointWithDebugText.prefab
  52. 8
      Assets/Scenes/ARCollaborationData/ReferencePointWithDebugText.prefab.meta
  53. 50
      Assets/Scenes/ARCollaborationData/TCPClient.cs
  54. 11
      Assets/Scenes/ARCollaborationData/TCPClient.cs.meta
  55. 290
      Assets/Scenes/ARCollaborationData/TCPConnection.cs
  56. 11
      Assets/Scenes/ARCollaborationData/TCPConnection.cs.meta
  57. 43
      Assets/Scenes/ARCollaborationData/TCPServer.cs
  58. 11
      Assets/Scenes/ARCollaborationData/TCPServer.cs.meta
  59. 466
      Assets/Scenes/HumanSegmentation/HumanBodyTracking2D.unity
  60. 7
      Assets/Scenes/HumanSegmentation/HumanBodyTracking2D.unity.meta
  61. 562
      Assets/Scenes/HumanSegmentation/HumanBodyTracking3D.unity
  62. 7
      Assets/Scenes/HumanSegmentation/HumanBodyTracking3D.unity.meta
  63. 1001
      Assets/Scenes/HumanSegmentation/HumanSegmentationImages.unity
  64. 7
      Assets/Scenes/HumanSegmentation/HumanSegmentationImages.unity.meta

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Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity


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Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity


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33
Assets/Scripts/PlaceOnPlane.cs


using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;

/// AR raycasts will only hit detected trackables like feature points and planes.
///
///
/// If a raycast hits a trackable, the <see cref="placedPrefab"/> is instantiated
/// and moved to the hit position.
/// </summary>

get { return m_PlacedPrefab; }
set { m_PlacedPrefab = value; }
}
/// <summary>
/// The object instantiated as a result of a successful raycast intersection with a plane.
/// </summary>

m_RaycastManager = GetComponent<ARRaycastManager>();
}
bool TryGetTouchPosition(out Vector2 touchPosition)
{
#if UNITY_EDITOR
if (Input.GetMouseButton(0))
{
var mousePosition = Input.mousePosition;
touchPosition = new Vector2(mousePosition.x, mousePosition.y);
return true;
}
#else
if (Input.touchCount > 0)
{
touchPosition = Input.GetTouch(0).position;
return true;
}
#endif
touchPosition = default;
return false;
}
if (Input.touchCount == 0)
if (!TryGetTouchPosition(out Vector2 touchPosition))
var touch = Input.GetTouch(0);
if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
if (m_RaycastManager.Raycast(touchPosition, s_Hits, TrackableType.PlaneWithinPolygon))
{
// Raycast hits are sorted by distance, so the first one
// will be the closest hit.

9
Packages/manifest.json


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"com.unity.purchasing": "2.0.6",
"com.unity.textmeshpro": "1.3.0",
"com.unity.xr.arcore": "2.1.0-preview.4",
"com.unity.xr.arfoundation": "1.5.0-preview.2",
"com.unity.xr.arkit": "2.1.0-preview.3",
"com.unity.xr.arkit-face-tracking": "1.0.0-preview.4",
"com.unity.timeline": "1.0.0",
"com.unity.xr.arcore": "2.1.0-preview.5",
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"com.unity.modules.ai": "1.0.0",
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"com.unity.modules.assetbundle": "1.0.0",

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README.md


# AR Foundation Samples
Example projects that use *AR Foundation* and demonstrate its functionality with sample assets and components.
Compatible with Unity 2018.3.
Compatible with Unity 2018.4.
1. Download the latest version of Unity 2018.3
1. Download the latest version of Unity 2018.4.
2. Open Unity and load the project at the root of the *arfoundation-samples* repository
2. Open Unity, and load the project at the root of the *arfoundation-samples* repository.
4. See the [AR Foundation Documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@1.0) for usage instructions and more information.
4. See the [AR Foundation Documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@1.5) for usage instructions and more information.

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35
Assets/Scenes/FaceTracking/DisplayFaceInfo.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
[RequireComponent(typeof(ARFaceManager))]
public class DisplayFaceInfo : MonoBehaviour
{
[SerializeField]
Text m_FaceInfoText;
public Text faceInfoText
{
get { return m_FaceInfoText; }
set { m_FaceInfoText = value; }
}
ARFaceManager m_FaceManager;
void Awake()
{
m_FaceManager = GetComponent<ARFaceManager>();
}
void Update()
{
if (m_FaceManager.subsystem != null && faceInfoText != null)
{
faceInfoText.text = $"Supported number of tracked faces: {m_FaceManager.supportedFaceCount}\n" +
$"Max number of faces to track: {m_FaceManager.maximumFaceCount}\n" +
$"Number of tracked faces: {m_FaceManager.trackables.count}";
}
}
}

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Assets/Scenes/FaceTracking/RearCameraWithFrontCameraFaceMesh.unity.meta


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52
Assets/Scenes/FaceTracking/ToggleManagers.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class ToggleManagers : MonoBehaviour
{
[SerializeField]
public bool m_PlaneManager;
public bool planeManager
{
get { return m_PlaneManager; }
set { m_PlaneManager = value; }
}
[SerializeField]
public bool m_FaceManager;
public bool faceManager
{
get { return m_FaceManager; }
set { m_FaceManager = value; }
}
void ToggleComponent<T>() where T : MonoBehaviour
{
var behaviour = GetComponent<T>();
if (behaviour == null)
return;
behaviour.enabled = !behaviour.enabled;
var enabledText = behaviour.enabled ? "enabled" : "disabled";
Logger.Log($"{typeof(T).Name} {enabledText}");
}
void Update()
{
if (Input.touchCount < 1)
return;
var touch = Input.touches[0];
if (touch.phase == TouchPhase.Began)
{
if (planeManager)
ToggleComponent<ARPlaneManager>();
if (faceManager)
ToggleComponent<ARFaceManager>();
}
}
}

11
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Assets/Scenes/HumanSegmentation.meta


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81
Assets/Scripts/Logger.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class Logger : MonoBehaviour
{
[SerializeField]
Text m_LogText;
public Text logText
{
get { return s_LogText; }
set
{
m_LogText = value;
s_LogText = value;
}
}
[SerializeField]
int m_VisibleMessageCount = 40;
public int visibleMessageCount
{
get { return s_VisibleMessageCount; }
set
{
m_VisibleMessageCount = value;
s_VisibleMessageCount = value;
}
}
int m_LastMessageCount;
static int s_VisibleMessageCount;
static Text s_LogText;
static List<string> s_Log = new List<string>();
static StringBuilder s_StringBuilder = new StringBuilder();
void Awake()
{
s_LogText = m_LogText;
s_VisibleMessageCount = m_VisibleMessageCount;
Log("Log console initialized.");
}
void Update()
{
lock (s_Log)
{
if (m_LastMessageCount != s_Log.Count)
{
s_StringBuilder.Clear();
var startIndex = Mathf.Max(s_Log.Count - s_VisibleMessageCount, 0);
for (int i = startIndex; i < s_Log.Count; ++i)
{
s_StringBuilder.Append($"{i:000}> {s_Log[i]}\n");
}
s_LogText.text = s_StringBuilder.ToString();
}
m_LastMessageCount = s_Log.Count;
}
}
public static void Log(string message)
{
lock (s_Log)
{
if (s_Log == null)
s_Log = new List<string>();
s_Log.Add(message);
}
}
}

11
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59
Assets/Scripts/ReferencePointCreator.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
[RequireComponent(typeof(ARReferencePointManager))]
[RequireComponent(typeof(ARRaycastManager))]
public class ReferencePointCreator : MonoBehaviour
{
public void RemoveAllReferencePoints()
{
foreach (var referencePoint in m_ReferencePoints)
{
m_ReferencePointManager.RemoveReferencePoint(referencePoint);
}
m_ReferencePoints.Clear();
}
void Awake()
{
m_RaycastManager = GetComponent<ARRaycastManager>();
m_ReferencePointManager = GetComponent<ARReferencePointManager>();
m_ReferencePoints = new List<ARReferencePoint>();
}
void Update()
{
if (Input.touchCount == 0)
return;
var touch = Input.GetTouch(0);
if (touch.phase != TouchPhase.Began)
return;
if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.FeaturePoint))
{
// Raycast hits are sorted by distance, so the first one
// will be the closest hit.
var hitPose = s_Hits[0].pose;
var referencePoint = m_ReferencePointManager.AddReferencePoint(hitPose);
if (referencePoint == null)
{
Logger.Log("Error creating reference point");
}
else
{
m_ReferencePoints.Add(referencePoint);
}
}
}
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
List<ARReferencePoint> m_ReferencePoints;
ARRaycastManager m_RaycastManager;
ARReferencePointManager m_ReferencePointManager;
}

11
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160
Assets/Scripts/ScreenSpaceJointVisualizer.cs


using System;
using System.Text;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class ScreenSpaceJointVisualizer : MonoBehaviour
{
// 2D joint skeleton
enum JointIndices
{
Invalid = -1,
head_joint = 0, // parent: neck_1_joint [1]
neck_1_joint = 1, // parent: root [16]
right_shoulder_1_joint = 2, // parent: neck_1_joint [1]
right_forearm_joint = 3, // parent: right_shoulder_1_joint [2]
right_hand_joint = 4, // parent: right_forearm_joint [3]
left_shoulder_1_joint = 5, // parent: neck_1_joint [1]
left_forearm_joint = 6, // parent: left_shoulder_1_joint [5]
left_hand_joint = 7, // parent: left_forearm_joint [6]
right_upLeg_joint = 8, // parent: root [16]
right_leg_joint = 9, // parent: right_upLeg_joint [8]
right_foot_joint = 10, // parent: right_leg_joint [9]
left_upLeg_joint = 11, // parent: root [16]
left_leg_joint = 12, // parent: left_upLeg_joint [11]
left_foot_joint = 13, // parent: left_leg_joint [12]
right_eye_joint = 14, // parent: head_joint [0]
left_eye_joint = 15, // parent: head_joint [0]
root = 16, // parent: <none> [-1]
}
[SerializeField]
[Tooltip("The AR camera being used in the scene.")]
Camera m_ARCamera;
/// <summary>
/// Get or set the <c>Camera</c>.
/// </summary>
public Camera arCamera
{
get { return m_ARCamera; }
set { m_ARCamera = value; }
}
[SerializeField]
[Tooltip("The ARHumanBodyManager which will produce human body anchors.")]
ARHumanBodyManager m_HumanBodyManager;
/// <summary>
/// Get or set the <c>ARHumanBodyManager</c>.
/// </summary>
public ARHumanBodyManager humanBodyManager
{
get { return m_HumanBodyManager; }
set { m_HumanBodyManager = value; }
}
[SerializeField]
[Tooltip("A prefab that contains a LineRenderer component that will be used for rendering lines, representing the skeleton joints.")]
GameObject m_LineRendererPrefab;
/// <summary>
/// Get or set the Line Renderer prefab.
/// </summary>
public GameObject lineRendererPrefab
{
get { return m_LineRendererPrefab; }
set { m_LineRendererPrefab = value; }
}
Dictionary<int, GameObject> m_LineRenderers;
static HashSet<int> s_JointSet = new HashSet<int>();
void Awake()
{
m_LineRenderers = new Dictionary<int, GameObject>();
}
void UpdateRenderer(NativeArray<XRHumanBodyPose2DJoint> joints, int index)
{
GameObject lineRendererGO;
if (!m_LineRenderers.TryGetValue(index, out lineRendererGO))
{
lineRendererGO = Instantiate(m_LineRendererPrefab, transform);
m_LineRenderers.Add(index, lineRendererGO);
}
var lineRenderer = lineRendererGO.GetComponent<LineRenderer>();
// Traverse hierarchy to determine the longest line set that needs to be drawn.
var positions = new NativeArray<Vector2>(joints.Length, Allocator.Temp);
try
{
var boneIndex = index;
int jointCount = 0;
while (boneIndex >= 0)
{
var joint = joints[boneIndex];
if (joint.tracked)
{
positions[jointCount++] = joint.position;
if (!s_JointSet.Add(boneIndex))
break;
}
else
break;
boneIndex = joint.parentIndex;
}
// Render the joints as lines on the camera's near clip plane.
lineRenderer.positionCount = jointCount;
lineRenderer.startWidth = 0.001f;
lineRenderer.endWidth = 0.001f;
for (int i = 0; i < jointCount; ++i)
{
var position = positions[i];
var worldPosition = m_ARCamera.ViewportToWorldPoint(
new Vector3(position.x, position.y, m_ARCamera.nearClipPlane));
lineRenderer.SetPosition(i, worldPosition);
}
lineRendererGO.SetActive(true);
}
finally
{
positions.Dispose();
}
}
void Update()
{
Debug.Assert(m_HumanBodyManager != null, "Human body manager cannot be null");
var joints = m_HumanBodyManager.GetHumanBodyPose2DJoints(Allocator.Temp);
if (!joints.IsCreated)
{
HideJointLines();
return;
}
using (joints)
{
s_JointSet.Clear();
for (int i = joints.Length - 1; i >= 0; --i)
{
if (joints[i].parentIndex != -1)
UpdateRenderer(joints, i);
}
}
}
void HideJointLines()
{
foreach (var lineRenderer in m_LineRenderers)
{
lineRenderer.Value.SetActive(false);
}
}
}

11
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136
Assets/Scripts/SupportChecker.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// This example shows how to check for AR support before the ARSession is enabled.
/// For ARCore in particular, it is possible for a device to support ARCore but not
/// have it installed. This example will detect this case and prompt the user to install ARCore.
/// To test this feature yourself, use a supported device and uninstall ARCore.
/// (Settings > Search for "ARCore" and uninstall or disable it.)
/// </summary>
public class SupportChecker : MonoBehaviour
{
[SerializeField]
ARSession m_Session;
public ARSession session
{
get { return m_Session; }
set { m_Session = value; }
}
[SerializeField]
Text m_LogText;
public Text logText
{
get { return m_LogText; }
set { m_LogText = value; }
}
[SerializeField]
Button m_InstallButton;
public Button installButton
{
get { return m_InstallButton; }
set { m_InstallButton = value; }
}
void Log(string message)
{
m_LogText.text += $"{message}\n";
}
IEnumerator CheckSupport()
{
SetInstallButtonActive(false);
Log("Checking for AR support...");
yield return ARSession.CheckAvailability();
if (ARSession.state == ARSessionState.NeedsInstall)
{
Log("Your device supports AR, but requires a software update.");
Log("Attempting install...");
yield return ARSession.Install();
}
if (ARSession.state == ARSessionState.Ready)
{
Log("Your device supports AR!");
Log("Starting AR session...");
// To start the ARSession, we just need to enable it.
m_Session.enabled = true;
}
else
{
switch (ARSession.state)
{
case ARSessionState.Unsupported:
Log("Your device does not support AR.");
break;
case ARSessionState.NeedsInstall:
Log("The software update failed, or you declined the update.");
// In this case, we enable a button which allows the user
// to try again in the event they decline the update the first time.
SetInstallButtonActive(true);
break;
}
Log("\n[Start non-AR experience instead]");
//
// Start a non-AR fallback experience here...
//
}
}
void SetInstallButtonActive(bool active)
{
if (m_InstallButton != null)
m_InstallButton.gameObject.SetActive(active);
}
IEnumerator Install()
{
SetInstallButtonActive(false);
if (ARSession.state == ARSessionState.NeedsInstall)
{
Log("Attempting install...");
yield return ARSession.Install();
if (ARSession.state == ARSessionState.NeedsInstall)
{
Log("The software update failed, or you declined the update.");
SetInstallButtonActive(true);
}
else if (ARSession.state == ARSessionState.Ready)
{
Log("Success! Starting AR session...");
m_Session.enabled = true;
}
}
else
{
Log("Error: ARSession does not require install.");
}
}
public void OnInstallButtonPressed()
{
StartCoroutine(Install());
}
void OnEnable()
{
StartCoroutine(CheckSupport());
}
}

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121
Assets/Scripts/TestDepthImage.cs


using System;
using System.Text;
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 TestDepthImage : MonoBehaviour
{
[SerializeField]
[Tooltip("The ARHumanBodyManager which will produce frame events.")]
ARHumanBodyManager m_HumanBodyManager;
/// <summary>
/// Get or set the <c>ARHumanBodyManager</c>.
/// </summary>
public ARHumanBodyManager humanBodyManager
{
get { return m_HumanBodyManager; }
set { m_HumanBodyManager = 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 LogTextureInfo(StringBuilder stringBuilder, string textureName, Texture2D texture)
{
stringBuilder.AppendFormat("texture : {0}\n", textureName);
if (texture == null)
{
stringBuilder.AppendFormat(" <null>\n");
}
else
{
stringBuilder.AppendFormat(" format : {0}\n", texture.format.ToString());
stringBuilder.AppendFormat(" width : {0}\n", texture.width);
stringBuilder.AppendFormat(" height : {0}\n", texture.height);
stringBuilder.AppendFormat(" mipmap : {0}\n", texture.mipmapCount);
}
}
void Update()
{
var subsystem = m_HumanBodyManager.subsystem;
if (subsystem == null)
{
if (m_ImageInfo != null)
{
m_ImageInfo.text = "Human Segmentation not supported.";
}
return;
}
StringBuilder sb = new StringBuilder();
Texture2D humanStencil = m_HumanBodyManager.humanStencilTexture;
Texture2D humanDepth = m_HumanBodyManager.humanDepthTexture;
LogTextureInfo(sb, "stencil", humanStencil);
LogTextureInfo(sb, "depth", humanDepth);
if (m_ImageInfo != null)
{
m_ImageInfo.text = sb.ToString();
}
else
{
Debug.Log(sb.ToString());
}
// To use the stencil, be sure the HumanSegmentationStencilMode property on the ARHumanBodyManager is set to a
// non-disabled value.
m_RawImage.texture = humanStencil;
// To use the depth, be sure the HumanSegmentationDepthMode property on the ARHumanBodyManager is set to a
/// non-disabled value.
// m_RawImage.texture = eventArgs.humanDepth;
}
}

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208
Assets/Scripts/TestHumanBodyTracking.cs


using System;
using System.Text;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
using Object = UnityEngine.Object;
public class TestHumanBodyTracking : MonoBehaviour
{
// 3D joint skeleton
enum JointIndices
{
Invalid = -1,
root = 0, // parent: <none> [-1]
hips_joint = 1, // parent: root [0]
left_upLeg_joint = 2, // parent: hips_joint [1]
left_leg_joint = 3, // parent: left_upLeg_joint [2]
left_foot_joint = 4, // parent: left_leg_joint [3]
left_toes_joint = 5, // parent: left_foot_joint [4]
left_toesEnd_joint = 6, // parent: left_toes_joint [5]
right_upLeg_joint = 7, // parent: hips_joint [1]
right_leg_joint = 8, // parent: right_upLeg_joint [7]
right_foot_joint = 9, // parent: right_leg_joint [8]
right_toes_joint = 10, // parent: right_foot_joint [9]
right_toesEnd_joint = 11, // parent: right_toes_joint [10]
spine_1_joint = 12, // parent: hips_joint [1]
spine_2_joint = 13, // parent: spine_1_joint [12]
spine_3_joint = 14, // parent: spine_2_joint [13]
spine_4_joint = 15, // parent: spine_3_joint [14]
spine_5_joint = 16, // parent: spine_4_joint [15]
spine_6_joint = 17, // parent: spine_5_joint [16]
spine_7_joint = 18, // parent: spine_6_joint [17]
right_shoulder_1_joint = 19, // parent: spine_7_joint [18]
right_shoulder_2_joint = 20, // parent: right_shoulder_1_joint [19]
right_arm_joint = 21, // parent: right_shoulder_2_joint [20]
right_forearm_joint = 22, // parent: right_arm_joint [21]
right_hand_joint = 23, // parent: right_forearm_joint [22]
right_handThumbStart_joint = 24, // parent: right_hand_joint [23]
right_handThumb_1_joint = 25, // parent: right_handThumbStart_joint [24]
right_handThumb_2_joint = 26, // parent: right_handThumb_1_joint [25]
right_handThumbEnd_joint = 27, // parent: right_handThumb_2_joint [26]
right_handIndexStart_joint = 28, // parent: right_hand_joint [23]
right_handIndex_1_joint = 29, // parent: right_handIndexStart_joint [28]
right_handIndex_2_joint = 30, // parent: right_handIndex_1_joint [29]
right_handIndex_3_joint = 31, // parent: right_handIndex_2_joint [30]
right_handIndexEnd_joint = 32, // parent: right_handIndex_3_joint [31]
right_handMidStart_joint = 33, // parent: right_hand_joint [23]
right_handMid_1_joint = 34, // parent: right_handMidStart_joint [33]
right_handMid_2_joint = 35, // parent: right_handMid_1_joint [34]
right_handMid_3_joint = 36, // parent: right_handMid_2_joint [35]
right_handMidEnd_joint = 37, // parent: right_handMid_3_joint [36]
right_handRingStart_joint = 38, // parent: right_hand_joint [23]
right_handRing_1_joint = 39, // parent: right_handRingStart_joint [38]
right_handRing_2_joint = 40, // parent: right_handRing_1_joint [39]
right_handRing_3_joint = 41, // parent: right_handRing_2_joint [40]
right_handRingEnd_joint = 42, // parent: right_handRing_3_joint [41]
right_handPinkyStart_joint = 43, // parent: right_hand_joint [23]
right_handPinky_1_joint = 44, // parent: right_handPinkyStart_joint [43]
right_handPinky_2_joint = 45, // parent: right_handPinky_1_joint [44]
right_handPinky_3_joint = 46, // parent: right_handPinky_2_joint [45]
right_handPinkyEnd_joint = 47, // parent: right_handPinky_3_joint [46]
left_shoulder_1_joint = 48, // parent: spine_7_joint [18]
left_shoulder_2_joint = 49, // parent: left_shoulder_1_joint [48]
left_arm_joint = 50, // parent: left_shoulder_2_joint [49]
left_forearm_joint = 51, // parent: left_arm_joint [50]
left_hand_joint = 52, // parent: left_forearm_joint [51]
left_handThumbStart_joint = 53, // parent: left_hand_joint [52]
left_handThumb_1_joint = 54, // parent: left_handThumbStart_joint [53]
left_handThumb_2_joint = 55, // parent: left_handThumb_1_joint [54]
left_handThumbEnd_joint = 56, // parent: left_handThumb_2_joint [55]
left_handIndexStart_joint = 57, // parent: left_hand_joint [52]
left_handIndex_1_joint = 58, // parent: left_handIndexStart_joint [57]
left_handIndex_2_joint = 59, // parent: left_handIndex_1_joint [58]
left_handIndex_3_joint = 60, // parent: left_handIndex_2_joint [59]
left_handIndexEnd_joint = 61, // parent: left_handIndex_3_joint [60]
left_handMidStart_joint = 62, // parent: left_hand_joint [52]
left_handMid_1_joint = 63, // parent: left_handMidStart_joint [62]
left_handMid_2_joint = 64, // parent: left_handMid_1_joint [63]
left_handMid_3_joint = 65, // parent: left_handMid_2_joint [64]
left_handMidEnd_joint = 66, // parent: left_handMid_3_joint [65]
left_handRingStart_joint = 67, // parent: left_hand_joint [52]
left_handRing_1_joint = 68, // parent: left_handRingStart_joint [67]
left_handRing_2_joint = 69, // parent: left_handRing_1_joint [68]
left_handRing_3_joint = 70, // parent: left_handRing_2_joint [69]
left_handRingEnd_joint = 71, // parent: left_handRing_3_joint [70]
left_handPinkyStart_joint = 72, // parent: left_hand_joint [52]
left_handPinky_1_joint = 73, // parent: left_handPinkyStart_joint [72]
left_handPinky_2_joint = 74, // parent: left_handPinky_1_joint [73]
left_handPinky_3_joint = 75, // parent: left_handPinky_2_joint [74]
left_handPinkyEnd_joint = 76, // parent: left_handPinky_3_joint [75]
neck_1_joint = 77, // parent: spine_7_joint [18]
neck_2_joint = 78, // parent: neck_1_joint [77]
neck_3_joint = 79, // parent: neck_2_joint [78]
neck_4_joint = 80, // parent: neck_3_joint [79]
head_joint = 81, // parent: neck_4_joint [80]
jaw_joint = 82, // parent: head_joint [81]
chin_joint = 83, // parent: jaw_joint [82]
nose_joint = 84, // parent: head_joint [81]
right_eye_joint = 85, // parent: head_joint [81]
right_eyeUpperLid_joint = 86, // parent: right_eye_joint [85]
right_eyeLowerLid_joint = 87, // parent: right_eye_joint [85]
right_eyeBall_joint = 88, // parent: right_eye_joint [85]
left_eye_joint = 89, // parent: head_joint [81]
left_eyeUpperLid_joint = 90, // parent: left_eye_joint [89]
left_eyeLowerLid_joint = 91, // parent: left_eye_joint [89]
left_eyeBall_joint = 92, // parent: left_eye_joint [89]
}
[SerializeField]
[Tooltip("The ARHumanBodyManager which will produce frame events.")]
ARHumanBodyManager m_HumanBodyManager;
/// <summary>
/// Get or set the <c>ARHumanBodyManager</c>.
/// </summary>
public ARHumanBodyManager humanBodyManager
{
get { return m_HumanBodyManager; }
set { m_HumanBodyManager = value; }
}
[SerializeField]
GameObject m_HeadPrefab;
public GameObject headPrefab
{
get { return m_HeadPrefab; }
set { m_HeadPrefab = value; }
}
void OnEnable()
{
Debug.Assert(m_HumanBodyManager != null, "human body manager is required");
m_HumanBodyManager.humanBodiesChanged += OnHumanBodiesChanged;
}
void OnDisable()
{
Debug.Assert(m_HumanBodyManager != null, "human body manager is required");
m_HumanBodyManager.humanBodiesChanged -= OnHumanBodiesChanged;
}
void CreateOrUpdateHead(ARHumanBody arBody)
{
if (m_HeadPrefab == null)
{
Debug.Log("no prefab found");
return;
}
Transform rootTransform = arBody.transform;
if (rootTransform == null)
{
Debug.Log("no root transform found for ARHumanBody");
return;
}
Transform headTransform;
if (rootTransform.childCount <= 1)
{
GameObject go = Instantiate(m_HeadPrefab, rootTransform);
headTransform = go.transform;
}
else
{
headTransform = rootTransform.GetChild(1);
}
XRHumanBodyJoint joint = arBody.joints[(int)JointIndices.head_joint];
headTransform.localScale = joint.anchorScale;
headTransform.localRotation = joint.anchorPose.rotation;
headTransform.localPosition = joint.anchorPose.position;
}
void OnHumanBodiesChanged(ARHumanBodiesChangedEventArgs eventArgs)
{
StringBuilder sb = new StringBuilder();
sb.Append("OnHumanBodiesChanged\n");
sb.AppendFormat(" added[{0}]:\n", eventArgs.added.Count);
foreach (var humanBody in eventArgs.added)
{
sb.AppendFormat(" human body: {0}\n", humanBody.ToString());
CreateOrUpdateHead(humanBody);
}
sb.AppendFormat(" updated[{0}]:\n", eventArgs.updated.Count);
foreach (var humanBody in eventArgs.updated)
{
sb.AppendFormat(" human body: {0}\n", humanBody.ToString());
CreateOrUpdateHead(humanBody);
}
sb.AppendFormat(" removed[{0}]:\n", eventArgs.removed.Count);
foreach (var humanBody in eventArgs.removed)
{
sb.AppendFormat(" human body: {0}\n", humanBody.ToString());
}
Debug.Log(sb.ToString());
}
}

11
Assets/Scripts/TestHumanBodyTracking.cs.meta


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5
LICENSE.md


AR Foundation Samples copyright © 2019 Unity Technologies ApS
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.

1001
Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity
文件差异内容过多而无法显示
查看文件

7
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103
Assets/Scenes/ARCollaborationData/ClientServerSelector.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(TCPClient))]
[RequireComponent(typeof(TCPServer))]
public class ClientServerSelector : MonoBehaviour
{
[SerializeField]
Button m_JoinButton;
public Button joinButton
{
get { return m_JoinButton; }
set { m_JoinButton = value; }
}
[SerializeField]
Button m_HostButton;
public Button hostButton
{
get { return m_HostButton; }
set { m_HostButton = value; }
}
[SerializeField]
InputField m_IPAddressField;
public InputField ipAddressField
{
get { return m_IPAddressField; }
set { m_IPAddressField = value; }
}
public void Join()
{
var client = GetComponent<TCPClient>();
var ipAddress = m_IPAddressField.text;
try
{
File.WriteAllText(GetIPAddressPath(), ipAddress);
}
catch (Exception e)
{
Logger.Log($"Could not save IP address because {e.ToString()}");
}
client.serverIP = ipAddress;
client.enabled = true;
enabled = false;
}
public void Host()
{
GetComponent<TCPClient>().enabled = false;
GetComponent<TCPServer>().enabled = true;
enabled = false;
}
string GetIPAddressPath()
{
return Path.Combine(Application.persistentDataPath, "ipaddress.txt");
}
void OnEnable()
{
if (File.Exists(GetIPAddressPath()))
{
var storedIPAddress = File.ReadAllText(GetIPAddressPath());
if (storedIPAddress != null)
{
Logger.Log($"Found stored IP address {storedIPAddress}");
m_IPAddressField.text = storedIPAddress;
}
else
{
Logger.Log($"No IP address tored at {GetIPAddressPath()}");
}
}
if (m_JoinButton != null)
m_JoinButton.gameObject.SetActive(true);
if (m_HostButton != null)
m_HostButton.gameObject.SetActive(true);
}
void OnDisable()
{
if (m_JoinButton != null)
m_JoinButton.gameObject.SetActive(false);
if (m_HostButton != null)
m_HostButton.gameObject.SetActive(false);
if (m_IPAddressField != null)
m_IPAddressField.gameObject.SetActive(false);
}
}

11
Assets/Scenes/ARCollaborationData/ClientServerSelector.cs.meta


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68
Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class CollaborationNetworkingIndicator : MonoBehaviour
{
[SerializeField]
Image m_IncomingDataImage;
public Image incomingDataImage
{
get { return m_IncomingDataImage; }
set { m_IncomingDataImage = value; }
}
[SerializeField]
Image m_OutgoingDataImage;
public Image outgoingDataImage
{
get { return m_OutgoingDataImage; }
set { m_OutgoingDataImage = value; }
}
[SerializeField]
Image m_HasCollaborationDataImage;
public Image hasCollaborationDataImage
{
get { return m_HasCollaborationDataImage; }
set { m_HasCollaborationDataImage = value; }
}
static bool s_IncomingDataReceived;
static bool s_OutgoingDataSent;
static bool s_HasCollaborationData;
void Update()
{
m_IncomingDataImage.color = s_IncomingDataReceived ? Color.green : Color.red;
m_OutgoingDataImage.color = s_OutgoingDataSent ? Color.green : Color.red;
m_HasCollaborationDataImage.color = s_HasCollaborationData ? Color.green : Color.red;
s_IncomingDataReceived = false;
s_OutgoingDataSent = false;
s_HasCollaborationData = false;
}
public static void NotifyIncomingDataReceived()
{
s_IncomingDataReceived = true;
}
public static void NotifyOutgoingDataSent()
{
s_OutgoingDataSent = true;
}
public static void NotifyHasCollaborationData()
{
s_HasCollaborationData = true;
}
}

11
Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs.meta


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41
Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// When relocalizing with ARCollaborationData or ARWorldMaps, the tracking state
/// should change to TrackingState.Limited until the device has successfully
/// relocalized to the new data. If it remains TrackingState.Tracking, then
/// it is not working.
/// </summary>
[RequireComponent(typeof(ARSession))]
public class DisplayTrackingState : MonoBehaviour
{
[SerializeField]
Text m_Text;
public Text text
{
get { return m_Text; }
set { m_Text = value; }
}
ARSession m_Session;
void Start()
{
m_Session = GetComponent<ARSession>();
}
void Update()
{
if (text != null)
{
text.text = $"Session ID = {m_Session.subsystem.sessionId}\n" +
$"Session state = {ARSession.state.ToString()}\n" +
$"Tracking state = {m_Session.subsystem.trackingState}";
}
}
}

11
Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs.meta


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96
Assets/Scenes/ARCollaborationData/ReferencePointInfoManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// Displays information about each reference point including
/// whether or not the reference point is local or remote.
/// The reference point prefab is assumed to include a GameObject
/// which can be colored to indicate which session created it.
/// </summary>
[RequireComponent(typeof(ARSessionOrigin))]
[RequireComponent(typeof(ARReferencePointManager))]
public class ReferencePointInfoManager : MonoBehaviour
{
[SerializeField]
ARSession m_Session;
public ARSession session
{
get { return m_Session; }
set { m_Session = value; }
}
void OnEnable()
{
GetComponent<ARReferencePointManager>().referencePointsChanged += OnReferencePointsChanged;
}
void OnDisable()
{
GetComponent<ARReferencePointManager>().referencePointsChanged -= OnReferencePointsChanged;
}
void OnReferencePointsChanged(ARReferencePointsChangedEventArgs eventArgs)
{
foreach (var referencePoint in eventArgs.added)
{
UpdateReferencePoint(referencePoint);
}
foreach (var referencePoint in eventArgs.updated)
{
UpdateReferencePoint(referencePoint);
}
}
unsafe struct byte128
{
public fixed byte data[16];
}
void UpdateReferencePoint(ARReferencePoint referencePoint)
{
var canvas = referencePoint.GetComponentInChildren<Canvas>();
if (canvas == null)
return;
canvas.worldCamera = GetComponent<ARSessionOrigin>().camera;
var text = canvas.GetComponentInChildren<Text>();
if (text == null)
return;
var sessionId = referencePoint.sessionId;
if (sessionId.Equals(session.subsystem.sessionId))
{
text.text = $"Local";
}
else
{
text.text = $"Remote";
}
var cube = referencePoint.transform.Find("Scale/SessionId Indicator");
if (cube != null)
{
var renderer = cube.GetComponent<Renderer>();
{
// Generate a color from the sessionId
Color color;
unsafe
{
var bytes = *(byte128*)&sessionId;
color = new Color(
bytes.data[0] / 255f,
bytes.data[4] / 255f,
bytes.data[8] / 255f,
bytes.data[12] / 255f);
}
renderer.material.color = color;
}
}
}
}

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50
Assets/Scenes/ARCollaborationData/TCPClient.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
[RequireComponent(typeof(ClientServerSelector))]
public class TCPClient : TCPConnection
{
string m_ServerIP;
public string serverIP
{
get { return m_ServerIP; }
set
{
if (enabled)
throw new InvalidOperationException("Cannot change server IP address while enabled.");
m_ServerIP = value;
}
}
public void Connect()
{
Logger.Log($"Connecting to {serverIP} on port {port}");
try
{
m_TcpClient = new TcpClient(serverIP, port);
Logger.Log("Connected!");
}
catch (SocketException e)
{
Logger.Log(e.Message);
enabled = false;
GetComponent<ClientServerSelector>().enabled = true;
}
}
protected override void OnEnable()
{
base.OnEnable();
Connect();
}
}

11
Assets/Scenes/ARCollaborationData/TCPClient.cs.meta


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290
Assets/Scenes/ARCollaborationData/TCPConnection.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Runtime.InteropServices;
using System.Threading;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
#if UNITY_IOS
using UnityEngine.XR.ARKit;
#endif
public abstract class TCPConnection : MonoBehaviour
{
[SerializeField]
ARSession m_Session;
public ARSession session
{
get { return m_Session; }
set { m_Session = value; }
}
[SerializeField]
int m_Port = 8502;
public int port
{
get { return m_Port; }
set { m_Port = value; }
}
public bool connected
{
get
{
return
(m_TcpClient != null) &&
(m_TcpClient.Connected);
}
}
protected TcpClient m_TcpClient;
protected virtual void OnEnable()
{
#if UNITY_IOS
if (ARKitSessionSubsystem.supportsCollaboration)
{
m_ExitRequested = false;
}
else
#endif
{
Logger.Log("Collaboration is not supported by this device.");
enabled = false;
}
}
protected virtual void OnDisable()
{
#if UNITY_IOS
// Shutdown running threads
m_ExitRequested = true;
if (m_ReadThread.IsAlive)
m_ReadThread.Join();
if (m_SendThread.IsAlive)
m_SendThread.Join();
#endif
// Close down TCP connection
if (m_TcpClient != null)
{
m_TcpClient.Close();
Logger.Log("Connection closed");
}
m_TcpClient = null;
}
protected virtual void Update()
{
#if UNITY_IOS
if (session == null)
return;
var subsystem = session.subsystem as ARKitSessionSubsystem;
if (subsystem == null)
return;
// Disable collaboration if we aren't connected to anyone
subsystem.collaborationEnabled = connected;
if (connected)
{
// Make sure threads are running
if (!m_ReadThread.IsAlive)
m_ReadThread.Start();
if (!m_SendThread.IsAlive)
m_SendThread.Start();
ProcessRemoteCollaborationData(subsystem);
CheckForLocalCollaborationData(subsystem);
}
#endif
}
#if UNITY_IOS
static readonly byte[] m_Buffer = new Byte[1024];
Queue<ARCollaborationData> m_CollaborationDataSendQueue;
Queue<ARCollaborationData> m_CollaborationDataReadQueue;
Thread m_ReadThread;
Thread m_SendThread;
bool m_ExitRequested;
void Awake()
{
m_CollaborationDataSendQueue = new Queue<ARCollaborationData>();
m_CollaborationDataReadQueue = new Queue<ARCollaborationData>();
m_ReadThread = new Thread(ReadThreadProc);
m_SendThread = new Thread(SendThreadProc);
}
void SendThreadProc()
{
var stream = m_TcpClient.GetStream();
while (!m_ExitRequested)
{
var collaborationData = new ARCollaborationData();
int queueSize = 0;
lock (m_CollaborationDataSendQueue)
{
if (m_CollaborationDataSendQueue.Count > 0)
{
collaborationData = m_CollaborationDataSendQueue.Dequeue();
}
queueSize = m_CollaborationDataSendQueue.Count;
}
if (collaborationData.valid)
{
using (collaborationData)
{
SendData(stream, collaborationData.bytes);
}
}
if (queueSize == 0)
{
// If there's nothing else in the queue at the moment,
// then go to sleep for a bit.
// Otherwise, immediately try to send the next one.
Thread.Sleep(1);
}
}
}
unsafe void ReadThreadProc()
{
var stream = m_TcpClient.GetStream();
while (!m_ExitRequested)
{
if (stream.DataAvailable)
{
var lengthBytes = ReadBytes(stream, sizeof(int));
int expectedLength = IPAddress.NetworkToHostOrder(BitConverter.ToInt32(lengthBytes, 0));
if (expectedLength <= 0)
{
Logger.Log($"Warning: received data of length {expectedLength}. Ignoring.");
}
else
{
// Read incomming stream into byte arrary.
var collaborationBytes = ReadBytes(stream, expectedLength);
var collaborationData = new ARCollaborationData(collaborationBytes);
if (collaborationData.valid)
{
lock (m_CollaborationDataReadQueue)
{
m_CollaborationDataReadQueue.Enqueue(collaborationData);
}
}
else
{
Logger.Log($"Received {expectedLength} bytes from remote host, but the collaboration data was not valid.");
}
}
}
Thread.Sleep(1);
}
}
void CheckForLocalCollaborationData(ARKitSessionSubsystem subsystem)
{
// Check for new data and queue it
if (subsystem.collaborationDataCount > 0)
{
CollaborationNetworkingIndicator.NotifyHasCollaborationData();
lock (m_CollaborationDataSendQueue)
{
while (subsystem.collaborationDataCount > 0)
{
m_CollaborationDataSendQueue.Enqueue(subsystem.DequeueCollaborationData());
}
}
}
}
unsafe void ProcessRemoteCollaborationData(ARKitSessionSubsystem subsystem)
{
// Check for remote data and apply it
lock (m_CollaborationDataReadQueue)
{
while (m_CollaborationDataReadQueue.Count > 0)
{
using (var collaborationData = m_CollaborationDataReadQueue.Dequeue())
{
// Only notify user concerning large data sizes
if (collaborationData.bytes.Length > 1024)
{
Logger.Log($"Received {collaborationData.bytes.Length} bytes from remote host. Updating session.");
}
CollaborationNetworkingIndicator.NotifyIncomingDataReceived();
// Assume we only put in valid collaboration data into the queue.
subsystem.UpdateWithCollaborationData(collaborationData);
}
}
}
}
static byte[] ReadBytes(NetworkStream stream, int count)
{
var bytes = new byte[count];
int bytesRemaining = count;
int offset = 0;
while (bytesRemaining > 0)
{
int bytesRead = stream.Read(bytes, offset, bytesRemaining);
offset += bytesRead;
bytesRemaining -= bytesRead;
}
return bytes;
}
/// <summary>
/// Send message to other device using socket connection.
/// </summary>
static void SendData(NetworkStream stream, NativeArray<byte> bytes)
{
try
{
var byteArray = bytes.ToArray();
int length = IPAddress.HostToNetworkOrder(byteArray.Length);
var lengthBytes = BitConverter.GetBytes(length);
stream.Write(lengthBytes, 0, lengthBytes.Length);
stream.Write(byteArray, 0, byteArray.Length);
CollaborationNetworkingIndicator.NotifyOutgoingDataSent();
if (byteArray.Length > 1024)
{
Logger.Log($"Sent {byteArray.Length} bytes to remote.");
}
}
catch (SocketException socketException)
{
Logger.Log("Socket exception: " + socketException);
}
}
#endif
}

11
Assets/Scenes/ARCollaborationData/TCPConnection.cs.meta


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43
Assets/Scenes/ARCollaborationData/TCPServer.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using Unity.Collections;
public class TCPServer : TCPConnection
{
TcpListener m_TcpListener;
protected override void OnEnable()
{
base.OnEnable();
m_TcpListener = new TcpListener(IPAddress.Any, port);
m_TcpListener.Start();
Logger.Log($"Listening for connection on port {port}...");
}
protected override void Update()
{
if (m_TcpClient == null && m_TcpListener.Pending())
{
Logger.Log("Connection pending...");
m_TcpClient = m_TcpListener.AcceptTcpClient();
Logger.Log($"Connection established. {((IPEndPoint)m_TcpClient.Client.RemoteEndPoint).Address}");
}
base.Update();
}
protected override void OnDisable()
{
base.OnDisable();
m_TcpListener.Stop();
m_TcpListener = null;
}
}

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