比较提交

...
此合并请求有变更与目标分支冲突。
/Assets/Scenes/EnvironmentProbes.unity
/Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
/Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.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
/Packages/manifest.json
/ProjectSettings/EditorSettings.asset
/ProjectSettings/EditorBuildSettings.asset
/ProjectSettings/GraphicsSettings.asset
/ProjectSettings/ProjectSettings.asset
/ProjectSettings/ProjectVersion.txt
/README.md
/Assets/Scenes/ImageTracking/ImageTracking.unity
/Assets/Scenes/ARWorldMap.unity
/LICENSE.md
/Assets/Scenes/ARCollaborationData.meta
/Assets/Scenes/HumanSegmentation.meta
/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/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/Scenes/FaceTracking/DisplayFaceInfo.cs
/Assets/Scenes/FaceTracking/DisplayFaceInfo.cs.meta
/Assets/Scenes/FaceTracking/RearCameraWithFrontCameraFaceMesh.unity.meta
/Assets/Scenes/FaceTracking/ToggleManagers.cs.meta
/Assets/Scenes/HumanSegmentation/HumanBodyTracking2D.unity.meta
/Assets/Scenes/HumanSegmentation/HumanBodyTracking3D.unity.meta
/Assets/Scenes/HumanSegmentation/HumanSegmentationImages.unity.meta
/Assets/Scenes/Check Support.unity
/Assets/Materials/JointLineMaterial.mat.meta
/Assets/Scenes/LightEstimation.unity
/Assets/Scenes/UX/SampleUXScene.unity
/Assets/Scenes/Scale.unity
/Assets/Scenes/SimpleAR.unity
/Assets/Scenes/CameraImage.unity
/Assets/Scenes/FaceTracking
/Assets/Scripts/TestCameraImage.cs
/Assets/Scripts/CameraConfigController.cs
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
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/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/FaceTracking
/Assets/Scenes/CameraImage.unity
/Assets/Scripts/TestCameraImage.cs

7 次代码提交

共有 130 个文件被更改,包括 8214 次插入642 次删除
  1. 22
      Packages/manifest.json
  2. 44
      ProjectSettings/EditorSettings.asset
  3. 8
      ProjectSettings/GraphicsSettings.asset
  4. 35
      ProjectSettings/ProjectSettings.asset
  5. 21
      ProjectSettings/EditorBuildSettings.asset
  6. 3
      ProjectSettings/ProjectVersion.txt
  7. 86
      ProjectSettings/TagManager.asset
  8. 8
      README.md
  9. 57
      Assets/Scenes/ARWorldMap.unity
  10. 45
      Assets/Scenes/LightEstimation.unity
  11. 75
      Assets/Scenes/Plane Detection/FeatheredPlanes.unity
  12. 48
      Assets/Scenes/Plane Detection/TogglePlaneDetection.unity
  13. 58
      Assets/Scenes/UX/SampleUXScene.unity
  14. 43
      Assets/Scenes/ImageTracking/ImageTracking.unity
  15. 4
      Assets/Scenes/Object Tracking/Cube.arobject.meta
  16. 4
      Assets/Scenes/Object Tracking/Cylinder.arobject.meta
  17. 43
      Assets/Scenes/Object Tracking/ObjectTracking.unity
  18. 6
      Assets/Scenes/Object Tracking/ReferenceObjectLibrary.asset
  19. 44
      Assets/Scenes/EnvironmentProbes.unity
  20. 58
      Assets/Scenes/Scale.unity
  21. 836
      Assets/Scenes/SimpleAR.unity
  22. 33
      Assets/Scripts/PlaceOnPlane.cs
  23. 46
      Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity
  24. 46
      Assets/Scenes/FaceTracking/FacePose.unity
  25. 60
      Assets/Scenes/FaceTracking/ARCoreFaceRegions.unity
  26. 11
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  27. 5
      LICENSE.md
  28. 8
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  29. 7
      Assets/Scenes/SampleLWRPScene.unity.meta
  30. 1001
      Assets/Scenes/CameraImage.unity
  31. 498
      Assets/Scenes/SampleLWRPScene.unity
  32. 8
      Assets/Scenes/ARCollaborationData.meta
  33. 962
      Assets/Scenes/Check Support.unity
  34. 7
      Assets/Scenes/Check Support.unity.meta
  35. 8
      Assets/Scenes/HumanSegmentation.meta
  36. 115
      Assets/Scripts/CameraConfigController.cs
  37. 141
      Assets/Scripts/TestCameraImage.cs
  38. 81
      Assets/Scripts/Logger.cs
  39. 11
      Assets/Scripts/Logger.cs.meta
  40. 59
      Assets/Scripts/ReferencePointCreator.cs
  41. 11
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  42. 160
      Assets/Scripts/ScreenSpaceJointVisualizer.cs
  43. 11
      Assets/Scripts/ScreenSpaceJointVisualizer.cs.meta
  44. 136
      Assets/Scripts/SupportChecker.cs
  45. 11
      Assets/Scripts/SupportChecker.cs.meta
  46. 121
      Assets/Scripts/TestDepthImage.cs
  47. 11
      Assets/Scripts/TestDepthImage.cs.meta
  48. 208
      Assets/Scripts/TestHumanBodyTracking.cs
  49. 11
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  50. 8
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  51. 8
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  52. 91
      Assets/Materials/LWRPCube.mat
  53. 93
      Assets/Materials/LWRPPlane.mat
  54. 85
      Assets/Materials/JointLineMaterial.mat
  55. 8
      Assets/Materials/JointLineMaterial.mat.meta
  56. 124
      Assets/Prefabs/AR LWRP Placed Cube.prefab
  57. 8
      Assets/Prefabs/AR LWRP Placed Cube.prefab.meta
  58. 218
      Assets/Prefabs/AR LWRP Plane Debug Visualizer.prefab
  59. 8
      Assets/Prefabs/AR LWRP Plane Debug Visualizer.prefab.meta
  60. 44
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  61. 8
      Assets/Prefabs/LightweightRP.asset.meta
  62. 7
      Assets/Prefabs/JointLineRenderer.prefab.meta
  63. 126
      Assets/Prefabs/JointLineRenderer.prefab
  64. 9
      Assets/LWRPSupport/ARCoreBackgroundLWRP.shader.meta
  65. 87
      Assets/LWRPSupport/ARCoreBackgroundLWRPMaterial.mat
  66. 8
      Assets/LWRPSupport/ARCoreBackgroundLWRPMaterial.mat.meta
  67. 95
      Assets/LWRPSupport/ARKitLWRPMaterial.mat
  68. 8
      Assets/LWRPSupport/ARKitLWRPMaterial.mat.meta
  69. 9
      Assets/LWRPSupport/ARKitLWRPShader.shader.meta
  70. 11
      Assets/LWRPSupport/LWRPBackgroundRenderer.cs.meta
  71. 11
      Assets/LWRPSupport/LWRPBeforeCameraRender.cs.meta
  72. 7
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  73. 8
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset.meta
  74. 77
      Assets/LWRPSupport/ARKitLWRPShader.shader
  75. 63
      Assets/LWRPSupport/LWRPBackgroundRenderPass.cs
  76. 11
      Assets/LWRPSupport/LWRPBackgroundRenderPass.cs.meta
  77. 56
      Assets/LWRPSupport/LWRPBackgroundRenderer.cs
  78. 17
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset
  79. 29
      Assets/LWRPSupport/LWRPBeforeCameraRender.cs
  80. 11
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs.meta
  81. 57
      Assets/LWRPSupport/ARCoreBackgroundLWRP.shader
  82. 66
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs
  83. 17
      Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef
  84. 1001
      Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity
  85. 7
      Assets/Scenes/ARCollaborationData/ARCollaborationDataExample.unity.meta
  86. 103
      Assets/Scenes/ARCollaborationData/ClientServerSelector.cs
  87. 11
      Assets/Scenes/ARCollaborationData/ClientServerSelector.cs.meta
  88. 68
      Assets/Scenes/ARCollaborationData/CollaborationNetworkingIndicator.cs
  89. 11
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  90. 41
      Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs
  91. 11
      Assets/Scenes/ARCollaborationData/DisplayTrackingState.cs.meta
  92. 96
      Assets/Scenes/ARCollaborationData/ReferencePointInfoManager.cs
  93. 11
      Assets/Scenes/ARCollaborationData/ReferencePointInfoManager.cs.meta
  94. 610
      Assets/Scenes/ARCollaborationData/ReferencePointWithDebugText.prefab
  95. 8
      Assets/Scenes/ARCollaborationData/ReferencePointWithDebugText.prefab.meta
  96. 50
      Assets/Scenes/ARCollaborationData/TCPClient.cs

22
Packages/manifest.json


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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.

57
Assets/Scenes/ARWorldMap.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.

46
Assets/Scenes/FaceTracking/ARKitFaceBlendShapes.unity


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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.

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

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115
Assets/Scripts/CameraConfigController.cs


using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// Populates a drop down UI element with all the supported
/// camera configurations and changes the active camera
/// configuration when the user changes the selection in the dropdown.
///
/// The camera configuration affects the resolution (and possibly framerate)
/// of the hardware camera during an AR session.
/// </summary>
[RequireComponent(typeof(Dropdown))]
public class CameraConfigController : MonoBehaviour
{
List<string> m_ConfigurationNames;
Dropdown m_Dropdown;
[SerializeField]
[Tooltip("The ARCameraManager which will produce frame events.")]
ARCameraManager m_CameraManager;
/// <summary>
/// Get or set the <c>ARCameraManager</c>.
/// </summary>
public ARCameraManager cameraManager
{
get { return m_CameraManager; }
set { m_CameraManager = value; }
}
/// <summary>
/// Callback invoked when <see cref="m_Dropdown"/> changes. This
/// lets us change the camera configuration when the user changes
/// the selection in the UI.
/// </summary>
/// <param name="dropdown">The <c>Dropdown</c> which changed.</param>
void OnDropdownValueChanged(Dropdown dropdown)
{
if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running)
{
return;
}
var configurationIndex = dropdown.value;
// Check that the value makes sense
using (var configurations = cameraManager.GetConfigurations(Allocator.Temp))
{
if (configurationIndex >= configurations.Length)
{
return;
}
// Get that configuration by index
var configuration = configurations[configurationIndex];
// Make it the active one
cameraManager.currentConfiguration = configuration;
}
}
void Awake()
{
m_Dropdown = GetComponent<Dropdown>();
m_Dropdown.ClearOptions();
m_Dropdown.onValueChanged.AddListener(delegate { OnDropdownValueChanged(m_Dropdown); });
m_ConfigurationNames = new List<string>();
}
void PopulateDropdown()
{
if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running)
return;
// No configurations available probably means this feature
// isn't supported by the current device.
using (var configurations = cameraManager.GetConfigurations(Allocator.Temp))
{
if (!configurations.IsCreated || (configurations.Length <= 0))
{
return;
}
// There are two ways to enumerate the camera configurations.
// 1. Use a foreach to iterate over all the available configurations
foreach (var config in configurations)
{
m_ConfigurationNames.Add(config.ToString());
}
m_Dropdown.AddOptions(m_ConfigurationNames);
// 2. Use a normal for...loop
var currentConfig = cameraManager.currentConfiguration;
for (int i = 0; i < configurations.Length; ++i)
{
// Find the current configuration and update the drop down value
if (currentConfig == configurations[i])
{
m_Dropdown.value = i;
}
}
}
}
void Update()
{
if (m_ConfigurationNames.Count == 0)
PopulateDropdown();
}
}

141
Assets/Scripts/TestCameraImage.cs


using System;
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 TestCameraImage : MonoBehaviour
{
[SerializeField]
[Tooltip("The ARCameraManager which will produce frame events.")]
ARCameraManager m_CameraManager;
/// <summary>
/// Get or set the <c>ARCameraManager</c>.
/// </summary>
public ARCameraManager cameraManager
{
get { return m_CameraManager; }
set { m_CameraManager = 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 OnEnable()
{
if (m_CameraManager != null)
{
m_CameraManager.frameReceived += OnCameraFrameReceived;
}
}
void OnDisable()
{
if (m_CameraManager != null)
{
m_CameraManager.frameReceived -= OnCameraFrameReceived;
}
}
unsafe void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs)
{
// Attempt to get the latest camera image. If this method succeeds,
// it acquires a native resource that must be disposed (see below).
XRCameraImage image;
if (!cameraManager.TryGetLatestImage(out image))
{
return;
}
// Display some information about the camera image
m_ImageInfo.text = string.Format(
"Image info:\n\twidth: {0}\n\theight: {1}\n\tplaneCount: {2}\n\ttimestamp: {3}\n\tformat: {4}",
image.width, image.height, image.planeCount, image.timestamp, image.format);
// Once we have a valid XRCameraImage, we can access the individual image "planes"
// (the separate channels in the image). XRCameraImage.GetPlane provides
// low-overhead access to this data. This could then be passed to a
// computer vision algorithm. Here, we will convert the camera image
// to an RGBA texture and draw it on the screen.
// Choose an RGBA format.
// See XRCameraImage.FormatSupported for a complete list of supported formats.
var format = TextureFormat.RGBA32;
if (m_Texture == null || m_Texture.width != image.width || m_Texture.height != image.height)
{
m_Texture = new Texture2D(image.width, image.height, format, false);
}
// 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 XRCameraImageConversionParams(image, format, CameraImageTransformation.MirrorY);
// Texture2D allows us write directly to the raw texture data
// This allows us to do the conversion in-place without making any copies.
var rawTextureData = m_Texture.GetRawTextureData<byte>();
try
{
image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length);
}
finally
{
// We must dispose of the XRCameraImage after we're finished
// with it to avoid leaking native resources.
image.Dispose();
}
// Apply the updated texture data to our texture
m_Texture.Apply();
// Set the RawImage's texture so we can visualize it.
m_RawImage.texture = m_Texture;
}
Texture2D m_Texture;
}

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);
}
}
}

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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());
}
}

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Assets/LWRPSupport/ARKitLWRPShader.shader


Shader "Unlit/ARKitLWRP"
{
Properties
{
_textureY ("TextureY", 2D) = "white" {}
_textureCbCr ("TextureCbCr", 2D) = "black" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
LOD 100
Pass
{
Name "Default"
Tags { "LightMode" = "LightweightForward"}
ZTest Always ZWrite Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex Vertex
#pragma fragment Fragment
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
float4x4 _UnityDisplayTransform;
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
TEXTURE2D(_textureY);
SAMPLER(sampler_textureY);
TEXTURE2D(_textureCbCr);
SAMPLER(sampler_textureCbCr);
VertexOutput Vertex(VertexInput i)
{
VertexOutput o;
o.pos = TransformObjectToHClip(i.vertex.xyz);
o.uv.x = (_UnityDisplayTransform[0].x * i.uv.x + _UnityDisplayTransform[1].x * (i.uv.y) + _UnityDisplayTransform[2].x);
o.uv.y = (_UnityDisplayTransform[0].y * i.uv.x + _UnityDisplayTransform[1].y * (i.uv.y) + _UnityDisplayTransform[2].y);
return o;
}
half4 Fragment(VertexOutput i) : SV_Target
{
half y = SAMPLE_TEXTURE2D(_textureY, sampler_textureY, i.uv).r;
half4 ycbcr = half4(y, SAMPLE_TEXTURE2D(_textureCbCr, sampler_textureCbCr, i.uv).rg, 1.0);
const half4x4 ycbcrToRGBTransform = half4x4(
half4(1.0, +0.0000, +1.4020, -0.7010),
half4(1.0, -0.3441, -0.7141, +0.5291),
half4(1.0, +1.7720, +0.0000, -0.8860),
half4(0.0, +0.0000, +0.0000, +1.0000)
);
return mul(ycbcrToRGBTransform, ycbcr);
}
ENDHLSL
}
}
}

63
Assets/LWRPSupport/LWRPBackgroundRenderPass.cs


using System;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering;
namespace UnityEngine.XR.ARFoundation
{
public class LWRPBackgroundRenderPass : ScriptableRenderPass
{
Material m_BlitMaterial;
RenderTargetIdentifier m_DepthIdentifier;
RenderTargetIdentifier m_TargetIdentifier;
RenderTextureDescriptor m_Descriptor;
const string k_ARBlitTag = "ARBackground Blit Pass";
/// <summary>
/// This render pass will need to be setup with the following parameters to be able to execute when called to do so.
/// In this case, this method is called from GetPassToEnqueue in IBeforeRender interface.
/// </summary>
/// <param name="mat"> Material to be used to clear the screen. </param>
/// <param name="ident"> RenderTargetIdentifier for the color buffer. </param>
/// <param name="depthIdent"> RenderTargetIdentifier for the depth buffer.</param>
/// <param name="descript"> RenderTextureDescriptor for the target RenderTexture. </param>
/// <returns> True if the material set is not null. </returns>
public bool Setup(Material mat, RenderTargetIdentifier ident, RenderTargetIdentifier depthIdent, RenderTextureDescriptor descript)
{
m_BlitMaterial = mat;
m_TargetIdentifier = ident;
m_DepthIdentifier = depthIdent;
m_Descriptor = descript;
return m_BlitMaterial != null;
}
/// <summary>
/// Custom rendering for clearing the background with the pass-thru video for AR happens here. We use the parameters passed in via setup
/// to create command buffer that clears the render target and blits to it using the clear material.
/// </summary>
/// <param name="renderer"> The ScriptableRenderer that is being used. </param>
/// <param name="context"> The ScriptableRenderContext used to execute the command buffer that we create. </param>
/// <param name="renderingData"> RenderingData (unused here). </param>
/// <exception cref="ArgumentNullException"> Throw this exception if the renderer is null. </exception>
public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
{
if (renderer == null)
throw new ArgumentNullException("renderer");
var cmd = CommandBufferPool.Get(k_ARBlitTag);
RenderBufferLoadAction colorLoadOp = RenderBufferLoadAction.DontCare;
RenderBufferStoreAction colorStoreOp = RenderBufferStoreAction.Store;
RenderBufferLoadAction depthLoadOp = RenderBufferLoadAction.DontCare;
RenderBufferStoreAction depthStoreOp = RenderBufferStoreAction.Store;
SetRenderTarget(cmd, m_TargetIdentifier, colorLoadOp, colorStoreOp,
m_DepthIdentifier, depthLoadOp, depthStoreOp, ClearFlag.All, Color.clear, m_Descriptor.dimension);
cmd.Blit(null, m_TargetIdentifier, m_BlitMaterial);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}

11
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Assets/LWRPSupport/LWRPBackgroundRenderer.cs



namespace UnityEngine.XR.ARFoundation
{
public class LWRPBackgroundRenderer : ARFoundationBackgroundRenderer
{
CameraClearFlags m_SavedClearFlags;
LWRPBeforeCameraRender m_LWRPBeforeCameraRender;
protected override bool EnableARBackgroundRendering()
{
if (m_BackgroundMaterial == null)
return false;
camera = m_Camera ? m_Camera : Camera.main;
if (camera == null)
return false;
// Clear flags
m_SavedClearFlags = camera.clearFlags;
camera.clearFlags = CameraClearFlags.Depth;
if (m_LWRPBeforeCameraRender == null)
{
m_LWRPBeforeCameraRender = camera.gameObject.GetComponent<LWRPBeforeCameraRender>();
}
m_LWRPBeforeCameraRender.blitMaterial = m_BackgroundMaterial;
return true;
}
protected override void DisableARBackgroundRendering()
{
if (m_BackgroundMaterial == null)
return;
camera = m_Camera ? m_Camera : Camera.main;
if (camera == null)
return;
camera.clearFlags = m_SavedClearFlags;
if (m_LWRPBeforeCameraRender != null)
{
m_LWRPBeforeCameraRender.blitMaterial = null;
m_LWRPBeforeCameraRender = null;
}
}
}
}

17
Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset


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29
Assets/LWRPSupport/LWRPBeforeCameraRender.cs


using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
namespace UnityEngine.XR.ARFoundation
{
public class LWRPBeforeCameraRender : MonoBehaviour, IBeforeRender
{
const string k_ARBlitTag = "ARBackground Blit Pass";
public Material blitMaterial { get; set; }
/// <summary>
/// Create, setup and return a ScriptableRenderPass that will blit the pass-thru video when this GameObject is rendered.
/// </summary>
/// <param name="baseDescriptor">RenderTextureDescriptor for this pass. </param>
/// <param name="colorHandle">RenderTargetHandle for color buffer.</param>
/// <param name="depthHandle">RenderTargetHandle for depth buffer.</param>
/// <param name="clearFlag">ClearFlag used for rendering.</param>
/// <returns></returns>
public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle,
RenderTargetHandle depthHandle, ClearFlag clearFlag)
{
var lwrpBackgroundRenderPass = new LWRPBackgroundRenderPass();
lwrpBackgroundRenderPass.Setup(blitMaterial, colorHandle.Identifier(), depthHandle.Identifier(),
baseDescriptor);
return lwrpBackgroundRenderPass;
}
}
}

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Assets/LWRPSupport/ARCoreBackgroundLWRP.shader


Shader "Unlit/ARCoreBackgroundLWRP"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
// For GLES3
SubShader
{
Pass
{
ZWrite Off
Cull Off
GLSLPROGRAM
#pragma only_renderers gles3
#ifdef SHADER_API_GLES3
#extension GL_OES_EGL_image_external_essl3 : require
#endif
uniform mat4 _UnityDisplayTransform;
#ifdef VERTEX
varying vec2 textureCoord;
void main()
{
#ifdef SHADER_API_GLES3
float flippedV = 1.0 - gl_MultiTexCoord0.y;
textureCoord.x = _UnityDisplayTransform[0].x * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].x * flippedV + _UnityDisplayTransform[2].x;
textureCoord.y = _UnityDisplayTransform[0].y * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].y * flippedV + _UnityDisplayTransform[2].y;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
#endif
}
#endif
#ifdef FRAGMENT
varying vec2 textureCoord;
uniform samplerExternalOES _MainTex;
void main()
{
#ifdef SHADER_API_GLES3
gl_FragColor = vec4(texture(_MainTex, textureCoord).xyz, 1);
#endif
}
#endif
ENDGLSL
}
}
FallBack Off
}

66
Assets/LWRPSupport/LWRPBackgroundRendererAsset.cs


using System;
using UnityEngine.Rendering;
using UnityEngine.XR.ARFoundation;
namespace UnityEngine.XR.ARFoundation
{
[CreateAssetMenu(fileName = "LWRPBackgroundRendererAsset", menuName = "XR/LWRPBackgroundRendererAsset")]
public class LWRPBackgroundRendererAsset : ARBackgroundRendererAsset
{
/// <summary>
/// we're going to reference all materials that we want to use so that they get built into the project
/// </summary>
[SerializeField]
Material[] m_MaterialsUsed;
[SerializeField]
ARCameraManager m_CameraManager;
static bool useRenderPipeline { get { return GraphicsSettings.renderPipelineAsset != null; } }
public override ARFoundationBackgroundRenderer CreateARBackgroundRenderer()
{
return useRenderPipeline ? new LWRPBackgroundRenderer() : new ARFoundationBackgroundRenderer();
}
public override void CreateHelperComponents(GameObject cameraGameObject)
{
m_CameraManager = cameraGameObject.GetComponent<ARCameraManager>();
Debug.Assert(m_CameraManager != null, "camera manager must be non-null");
if (useRenderPipeline)
{
var lwrpBeforeCameraRender = cameraGameObject.GetComponent<LWRPBeforeCameraRender>();
if (lwrpBeforeCameraRender == null)
{
cameraGameObject.AddComponent<LWRPBeforeCameraRender>();
}
}
}
public override Material CreateCustomMaterial()
{
if (m_CameraManager == null)
{
Debug.Log("camera manager is null");
return null;
}
// Try to create a material from the plugin's provided shader.
var shaderName = m_CameraManager.shaderName + "LWRP";
Debug.LogFormat("Creating material for shader '{0}'", shaderName);
var shader = Shader.Find(shaderName);
if (shader == null)
{
throw new InvalidOperationException(string.Format(
"Could not find shader named \"{0}\" required for LWRP video overlay on camera subsystem named \"{1}\".",
shaderName,
m_CameraManager.descriptor.id));
}
return new Material(shader);
}
}
}

17
Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef


{
"name": "Unity.XR.ARFoundation.LWRPSupport",
"references": [
"Unity.XR.ARFoundation",
"Unity.XR.ARSubsystems",
"Unity.RenderPipelines.Core.Runtime",
"Unity.RenderPipelines.Lightweight.Runtime"
],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
}

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

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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);
}
}

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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
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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
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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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8
Assets/Scenes/ARCollaborationData/ReferencePointWithDebugText.prefab.meta


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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();
}
}

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