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118 行
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using System;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARExtensions;
using UnityEngine.XR.ARFoundation;
/// <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]
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()
{
ARSubsystemManager.cameraFrameReceived += OnCameraFrameReceived;
}
void OnDisable()
{
ARSubsystemManager.cameraFrameReceived -= 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).
CameraImage image;
if (!ARSubsystemManager.cameraSubsystem.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 CameraImage, we can access the individual image "planes"
// (the separate channels in the image). CameraImage.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 CameraImage.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 CameraImageConversionParams(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 CameraImage 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;
}