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Merge branch 'master' into ui

/3.1
GitHub Enterprise 5 年前
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e57b4f13
共有 134 个文件被更改,包括 6190 次插入204 次删除
  1. 1
      .gitignore
  2. 19
      Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity
  3. 12
      Assets/Scenes/ARKitCoachingOverlay/ARKitCoachingOverlay.unity
  4. 17
      Assets/Scenes/ARWorldMap.unity
  5. 11
      Assets/Scenes/Anchors.unity
  6. 20
      Assets/Scenes/CameraImage.unity
  7. 11
      Assets/Scenes/Check Support.unity
  8. 8
      Assets/Scenes/EnvironmentProbes.unity
  9. 8
      Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
  10. 8
      Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity
  11. 9
      Assets/Scenes/FaceTracking/EyeLasers.unity
  12. 9
      Assets/Scenes/FaceTracking/EyePoses.unity
  13. 9
      Assets/Scenes/FaceTracking/FaceMesh.unity
  14. 8
      Assets/Scenes/FaceTracking/FacePose.unity
  15. 9
      Assets/Scenes/FaceTracking/FixationPoint.unity
  16. 13
      Assets/Scenes/FaceTracking/WorldCameraWithUserFacingFaceTracking.unity
  17. 8
      Assets/Scenes/HumanSegmentation/HumanBodyTracking2D.unity
  18. 9
      Assets/Scenes/HumanSegmentation/HumanBodyTracking3D.unity
  19. 20
      Assets/Scenes/HumanSegmentation/HumanSegmentationImages.unity
  20. 28
      Assets/Scenes/ImageTracking/ImageTracking.unity
  21. 22
      Assets/Scenes/LightEstimation/LightEstimation.unity
  22. 8
      Assets/Scenes/Object Tracking/ObjectTracking.unity
  23. 8
      Assets/Scenes/Plane Detection/FeatheredPlanes.unity
  24. 8
      Assets/Scenes/Plane Detection/PlaneClassification.unity
  25. 10
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
  26. 1
      Assets/Scenes/PlaneOcclusion/PlaneOcclusion.unity
  27. 3
      Assets/Scenes/PointCloud/AllPointCloudPoints.unity
  28. 17
      Assets/Scenes/Scale.unity
  29. 17
      Assets/Scenes/SimpleAR/SimpleAR.unity
  30. 19
      Assets/Scenes/UX/SampleUXScene.unity
  31. 13
      Packages/manifest.json
  32. 14
      ProjectSettings/EditorBuildSettings.asset
  33. 2
      ProjectSettings/ProjectSettings.asset
  34. 5
      ProjectSettings/ProjectVersion.txt
  35. 24
      README.md
  36. 77
      Assets/Materials/NormalMaterial.mat
  37. 8
      Assets/Materials/NormalMaterial.mat.meta
  38. 78
      Assets/Materials/NormalOverlayMaterial.mat
  39. 8
      Assets/Materials/NormalOverlayMaterial.mat.meta
  40. 77
      Assets/Materials/OcclusionMaterial.mat
  41. 8
      Assets/Materials/OcclusionMaterial.mat.meta
  42. 207
      Assets/Scenes/ImageTracking/DynamicLibrary.cs
  43. 11
      Assets/Scenes/ImageTracking/DynamicLibrary.cs.meta
  44. 1001
      Assets/Scenes/ImageTracking/Images/one.png
  45. 128
      Assets/Scenes/ImageTracking/Images/one.png.meta
  46. 1001
      Assets/Scenes/ImageTracking/Images/two.png
  47. 128
      Assets/Scenes/ImageTracking/Images/two.png.meta
  48. 8
      Assets/Scenes/Meshing.meta
  49. 71
      Assets/Shaders/Normal.shader
  50. 9
      Assets/Shaders/Normal.shader.meta
  51. 79
      Assets/Shaders/NormalOverlay.shader
  52. 9
      Assets/Shaders/NormalOverlay.shader.meta
  53. 8
      Assets/XR.meta
  54. 5
      ProjectSettings/XRPackageSettings.asset
  55. 552
      Assets/Scenes/Meshing/ClassificationMeshes.unity
  56. 7
      Assets/Scenes/Meshing/ClassificationMeshes.unity.meta
  57. 8
      Assets/Scenes/Meshing/Materials_MeshClassification.meta
  58. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Ceiling.mat
  59. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Ceiling.mat.meta
  60. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Door.mat
  61. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Door.mat.meta
  62. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Floor.mat
  63. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Floor.mat.meta
  64. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_None.mat
  65. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_None.mat.meta
  66. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Seat.mat
  67. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Seat.mat.meta
  68. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Table.mat
  69. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Table.mat.meta
  70. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Wall.mat
  71. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Wall.mat.meta
  72. 77
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Window.mat
  73. 8
      Assets/Scenes/Meshing/Materials_MeshClassification/MeshMaterial_Window.mat.meta
  74. 56
      Assets/Scenes/Meshing/NonrenderedMeshPrefab.prefab
  75. 7
      Assets/Scenes/Meshing/NonrenderedMeshPrefab.prefab.meta
  76. 507
      Assets/Scenes/Meshing/NormalMeshes.unity
  77. 7
      Assets/Scenes/Meshing/NormalMeshes.unity.meta
  78. 96
      Assets/Scenes/Meshing/OcclusionMeshPrefab.prefab
  79. 7
      Assets/Scenes/Meshing/OcclusionMeshPrefab.prefab.meta
  80. 507
      Assets/Scenes/Meshing/OcclusionMeshes.unity
  81. 7
      Assets/Scenes/Meshing/OcclusionMeshes.unity.meta
  82. 8
      Assets/Scenes/Meshing/Prefabs_MeshClassification.meta
  83. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Ceiling.prefab
  84. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Ceiling.prefab.meta
  85. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Door.prefab
  86. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Door.prefab.meta
  87. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Floor.prefab
  88. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Floor.prefab.meta
  89. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_None.prefab
  90. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_None.prefab.meta
  91. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Seat.prefab
  92. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Seat.prefab.meta
  93. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Table.prefab
  94. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Table.prefab.meta
  95. 81
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Wall.prefab
  96. 7
      Assets/Scenes/Meshing/Prefabs_MeshClassification/MeshPrefab_Wall.prefab.meta

1
.gitignore


[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Uu]serSettings/
Assets/AssetStoreTools*
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19
Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity


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Assets/Scenes/ARKitCoachingOverlay/ARKitCoachingOverlay.unity


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Assets/Scenes/ARWorldMap.unity


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Assets/Scenes/Anchors.unity


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Assets/Scenes/CameraImage.unity


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Assets/Scenes/Check Support.unity


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Assets/Scenes/EnvironmentProbes.unity


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Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity


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Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity


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Assets/Scenes/FaceTracking/EyeLasers.unity


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Assets/Scenes/FaceTracking/FixationPoint.unity


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24
README.md


* ARKit Face Tracking ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arkit-face-tracking@4.0/manual/index.html))
* ARFoundation ([documentation](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@4.0/manual/index.html))
## Why version should I use?
## What version should I use?
A Unity package is either "Preview" or "Verified". The latest version of ARFoundation is usually marked as preview and may include experimental or unstable features. A "verified" package is developed targeting a specific version of Unity (though it may work with earlier version as well). All packages verified for the same version of Unity are known to work well together.

This sample demonstrates image tracking. Image tracking is supported on ARCore and ARKit. To enable image tracking, you must first create an `XRReferenceImageLibrary`. This is the set of images to look for in the environment. [Click here](https://docs.unity3d.com/Packages/com.unity.xr.arsubsystems@4.0/manual/image-tracking.html) for instructions on creating one.
You can also add images to the reference image library at runtime. This sample includes a button that adds the images `one.png` and `two.png` to the reference image library. See the script `DynamicLibrary.cs` for example code.
At runtime, ARFoundation will generate an `ARTrackedImage` for each detected reference image. This sample uses the [`TrackedImageInfoManager.cs`](https://github.com/Unity-Technologies/arfoundation-samples/blob/master/Assets/Scenes/ImageTracking/TrackedImageInfoManager.cs) script to overlay the original image on top of the detected image, along with some meta data.
Run the sample on an ARCore or ARKit-capable device and point your device at one of the images in [`Assets/Scenes/ImageTracking/Images`](https://github.com/Unity-Technologies/arfoundation-samples/tree/master/Assets/Scenes/ImageTracking/Images). They can be displayed on a computer monitor; they do not need to be printed out.

This sample has two UI components:
* A button in the lower left which allows you to switch between visualizing "All" the points and just those in the "Current Frame".
* Text in the upper right which displays the number of points in each point cloud (ARCore & ARKit will only ever have one).
## Meshing
These meshing scenes use features of some devices to construct meshes from scanned data of real world surfaces. These meshing scenes will not work on all devices.
For ARKit, this functionality requires at least iPadOS 13.4 running on a device with a LiDAR scanner.
### ClassificationMeshes
This scene demonstrates mesh classification functionality. With mesh classification enabled, each triangle in the mesh surface is identified as one of several surface types. This sample scene creates submeshes for each classification type and renders each mesh type with a different color.
This scene only works on ARKit.
### NormalMeshes
This scene renders an overlay on top of the real world scanned geometry illustrating the normal of the surface.
### OcclusionMeshes
At first, this scene may appear to be doing nothing. However, it is rendering a depth texture on top of the scene based on the real world geometry. This allows for the real world to occlude virtual content. The scene has a script on it that fires a red ball into the scene when you tap. You will see the occlusion working by firing the red balls into a space which you can then move the iPad camera behind some other real world object to see that the virtual red balls are occluded by the real world object.

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Assets/Scenes/ImageTracking/DynamicLibrary.cs


using System;
using System.Text;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
/// <summary>
/// Adds images to the reference library at runtime.
/// </summary>
[RequireComponent(typeof(ARTrackedImageManager))]
public class DynamicLibrary : MonoBehaviour
{
[Serializable]
public class ImageData
{
[SerializeField, Tooltip("The source texture for the image. Must be marked as readable.")]
Texture2D m_Texture;
public Texture2D texture
{
get => m_Texture;
set => m_Texture = value;
}
[SerializeField, Tooltip("The name for this image.")]
string m_Name;
public string name
{
get => m_Name;
set => m_Name = value;
}
[SerializeField, Tooltip("The width, in meters, of the image in the real world.")]
float m_Width;
public float width
{
get => m_Width;
set => m_Width = value;
}
public JobHandle jobHandle { get; set; }
}
[SerializeField, Tooltip("The set of images to add to the image library at runtime")]
ImageData[] m_Images;
/// <summary>
/// The set of images to add to the image library at runtime
/// </summary>
public ImageData[] images
{
get => m_Images;
set => m_Images = value;
}
enum State
{
NoImagesAdded,
AddImagesRequested,
AddingImages,
Done,
Error
}
State m_State;
string m_ErrorMessage = "";
StringBuilder m_StringBuilder = new StringBuilder();
void OnGUI()
{
var fontSize = 50;
GUI.skin.button.fontSize = fontSize;
GUI.skin.label.fontSize = fontSize;
float margin = 50;
GUILayout.BeginArea(new Rect(margin, margin, Screen.width - margin * 2, Screen.height - margin * 2));
switch (m_State)
{
case State.NoImagesAdded:
{
if (GUILayout.Button("Add images"))
{
m_State = State.AddImagesRequested;
}
break;
}
case State.AddingImages:
{
m_StringBuilder.Clear();
m_StringBuilder.AppendLine("Add image status:");
foreach (var image in m_Images)
{
m_StringBuilder.AppendLine($"\t{image.name}: {(image.jobHandle.IsCompleted ? "done" : "pending")}");
}
GUILayout.Label(m_StringBuilder.ToString());
break;
}
case State.Done:
{
GUILayout.Label("All images added");
break;
}
case State.Error:
{
GUILayout.Label(m_ErrorMessage);
break;
}
}
GUILayout.EndArea();
}
void SetError(string errorMessage)
{
m_State = State.Error;
m_ErrorMessage = $"Error: {errorMessage}";
}
void Update()
{
switch (m_State)
{
case State.AddImagesRequested:
{
if (m_Images == null)
{
SetError("No images to add.");
break;
}
var manager = GetComponent<ARTrackedImageManager>();
if (manager == null)
{
SetError($"No {nameof(ARTrackedImageManager)} available.");
break;
}
// You can either add raw image bytes or use the extension method (used below) which accepts
// a texture. To use a texture, however, its import settings must have enabled read/write
// access to the texture.
foreach (var image in m_Images)
{
if (!image.texture.isReadable)
{
SetError($"Image {image.name} must be readable to be added to the image library.");
break;
}
}
if (manager.referenceLibrary is MutableRuntimeReferenceImageLibrary mutableLibrary)
{
try
{
foreach (var image in m_Images)
{
// Note: You do not need to do anything with the returned JobHandle, but it can be
// useful if you want to know when the image has been added to the library since it may
// take several frames.
image.jobHandle = mutableLibrary.ScheduleAddImageJob(image.texture, image.name, image.width);
}
m_State = State.AddingImages;
}
catch (InvalidOperationException e)
{
SetError($"ScheduleAddImageJob threw exception: {e.Message}");
}
}
else
{
SetError($"The reference image library is not mutable.");
}
break;
}
case State.AddingImages:
{
// Check for completion
var done = true;
foreach (var image in m_Images)
{
if (!image.jobHandle.IsCompleted)
{
done = false;
break;
}
}
if (done)
{
m_State = State.Done;
}
break;
}
}
}
}

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Assets/Scenes/ImageTracking/Images/one.png
文件差异内容过多而无法显示
查看文件

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