比较提交

...
此合并请求有变更与目标分支冲突。
/Assets/Scenes/CameraImage.unity
/Assets/Scenes/EnvironmentProbes.unity
/Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
/Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity
/Assets/Scenes/FaceTracking/FaceMesh.unity
/Assets/Scenes/FaceTracking/FacePose.unity
/Assets/Scenes/Object Tracking/ObjectTracking.unity
/Assets/Scenes/Plane Detection/FeatheredPlanes.unity
/Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
/Assets/Scripts/PlaceOnPlane.cs
/Assets/Scripts/CameraConfigController.cs
/Packages/manifest.json
/ProjectSettings/EditorBuildSettings.asset
/ProjectSettings/GraphicsSettings.asset
/ProjectSettings/ProjectSettings.asset
/ProjectSettings/ProjectVersion.txt
/README.md
/Assets/Scenes/ImageTracking/ImageTracking.unity
/Assets/Scenes/ARWorldMap.unity
/Assets/Scripts/Logger.cs
/Assets/Scripts/ScreenSpaceJointVisualizer.cs
/Assets/Scripts/SupportChecker.cs
/Assets/Scripts/TestDepthImage.cs
/Assets/Scripts/TestDepthImage.cs.meta
/Assets/Scripts/TestHumanBodyTracking.cs.meta
/Assets/Scenes/FaceTracking/DisplayFaceInfo.cs
/Assets/Scenes/FaceTracking/RearCameraWithFrontCameraFaceMesh.unity.meta
/Assets/Scenes/FaceTracking/ToggleManagers.cs.meta
/Assets/Scenes/ARCollaborationData.meta
/Assets/Scenes/HumanSegmentation.meta
/LICENSE.md
/Assets/Scenes/HumanSegmentation/HumanBodyTracking2D.unity.meta
/Assets/Scenes/HumanSegmentation/HumanBodyTracking3D.unity.meta
/Assets/Scenes/HumanSegmentation/HumanSegmentationImages.unity.meta
/Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity.meta
/Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs
/Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs.meta
/Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs
/Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs.meta
/Assets/Scenes/ARCollaborationData/ReferencePointWithDebugText.prefab.meta
/Assets/Materials/JointLineMaterial.mat.meta
/Assets/Scenes/Check Support.unity
/Assets/Scenes/LightEstimation.unity
/Assets/Scenes/SimpleAR.unity
/Assets/Scenes/UX/SampleUXScene.unity
/Assets/Scenes/Scale.unity

24 次代码提交

作者 SHA1 备注 提交日期
Tim Mowrer e40bc710 Update project to latest packages 5 年前
Tim Mowrer 2422a478 Remove plane manager 5 年前
Tim Mowrer c64f912e Fix typo 5 年前
Tim Mowrer 997acdc4 Update reference point sample 5 年前
Tim Mowrer 92d872b8 Update collaborative session sample 5 年前
Tim Mowrer d40c9fd1 Update package dependencies to new packages 5 年前
Tim Mowrer 31744ec4 Remove SetTargetFrameRate script as this is now done automatically 5 年前
GitHub Enterprise 861889e9 Merge pull request #7 from unity/referencepoints-sample-1.5BP 5 年前
David Mohrhardt 576ec3fc BP for ReferencePoints sample required a few tweaks due to missing scripts 5 年前
David Mohrhardt fbf0041a Added Unity Scene and Associated Prefab for Reference Points sample 5 年前
Todd Stinson 857bc591 Back porting the asset fix for the sample code. 6 年前
Todd Stinson 9decc4a9 Reimporting materials to fix conflicting guids 6 年前
GitHub bc5e20cd Merge pull request #147 from Unity-Technologies/arkit3-samples-for-2018.4 6 年前
Todd Stinson 561be400 Introducing samples for ARFoundation 1.5 and ARKit 3. 6 年前
Mike Durand a4f22961 -Updated version of arkit-face-traacking to match version published. 6 年前
Mike Durand faee9541 Updated version of the ARKit plugin. 6 年前
Mike Durand 5ff2489b Updated ARCore package version to 2.1.0-preview.4. 6 年前
Todd Stinson e57dc631 Updating to Unity 2018.4.0f1 LTS. 6 年前
Todd Stinson bcec0f39 Merge branch '1.5-preview' of github.cds.internal.unity3d.com:timm/arfoundation-samples into 1.5-preview 6 年前
Todd Stinson eed40906 Correcting a callback for the camera configuration dropdown widget. 6 年前
Todd Stinson e1d5cc76 Adding explicit references to subsystemregistration and arsubsystems packages for now. 6 年前
Todd Stinson a0f02d9e Disabling all build scenes so Unity builds the currently loaded scene by default. 6 年前
Todd Stinson 1ed475ca Downgrading scenes and some settings for Unity 2018.3. 6 年前
Mike Durand 32215cd9 Downgraded project to 2018.4. 6 年前
共有 98 个文件被更改,包括 10308 次插入1001 次删除
  1. 8
      README.md
  2. 2
      ProjectSettings/GraphicsSettings.asset
  3. 3
      ProjectSettings/ProjectVersion.txt
  4. 86
      ProjectSettings/TagManager.asset
  5. 34
      ProjectSettings/ProjectSettings.asset
  6. 21
      ProjectSettings/EditorBuildSettings.asset
  7. 33
      Assets/Scripts/PlaceOnPlane.cs
  8. 3
      Assets/Scripts/CameraConfigController.cs
  9. 60
      Assets/Scenes/LightEstimation.unity
  10. 173
      Assets/Scenes/ARWorldMap.unity
  11. 70
      Assets/Scenes/Plane Detection/FeatheredPlanes.unity
  12. 63
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
  13. 836
      Assets/Scenes/SimpleAR.unity
  14. 53
      Assets/Scenes/UX/SampleUXScene.unity
  15. 73
      Assets/Scenes/Scale.unity
  16. 47
      Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
  17. 61
      Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity
  18. 309
      Assets/Scenes/FaceTracking/FaceMesh.unity
  19. 61
      Assets/Scenes/FaceTracking/FacePose.unity
  20. 58
      Assets/Scenes/ImageTracking/ImageTracking.unity
  21. 59
      Assets/Scenes/EnvironmentProbes.unity
  22. 4
      Assets/Scenes/Object Tracking/Cube.arobject.meta
  23. 4
      Assets/Scenes/Object Tracking/Cylinder.arobject.meta
  24. 6
      Assets/Scenes/Object Tracking/ReferenceObjectLibrary.asset
  25. 58
      Assets/Scenes/Object Tracking/ObjectTracking.unity
  26. 61
      Assets/Scenes/CameraImage.unity
  27. 18
      Packages/manifest.json
  28. 85
      Assets/Materials/JointLineMaterial.mat
  29. 8
      Assets/Materials/JointLineMaterial.mat.meta
  30. 126
      Assets/Prefabs/JointLineRenderer.prefab
  31. 7
      Assets/Prefabs/JointLineRenderer.prefab.meta
  32. 308
      Assets/Prefabs/AR Reference Point Axes.prefab
  33. 7
      Assets/Prefabs/AR Reference Point Axes.prefab.meta
  34. 81
      Assets/Scripts/Logger.cs
  35. 11
      Assets/Scripts/Logger.cs.meta
  36. 59
      Assets/Scripts/ReferencePointCreator.cs
  37. 11
      Assets/Scripts/ReferencePointCreator.cs.meta
  38. 160
      Assets/Scripts/ScreenSpaceJointVisualizer.cs
  39. 11
      Assets/Scripts/ScreenSpaceJointVisualizer.cs.meta
  40. 136
      Assets/Scripts/SupportChecker.cs
  41. 11
      Assets/Scripts/SupportChecker.cs.meta
  42. 121
      Assets/Scripts/TestDepthImage.cs
  43. 11
      Assets/Scripts/TestDepthImage.cs.meta
  44. 208
      Assets/Scripts/TestHumanBodyTracking.cs
  45. 11
      Assets/Scripts/TestHumanBodyTracking.cs.meta
  46. 35
      Assets/Scenes/FaceTracking/DisplayFaceInfo.cs
  47. 11
      Assets/Scenes/FaceTracking/DisplayFaceInfo.cs.meta
  48. 7
      Assets/Scenes/FaceTracking/RearCameraWithFrontCameraFaceMesh.unity.meta
  49. 52
      Assets/Scenes/FaceTracking/ToggleManagers.cs
  50. 11
      Assets/Scenes/FaceTracking/ToggleManagers.cs.meta
  51. 849
      Assets/Scenes/FaceTracking/RearCameraWithFrontCameraFaceMesh.unity
  52. 8
      Assets/Scenes/ARCollaborationData.meta
  53. 949
      Assets/Scenes/Check Support.unity
  54. 7
      Assets/Scenes/Check Support.unity.meta
  55. 8
      Assets/Scenes/HumanSegmentation.meta
  56. 862
      Assets/Scenes/ReferencePoints.unity
  57. 7
      Assets/Scenes/ReferencePoints.unity.meta
  58. 5
      LICENSE.md
  59. 7
      Assets/Scenes/HumanSegmentation/HumanBodyTracking2D.unity.meta
  60. 7
      Assets/Scenes/HumanSegmentation/HumanBodyTracking3D.unity.meta
  61. 7
      Assets/Scenes/HumanSegmentation/HumanSegmentationImages.unity.meta
  62. 454
      Assets/Scenes/HumanSegmentation/HumanBodyTracking2D.unity
  63. 550
      Assets/Scenes/HumanSegmentation/HumanBodyTracking3D.unity
  64. 1001
      Assets/Scenes/HumanSegmentation/HumanSegmentationImages.unity
  65. 7
      Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity.meta
  66. 103
      Assets/Scenes/ARCollaborationData/ClientServerSelector.cs
  67. 11
      Assets/Scenes/ARCollaborationData/ClientServerSelector.cs.meta
  68. 68
      Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs
  69. 11
      Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs.meta
  70. 41
      Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs
  71. 11
      Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs.meta
  72. 96
      Assets/Scenes/ARCollaborationData/ReferencePointInfoManager.cs
  73. 11
      Assets/Scenes/ARCollaborationData/ReferencePointInfoManager.cs.meta
  74. 610
      Assets/Scenes/ARCollaborationData/ReferencePointWithDebugText.prefab
  75. 8
      Assets/Scenes/ARCollaborationData/ReferencePointWithDebugText.prefab.meta
  76. 50
      Assets/Scenes/ARCollaborationData/TCPClient.cs
  77. 11
      Assets/Scenes/ARCollaborationData/TCPClient.cs.meta
  78. 315
      Assets/Scenes/ARCollaborationData/TCPConnection.cs
  79. 11
      Assets/Scenes/ARCollaborationData/TCPConnection.cs.meta
  80. 43
      Assets/Scenes/ARCollaborationData/TCPServer.cs
  81. 11
      Assets/Scenes/ARCollaborationData/TCPServer.cs.meta
  82. 4
      Assets/Scenes/ARCollaborationData/IMessage.cs
  83. 11
      Assets/Scenes/ARCollaborationData/IMessage.cs.meta
  84. 23
      Assets/Scenes/ARCollaborationData/MessageHeader.cs
  85. 11
      Assets/Scenes/ARCollaborationData/MessageHeader.cs.meta
  86. 6
      Assets/Scenes/ARCollaborationData/MessageType.cs
  87. 11
      Assets/Scenes/ARCollaborationData/MessageType.cs.meta
  88. 108
      Assets/Scenes/ARCollaborationData/NetworkBuffer.cs
  89. 11
      Assets/Scenes/ARCollaborationData/NetworkBuffer.cs.meta
  90. 86
      Assets/Scenes/ARCollaborationData/NetworkDataDecoder.cs
  91. 11
      Assets/Scenes/ARCollaborationData/NetworkDataDecoder.cs.meta
  92. 77
      Assets/Scenes/ARCollaborationData/NetworkDataEncoder.cs
  93. 11
      Assets/Scenes/ARCollaborationData/NetworkDataEncoder.cs.meta
  94. 1001
      Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity
  95. 36
      Assets/Scripts/SetTargetFramerate.cs
  96. 11
      Assets/Scripts/SetTargetFramerate.cs.meta

8
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.

2
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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.

3
Assets/Scripts/CameraConfigController.cs


/// the selection in the UI.
/// </summary>
/// <param name="dropdown">The <c>Dropdown</c> which changed.</param>
public void OnValueChanged(Dropdown dropdown)
void OnDropdownValueChanged(Dropdown dropdown)
{
if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running)
{

{
m_Dropdown = GetComponent<Dropdown>();
m_Dropdown.ClearOptions();
m_Dropdown.onValueChanged.AddListener(delegate { OnDropdownValueChanged(m_Dropdown); });
m_ConfigurationNames = new List<string>();
}

60
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73
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61
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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);
}
}
}

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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;
}

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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());
}
}

11
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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;
}
}

11
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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
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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>();
}
}
}

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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.

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

7
Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity.meta


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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 stored 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;
}
}
}
}

11
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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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315
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
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)
{
// Serialize the collaboration data to a byte array
SerializedARCollaborationData serializedData;
using (collaborationData)
{
// ARCollaborationData can be diposed after being serialized to bytes.
serializedData = collaborationData.ToSerialized();
}
using (serializedData)
{
// Get the raw data as a NativeSlice
var collaborationBytes = serializedData.bytes;
// Construct the message header
var header = new MessageHeader
{
messageSize = collaborationBytes.Length,
messageType = MessageType.CollaborationData
};
// Send the header followed by the ARCollaborationData bytes
m_WriteBuffer.Send(stream, header);
m_WriteBuffer.Send(stream, collaborationBytes);
Logger.Log($"Sent {collaborationBytes.Length} bytes of collaboration data.");
}
}
if (queueSize == 0)
{
// If there's nothing else in the queue at the moment,
// then go to sleep for a bit.
// Otherwise, immediately try to send the next one.
Thread.Sleep(1);
}
}
}
unsafe void ReadThreadProc()
{
var stream = m_TcpClient.GetStream();
while (!m_ExitRequested)
{
// Loop until there is data available
if (!stream.DataAvailable)
{
Thread.Sleep(1);
continue;
}
// Read the header
var messageHeader = ReadMessageHeader(stream);
// Handle the message
switch (messageHeader.messageType)
{
case MessageType.CollaborationData:
var collaborationData = ReadCollaborationData(stream, messageHeader.messageSize);
if (collaborationData.valid)
{
// Only store critical data updates; optional updates can come every frame.
if (collaborationData.priority == ARCollaborationDataPriority.Critical)
{
lock (m_CollaborationDataReadQueue)
{
m_CollaborationDataReadQueue.Enqueue(collaborationData);
}
Logger.Log($"Received {messageHeader.messageSize} bytes of collaboration data.");
}
}
else
{
Logger.Log($"Received {messageHeader.messageSize} bytes from remote, but the collaboration data was not valid.");
}
break;
default:
Logger.Log($"Unhandled message type '{messageHeader.messageType}'. Ignoring.");
// We don't understand this message, but read it out anyway
// so we can process the next message
int bytesRemaining = messageHeader.messageSize;
while (bytesRemaining > 0)
{
bytesRemaining -= m_ReadBuffer.Read(stream, 0, Mathf.Min(bytesRemaining, m_ReadBuffer.bufferSize));
}
break;
}
}
}
void CheckForLocalCollaborationData(ARKitSessionSubsystem subsystem)
{
// Exit if no new data is available
if (subsystem.collaborationDataCount == 0)
return;
lock (m_CollaborationDataSendQueue)
{
// Enqueue all new collaboration data with critical priority
while (subsystem.collaborationDataCount > 0)
{
var collaborationData = subsystem.DequeueCollaborationData();
// As all data in this sample is sent over TCP, only send critical data
if (collaborationData.priority == ARCollaborationDataPriority.Critical)
{
m_CollaborationDataSendQueue.Enqueue(collaborationData);
CollaborationNetworkingIndicator.NotifyHasCollaborationData();
}
}
}
}
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())
{
// Assume we only put in valid collaboration data into the queue.
subsystem.UpdateWithCollaborationData(collaborationData);
}
}
}
}
const int k_BufferSize = 10240;
NetworkBuffer m_ReadBuffer = new NetworkBuffer(k_BufferSize);
NetworkBuffer m_WriteBuffer = new NetworkBuffer(k_BufferSize);
MessageHeader ReadMessageHeader(NetworkStream stream)
{
int bytesRead = m_ReadBuffer.Read(stream, 0, MessageHeader.k_EncodedSize);
return new MessageHeader(m_ReadBuffer.buffer, bytesRead);
}
ARCollaborationData ReadCollaborationData(NetworkStream stream, int size)
{
var builder = new ARCollaborationDataBuilder();
try
{
int bytesRemaining = size;
while (bytesRemaining > 0)
{
int bytesRead = m_ReadBuffer.Read(stream, 0, Mathf.Min(bytesRemaining, m_ReadBuffer.bufferSize));
builder.Append(m_ReadBuffer.buffer, 0, bytesRead);
bytesRemaining -= bytesRead;
}
return builder.ToCollaborationData();
}
finally
{
builder.Dispose();
}
}
#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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Assets/Scenes/ARCollaborationData/TCPServer.cs.meta


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Assets/Scenes/ARCollaborationData/IMessage.cs


public interface IMessage
{
int EncodeTo(byte[] bytes);
}

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Assets/Scenes/ARCollaborationData/MessageHeader.cs


public struct MessageHeader : IMessage
{
public int messageSize;
public MessageType messageType;
public int EncodeTo(byte[] bytes)
{
var encoder = new NetworkDataEncoder(bytes);
encoder.Encode(messageSize);
encoder.Encode((byte)messageType);
return encoder.length;
}
public const int k_EncodedSize = sizeof(int) + sizeof(byte);
public MessageHeader(byte[] bytes, int size)
{
var decoder = new NetworkDataDecoder(bytes, size);
messageSize = decoder.DecodeInt();
messageType = (MessageType)decoder.DecodeByte();
}
}

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Assets/Scenes/ARCollaborationData/MessageType.cs


public enum MessageType : byte
{
None,
CollaborationData
}

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108
Assets/Scenes/ARCollaborationData/NetworkBuffer.cs


using System;
using System.Net.Sockets;
using UnityEngine;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
/// <summary>
/// Sends and receives data using a fixed size byte[] buffer. Because the
/// buffer is reused, no additional GC allocations are made after construction.
/// </summary>
public struct NetworkBuffer
{
byte[] m_Buffer;
public NetworkBuffer(int bufferSize)
{
m_Buffer = new byte[bufferSize];
}
public byte[] buffer => m_Buffer;
public int bufferSize => (m_Buffer == null) ? 0 : m_Buffer.Length;
public int Read(NetworkStream stream, int offset, int size)
{
ValidateAndThrow(stream);
if (offset < 0)
throw new ArgumentOutOfRangeException(nameof(offset), offset, $"{nameof(offset)} must be greater than or equal to zero.");
if (size < 0)
throw new ArgumentOutOfRangeException(nameof(size), size, $"{nameof(size)} must be greater than or equal to zero.");
if (offset + size > m_Buffer.Length)
throw new InvalidOperationException($"Reading {size} bytes starting at offset {offset} would read past the end of the buffer (buffer length = {m_Buffer.Length}).");
int bytesRemaining = size;
while (bytesRemaining > 0)
{
int bytesRead = stream.Read(m_Buffer, offset, bytesRemaining);
CollaborationNetworkingIndicator.NotifyIncomingDataReceived();
offset += bytesRead;
bytesRemaining -= bytesRead;
}
return size;
}
public void Send(NetworkStream stream, int offset, int size)
{
ValidateAndThrow(stream);
if (offset + size > m_Buffer.Length)
throw new InvalidOperationException($"Writing {size} bytes starting at offset {offset} would write past the end of the buffer (buffer length = {m_Buffer.Length}).");
try
{
stream.Write(m_Buffer, offset, size);
CollaborationNetworkingIndicator.NotifyOutgoingDataSent();
}
catch (SocketException socketException)
{
Logger.Log($"Socket exception: {socketException}");
}
}
public unsafe void Send(NetworkStream stream, NativeSlice<byte> bytes)
{
ValidateAndThrow(stream);
var basePtr = new IntPtr(bytes.GetUnsafeReadOnlyPtr());
int bytesRemaining = bytes.Length;
int offset = 0;
while (bytesRemaining > 0)
{
// Memcpy next chunk into destinationBuffer
int size = Mathf.Min(m_Buffer.Length, bytesRemaining);
fixed(byte* dst = m_Buffer)
{
var src = basePtr + offset;
UnsafeUtility.MemCpy(dst, (void*)src, size);
}
bytesRemaining -= size;
offset += size;
Send(stream, 0, size);
}
}
public void Send<T>(NetworkStream stream, T message) where T : struct, IMessage
{
ValidateAndThrow(stream);
int size = message.EncodeTo(m_Buffer);
Send(stream, 0, size);
}
void ValidateAndThrow(NetworkStream stream)
{
if (stream == null)
throw new ArgumentNullException(nameof(stream));
if (m_Buffer == null)
throw new InvalidOperationException($"{nameof(NetworkBuffer)} has not been initialized.");
}
}

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86
Assets/Scenes/ARCollaborationData/NetworkDataDecoder.cs


using System;
using System.Net;
public struct NetworkDataDecoder
{
byte[] m_Buffer;
int m_Offset;
int m_Length;
public NetworkDataDecoder(byte[] buffer, int size)
{
if (buffer == null)
throw new ArgumentNullException(nameof(buffer));
if (size > buffer.Length)
throw new ArgumentOutOfRangeException(nameof(size), size, $"'{nameof(size)}' is greater than the length of {nameof(buffer)} ({buffer.Length}).");
m_Buffer = buffer;
m_Offset = 0;
m_Length = size;
}
public unsafe float DecodeFloat()
{
var value = DecodeInt();
return *(float*)&value;
}
public unsafe double DecodeDouble()
{
var value = DecodeLong();
return *(double*)&value;
}
public ushort DecodeUShort() => (ushort)DecodeShort();
public uint DecodeUInt() => (uint)DecodeInt();
public ulong DecodeULong() => (ulong)DecodeLong();
public byte DecodeByte()
{
if (m_Offset >= m_Length)
throw new InvalidOperationException("Buffer is exhausted. Cannot decode more data.");
return m_Buffer[m_Offset++];
}
public unsafe short DecodeShort()
{
if (m_Offset + 2 > m_Length)
throw new InvalidOperationException("Buffer is exhausted. Cannot decode more data.");
fixed(byte* ptr = &m_Buffer[m_Offset])
{
m_Offset += 2;
return IPAddress.NetworkToHostOrder(*(short*)ptr);
}
}
public unsafe int DecodeInt()
{
if (m_Offset + 4 > m_Length)
throw new InvalidOperationException("Buffer is exhausted. Cannot decode more data.");
fixed(byte* ptr = &m_Buffer[m_Offset])
{
m_Offset += 4;
return IPAddress.NetworkToHostOrder(*(int*)ptr);
}
}
public unsafe long DecodeLong()
{
if (m_Offset + 8 > m_Length)
throw new InvalidOperationException("Buffer is exhausted. Cannot decode more data.");
fixed(byte* ptr = &m_Buffer[m_Offset])
{
m_Offset += 8;
return IPAddress.NetworkToHostOrder(*(long*)ptr);
}
}
}

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


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77
Assets/Scenes/ARCollaborationData/NetworkDataEncoder.cs


using System;
using System.Net;
public struct NetworkDataEncoder
{
byte[] m_Buffer;
int m_Offset;
public NetworkDataEncoder(byte[] buffer)
{
if (buffer == null)
throw new ArgumentNullException(nameof(buffer));
m_Buffer = buffer;
m_Offset = 0;
}
public int length => m_Offset;
public unsafe void Encode(float value) => Encode(*(int*)&value);
public unsafe void Encode(double value) => Encode(*(long*)&value);
public void Encode(ushort value) => Encode((short)value);
public void Encode(uint value) => Encode((int)value);
public void Encode(ulong value) => Encode((long)value);
public void Encode(byte value)
{
if (m_Offset + 1 > m_Buffer.Length)
throw new InvalidOperationException("Buffer is full. Cannot write more data.");
m_Buffer[m_Offset++] = value;
}
public unsafe void Encode(short value)
{
int newOffset = m_Offset + 2;
if (newOffset > m_Buffer.Length)
throw new InvalidOperationException("Buffer is full. Cannot write more data.");
fixed(byte* ptr = &m_Buffer[m_Offset])
{
*(short*)ptr = IPAddress.HostToNetworkOrder(value);
}
m_Offset = newOffset;
}
public unsafe void Encode(int value)
{
int newOffset = m_Offset + 4;
if (newOffset > m_Buffer.Length)
throw new InvalidOperationException("Buffer is full. Cannot write more data.");
fixed(byte* ptr = &m_Buffer[m_Offset])
{
*(int*)ptr = IPAddress.HostToNetworkOrder(value);
}
m_Offset = newOffset;
}
public unsafe void Encode(long value)
{
int newOffset = m_Offset + 8;
if (newOffset > m_Buffer.Length)
throw new InvalidOperationException("Buffer is full. Cannot write more data.");
fixed(byte* ptr = &m_Buffer[m_Offset])
{
*(long*)ptr = IPAddress.HostToNetworkOrder(value);
}
m_Offset = newOffset;
}
}

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


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

36
Assets/Scripts/SetTargetFramerate.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Simple MonoBehaviour to set the Application's targetFrameRate
/// </summary>
public class SetTargetFramerate : MonoBehaviour
{
[SerializeField]
[Tooltip("Sets the application's target frame rate.")]
int m_TargetFrameRate = 60;
/// <summary>
/// Get or set the application's target frame rate.
/// </summary>
public int targetFrameRate
{
get { return m_TargetFrameRate; }
set
{
m_TargetFrameRate = value;
SetFrameRate();
}
}
void SetFrameRate()
{
Application.targetFrameRate = targetFrameRate;
}
void Start()
{
SetFrameRate();
}
}

11
Assets/Scripts/SetTargetFramerate.cs.meta


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