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4.2.0-pre.8

/4.2
Tim Mowrer 4 年前
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f4f5ea02
共有 4 个文件被更改,包括 305 次插入51 次删除
  1. 299
      Assets/Scenes/CpuImages.unity
  2. 2
      Assets/Scenes/Depth/DepthImages.unity
  3. 47
      Assets/Scripts/CpuImageSample.cs
  4. 8
      Packages/manifest.json

299
Assets/Scenes/CpuImages.unity


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2
Assets/Scenes/Depth/DepthImages.unity


m_HumanSegmentationStencilMode: 1
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47
Assets/Scripts/CpuImageSample.cs


set => m_ImageInfo = value;
}
[SerializeField]
Button m_TransformationButton;
/// <summary>
/// The button that controls transformation selection.
/// </summary>
public Button transformationButton
{
get => m_TransformationButton;
set => m_TransformationButton = value;
}
XRCpuImage.Transformation m_Transformation = XRCpuImage.Transformation.MirrorY;
/// <summary>
/// Cycles the image transformation to the next case.
/// </summary>
public void CycleTransformation()
{
m_Transformation = m_Transformation switch
{
XRCpuImage.Transformation.None => XRCpuImage.Transformation.MirrorX,
XRCpuImage.Transformation.MirrorX => XRCpuImage.Transformation.MirrorY,
XRCpuImage.Transformation.MirrorY => XRCpuImage.Transformation.MirrorX | XRCpuImage.Transformation.MirrorY,
_ => XRCpuImage.Transformation.None
};
if (m_TransformationButton)
{
m_TransformationButton.GetComponentInChildren<Text>().text = m_Transformation.ToString();
}
}
void OnEnable()
{
if (m_CameraManager != null)

// Convert the image to format, flipping the image across the Y axis.
// We can also get a sub rectangle, but we'll get the full image here.
var conversionParams = new XRCpuImage.ConversionParams(image, format, XRCpuImage.Transformation.MirrorY);
var conversionParams = new XRCpuImage.ConversionParams(image, format, m_Transformation);
// Texture2D allows us write directly to the raw texture data
// This allows us to do the conversion in-place without making any copies.

{
using (image)
{
UpdateRawImage(m_RawHumanDepthImage, image);
UpdateRawImage(m_RawHumanDepthImage, image, m_Transformation);
}
}
else

{
using (image)
{
UpdateRawImage(m_RawHumanStencilImage, image);
UpdateRawImage(m_RawHumanStencilImage, image, m_Transformation);
}
}
else

{
using (image)
{
UpdateRawImage(m_RawEnvironmentDepthImage, image);
UpdateRawImage(m_RawEnvironmentDepthImage, image, m_Transformation);
}
}
else

{
using (image)
{
UpdateRawImage(m_RawEnvironmentDepthConfidenceImage, image);
UpdateRawImage(m_RawEnvironmentDepthConfidenceImage, image, m_Transformation);
}
}
else

}
static void UpdateRawImage(RawImage rawImage, XRCpuImage cpuImage)
static void UpdateRawImage(RawImage rawImage, XRCpuImage cpuImage, XRCpuImage.Transformation transformation)
{
// Get the texture associated with the UI.RawImage that we wish to display on screen.
var texture = rawImage.texture as Texture2D;

}
// For display, we need to mirror about the vertical access.
var conversionParams = new XRCpuImage.ConversionParams(cpuImage, cpuImage.format.AsTextureFormat(), XRCpuImage.Transformation.MirrorY);
var conversionParams = new XRCpuImage.ConversionParams(cpuImage, cpuImage.format.AsTextureFormat(), transformation);
// Get the Texture2D's underlying pixel buffer.
var rawTextureData = texture.GetRawTextureData<byte>();

8
Packages/manifest.json


"com.unity.ide.vscode": "1.2.3",
"com.unity.inputsystem": "1.0.2",
"com.unity.ugui": "1.0.0",
"com.unity.xr.arcore": "4.2.0-pre.7",
"com.unity.xr.arfoundation": "4.2.0-pre.7",
"com.unity.xr.arkit": "4.2.0-pre.7",
"com.unity.xr.arkit-face-tracking": "4.2.0-pre.7",
"com.unity.xr.arcore": "4.2.0-pre.8",
"com.unity.xr.arfoundation": "4.2.0-pre.8",
"com.unity.xr.arkit": "4.2.0-pre.8",
"com.unity.xr.arkit-face-tracking": "4.2.0-pre.8",
"com.unity.xr.interaction.toolkit": "1.0.0-pre.3",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",

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