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Add a sample that shows ALL feature points

/3.1
Tim Mowrer 5 年前
当前提交
e81e5b4b
共有 7 个文件被更改,包括 1631 次插入0 次删除
  1. 157
      Assets/Scenes/PointCloud/ARAllPointCloudPointsParticleVisualizer.cs
  2. 11
      Assets/Scenes/PointCloud/ARAllPointCloudPointsParticleVisualizer.cs.meta
  3. 448
      Assets/Scenes/PointCloud/AllPointCloudPoints.unity
  4. 7
      Assets/Scenes/PointCloud/AllPointCloudPoints.unity.meta
  5. 1001
      Assets/Scenes/PointCloud/AllPointCloudPointsPrefab.prefab
  6. 7
      Assets/Scenes/PointCloud/AllPointCloudPointsPrefab.prefab.meta

157
Assets/Scenes/PointCloud/ARAllPointCloudPointsParticleVisualizer.cs


using System;
using System.Collections.Generic;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation
{
/// <summary>
/// Renders all points in an <see cref="ARPointCloud"/> as a <c>ParticleSystem</c>, persisting them all.
/// </summary>
[RequireComponent(typeof(ARPointCloud))]
[RequireComponent(typeof(ParticleSystem))]
public sealed class ARAllPointCloudPointsParticleVisualizer : MonoBehaviour
{
public enum Mode
{
/// <summary>
/// Draw all the feature points from the start of the session
/// </summary>
All,
/// <summary>
/// Only draw the feature points from the current frame
/// </summary>
CurrentFrame,
}
[SerializeField]
[Tooltip("Whether to draw all the feature points or only the ones from the current frame.")]
Mode m_Mode;
public Mode mode
{
get => m_Mode;
set => m_Mode = value;
}
public int totalPointCount => m_Points.Count;
void SetParticlePosition(int index, Vector3 position)
{
m_Particles[index].startColor = m_ParticleSystem.main.startColor.color;
m_Particles[index].startSize = m_ParticleSystem.main.startSize.constant;
m_Particles[index].position = position;
m_Particles[index].remainingLifetime = 1f;
}
void OnPointCloudChanged(ARPointCloudUpdatedEventArgs eventArgs)
{
if (!m_PointCloud.positions.HasValue)
return;
var positions = m_PointCloud.positions.Value;
// Store all the positions over time associated with their unique identifiers
if (m_PointCloud.identifiers.HasValue)
{
var identifiers = m_PointCloud.identifiers.Value;
for (int i = 0; i < positions.Length; ++i)
{
m_Points[identifiers[i]] = positions[i];
}
}
// Make sure we have enough particles to store all the ones we want to draw
int numParticles = (mode == Mode.All) ? m_Points.Count : positions.Length;
if (m_Particles == null || m_Particles.Length < numParticles)
{
m_Particles = new ParticleSystem.Particle[numParticles];
}
switch (mode)
{
case Mode.All:
{
// Draw all the particles
int particleIndex = 0;
foreach (var kvp in m_Points)
{
SetParticlePosition(particleIndex++, kvp.Value);
}
break;
}
case Mode.CurrentFrame:
{
// Only draw the particles in the current frame
for (int i = 0; i < positions.Length; ++i)
{
SetParticlePosition(i, positions[i]);
}
break;
}
}
// Remove any existing particles by setting remainingLifetime
// to a negative value.
for (int i = numParticles; i < m_NumParticles; ++i)
{
m_Particles[i].remainingLifetime = -1f;
}
m_ParticleSystem.SetParticles(m_Particles, Math.Max(numParticles, m_NumParticles));
m_NumParticles = numParticles;
}
void Awake()
{
m_PointCloud = GetComponent<ARPointCloud>();
m_ParticleSystem = GetComponent<ParticleSystem>();
}
void OnEnable()
{
m_PointCloud.updated += OnPointCloudChanged;
UpdateVisibility();
}
void OnDisable()
{
m_PointCloud.updated -= OnPointCloudChanged;
UpdateVisibility();
}
void Update()
{
UpdateVisibility();
}
void UpdateVisibility()
{
var visible =
enabled &&
(m_PointCloud.trackingState != TrackingState.None);
SetVisible(visible);
}
void SetVisible(bool visible)
{
if (m_ParticleSystem == null)
return;
var renderer = m_ParticleSystem.GetComponent<Renderer>();
if (renderer != null)
renderer.enabled = visible;
}
ARPointCloud m_PointCloud;
ParticleSystem m_ParticleSystem;
ParticleSystem.Particle[] m_Particles;
int m_NumParticles;
Dictionary<ulong, Vector3> m_Points = new Dictionary<ulong, Vector3>();
}
}

11
Assets/Scenes/PointCloud/ARAllPointCloudPointsParticleVisualizer.cs.meta


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7
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1001
Assets/Scenes/PointCloud/AllPointCloudPointsPrefab.prefab
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7
Assets/Scenes/PointCloud/AllPointCloudPointsPrefab.prefab.meta


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