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449 行
17 KiB
449 行
17 KiB
using System.Text;
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using UnityEngine.UI;
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using UnityEngine.XR.ARFoundation;
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using UnityEngine.XR.ARSubsystems;
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namespace UnityEngine.XR.ARFoundation.Samples
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{
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/// <summary>
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/// This component displays a picture-in-picture view of the environment depth texture, the human depth texture, or
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/// the human stencil texture.
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/// </summary>
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public class DisplayDepthImage : MonoBehaviour
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{
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/// <summary>
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/// The display mode for the texture widget. Values must match the UI dropdown.
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/// </summary>
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enum DisplayMode
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{
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EnvironmentDepth = 0,
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HumanDepth = 1,
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HumanStencil = 2,
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}
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/// <summary>
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/// Name of the max distance property in the shader.
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/// </summary>
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const string k_MaxDistanceName = "_MaxDistance";
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/// <summary>
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/// Name of the display rotation matrix in the shader.
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/// </summary>
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const string k_DisplayRotationPerFrameName = "_DisplayRotationPerFrame";
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/// <summary>
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/// The default texture aspect ratio.
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/// </summary>
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const float k_DefaultTextureAspectRadio = 1.0f;
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/// <summary>
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/// ID of the max distance property in the shader.
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/// </summary>
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static readonly int k_MaxDistanceId = Shader.PropertyToID(k_MaxDistanceName);
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/// <summary>
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/// ID of the display rotation matrix in the shader.
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/// </summary>
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static readonly int k_DisplayRotationPerFrameId = Shader.PropertyToID(k_DisplayRotationPerFrameName);
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/// <summary>
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/// A string builder for construction of strings.
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/// </summary>
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readonly StringBuilder m_StringBuilder = new StringBuilder();
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/// <summary>
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/// The current screen orientation remembered so that we are only updating the raw image layout when it changes.
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/// </summary>
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ScreenOrientation m_CurrentScreenOrientation;
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/// <summary>
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/// The current texture aspect ratio remembered so that we can resize the raw image layout when it changes.
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/// </summary>
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float m_TextureAspectRatio = k_DefaultTextureAspectRadio;
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/// <summary>
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/// The mode indicating which texture to display.
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/// </summary>
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DisplayMode m_DisplayMode = DisplayMode.EnvironmentDepth;
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/// <summary>
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/// The display rotation matrix for the shader.
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/// </summary.
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Matrix4x4 m_DisplayRotationMatrix = Matrix4x4.identity;
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#if UNITY_ANDROID
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/// <summary>
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/// A matrix to flip the Y coordinate for the Android platform.
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/// </summary>
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Matrix4x4 k_AndroidFlipYMatrix = Matrix4x4.identity;
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#endif // UNITY_ANDROID
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/// <summary>
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/// Get or set the <c>AROcclusionManager</c>.
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/// </summary>
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public AROcclusionManager occlusionManager
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{
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get => m_OcclusionManager;
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set => m_OcclusionManager = value;
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}
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[SerializeField]
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[Tooltip("The AROcclusionManager which will produce depth textures.")]
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AROcclusionManager m_OcclusionManager;
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/// <summary>
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/// Get or set the <c>ARCameraManager</c>.
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/// </summary>
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public ARCameraManager cameraManager
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{
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get => m_CameraManager;
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set => m_CameraManager = value;
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}
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[SerializeField]
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[Tooltip("The ARCameraManager which will produce camera frame events.")]
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ARCameraManager m_CameraManager;
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/// <summary>
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/// The UI RawImage used to display the image on screen.
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/// </summary>
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public RawImage rawImage
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{
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get => m_RawImage;
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set => m_RawImage = value;
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}
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[SerializeField]
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RawImage m_RawImage;
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/// <summary>
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/// The UI Text used to display information about the image on screen.
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/// </summary>
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public Text imageInfo
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{
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get => m_ImageInfo;
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set => m_ImageInfo = value;
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}
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[SerializeField]
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Text m_ImageInfo;
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/// <summary>
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/// The depth material for rendering depth textures.
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/// </summary>
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public Material depthMaterial
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{
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get => m_DepthMaterial;
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set => m_DepthMaterial = value;
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}
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[SerializeField]
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Material m_DepthMaterial;
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/// <summary>
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/// The stencil material for rendering stencil textures.
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/// </summary>
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public Material stencilMaterial
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{
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get => m_StencilMaterial;
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set => m_StencilMaterial = value;
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}
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[SerializeField]
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Material m_StencilMaterial;
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/// <summary>
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/// The max distance value for the shader when showing an environment depth texture.
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/// </summary>
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public float maxEnvironmentDistance
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{
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get => m_MaxEnvironmentDistance;
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set => m_MaxEnvironmentDistance = value;
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}
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[SerializeField]
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float m_MaxEnvironmentDistance = 8.0f;
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/// <summary>
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/// The max distance value for the shader when showing an human depth texture.
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/// </summary>
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public float maxHumanDistance
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{
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get => m_MaxHumanDistance;
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set => m_MaxHumanDistance = value;
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}
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[SerializeField]
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float m_MaxHumanDistance = 3.0f;
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void Awake()
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{
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#if UNITY_ANDROID
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k_AndroidFlipYMatrix[1,1] = -1.0f;
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k_AndroidFlipYMatrix[2,1] = 1.0f;
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#endif // UNITY_ANDROID
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}
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void OnEnable()
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{
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// Subscribe to the camera frame received event, and initialize the display rotation matrix.
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Debug.Assert(m_CameraManager != null, "no camera manager");
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m_CameraManager.frameReceived += OnCameraFrameEventReceived;
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m_DisplayRotationMatrix = Matrix4x4.identity;
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// When enabled, get the current screen orientation, and update the raw image UI.
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m_CurrentScreenOrientation = Screen.orientation;
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UpdateRawImage();
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}
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void OnDisable()
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{
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// Unsubscribe to the camera frame received event, and initialize the display rotation matrix.
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Debug.Assert(m_CameraManager != null, "no camera manager");
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m_CameraManager.frameReceived -= OnCameraFrameEventReceived;
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m_DisplayRotationMatrix = Matrix4x4.identity;
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}
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void Update()
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{
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// If we are on a device that does supports neither human stencil, human depth, nor environment depth,
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// display a message about unsupported functionality and return.
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Debug.Assert(m_OcclusionManager != null, "no occlusion manager");
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switch (m_DisplayMode)
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{
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case DisplayMode.HumanDepth:
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case DisplayMode.HumanStencil:
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if ((m_OcclusionManager.descriptor?.supportsHumanSegmentationStencilImage == false)
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&& (m_OcclusionManager.descriptor?.supportsHumanSegmentationDepthImage == false))
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{
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LogText("Human segmentation is not supported on this device.");
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m_RawImage.texture = null;
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if (!Mathf.Approximately(m_TextureAspectRatio, k_DefaultTextureAspectRadio))
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{
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m_TextureAspectRatio = k_DefaultTextureAspectRadio;
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UpdateRawImage();
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}
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return;
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}
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break;
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case DisplayMode.EnvironmentDepth :
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default:
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if (m_OcclusionManager.descriptor?.supportsEnvironmentDepthImage == false)
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{
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LogText("Environment depth is not supported on this device.");
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m_RawImage.texture = null;
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if (!Mathf.Approximately(m_TextureAspectRatio, k_DefaultTextureAspectRadio))
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{
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m_TextureAspectRatio = k_DefaultTextureAspectRadio;
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UpdateRawImage();
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}
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return;
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}
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break;
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}
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// Get all of the occlusion textures.
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Texture2D humanStencil = m_OcclusionManager.humanStencilTexture;
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Texture2D humanDepth = m_OcclusionManager.humanDepthTexture;
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Texture2D envDepth = m_OcclusionManager.environmentDepthTexture;
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// Display some text information about each of the textures.
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m_StringBuilder.Clear();
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BuildTextureInfo(m_StringBuilder, "stencil", humanStencil);
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BuildTextureInfo(m_StringBuilder, "depth", humanDepth);
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BuildTextureInfo(m_StringBuilder, "env", envDepth);
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LogText(m_StringBuilder.ToString());
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// Decide which to display based on the current mode.
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Texture2D displayTexture;
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switch (m_DisplayMode)
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{
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case DisplayMode.HumanStencil:
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displayTexture = humanStencil;
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break;
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case DisplayMode.HumanDepth:
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displayTexture = humanDepth;
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break;
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case DisplayMode.EnvironmentDepth:
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default:
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displayTexture = envDepth;
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break;
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}
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// Assign the texture to display to the raw image.
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Debug.Assert(m_RawImage != null, "no raw image");
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m_RawImage.texture = displayTexture;
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// Get the aspect ratio for the current texture.
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float textureAspectRatio = (displayTexture == null) ? 1.0f : ((float)displayTexture.width / (float)displayTexture.height);
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// If the raw image needs to be updated because of a device orientation change or because of a texture
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// aspect ratio difference, then update the raw image with the new values.
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if ((m_CurrentScreenOrientation != Screen.orientation)
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|| !Mathf.Approximately(m_TextureAspectRatio, textureAspectRatio))
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{
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m_CurrentScreenOrientation = Screen.orientation;
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m_TextureAspectRatio = textureAspectRatio;
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UpdateRawImage();
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}
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}
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/// <summary>
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/// When the camera frame event is raised, capture the display rotation matrix.
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/// </summary>
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/// <param name="cameraFrameEventArgs">The arguments when a camera frame event is raised.</param>
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void OnCameraFrameEventReceived(ARCameraFrameEventArgs cameraFrameEventArgs)
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{
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Debug.Assert(m_RawImage != null, "no raw image");
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if (m_RawImage.material != null)
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{
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// Copy the display rotation matrix from the camera.
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Matrix4x4 cameraMatrix = cameraFrameEventArgs.displayMatrix ?? Matrix4x4.identity;
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Vector2 affineBasisX = new Vector2(1.0f, 0.0f);
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Vector2 affineBasisY = new Vector2(0.0f, 1.0f);
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Vector2 affineTranslation = new Vector2(0.0f, 0.0f);
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#if UNITY_IOS
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affineBasisX = new Vector2(cameraMatrix[0, 0], cameraMatrix[1, 0]);
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affineBasisY = new Vector2(cameraMatrix[0, 1], cameraMatrix[1, 1]);
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affineTranslation = new Vector2(cameraMatrix[2, 0], cameraMatrix[2, 1]);
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#endif // UNITY_IOS
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#if UNITY_ANDROID
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affineBasisX = new Vector2(cameraMatrix[0, 0], cameraMatrix[0, 1]);
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affineBasisY = new Vector2(cameraMatrix[1, 0], cameraMatrix[1, 1]);
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affineTranslation = new Vector2(cameraMatrix[0, 2], cameraMatrix[1, 2]);
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#endif // UNITY_ANDROID
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// The camera display matrix includes scaling and offsets to fit the aspect ratio of the device. In most
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// cases, the camera display matrix should be used directly without modification when applying depth to
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// the scene because that will line up the depth image with the camera image. However, for this demo,
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// we want to show the full depth image as a picture-in-picture, so we remove these scaling and offset
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// factors while preserving the orientation.
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affineBasisX = affineBasisX.normalized;
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affineBasisY = affineBasisY.normalized;
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m_DisplayRotationMatrix = Matrix4x4.identity;
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m_DisplayRotationMatrix[0,0] = affineBasisX.x;
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m_DisplayRotationMatrix[0,1] = affineBasisY.x;
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m_DisplayRotationMatrix[1,0] = affineBasisX.y;
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m_DisplayRotationMatrix[1,1] = affineBasisY.y;
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m_DisplayRotationMatrix[2,0] = Mathf.Round(affineTranslation.x);
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m_DisplayRotationMatrix[2,1] = Mathf.Round(affineTranslation.y);
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#if UNITY_ANDROID
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m_DisplayRotationMatrix = k_AndroidFlipYMatrix * m_DisplayRotationMatrix;
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#endif // UNITY_ANDROID
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// Set the matrix to the raw image material.
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m_RawImage.material.SetMatrix(k_DisplayRotationPerFrameId, m_DisplayRotationMatrix);
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}
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}
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/// <summary>
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/// Create log information about the given texture.
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/// </summary>
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/// <param name="stringBuilder">The string builder to which to append the texture information.</param>
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/// <param name="textureName">The semantic name of the texture for logging purposes.</param>
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/// <param name="texture">The texture for which to log information.</param>
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void BuildTextureInfo(StringBuilder stringBuilder, string textureName, Texture2D texture)
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{
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stringBuilder.AppendLine($"texture : {textureName}");
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if (texture == null)
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{
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stringBuilder.AppendLine(" <null>");
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}
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else
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{
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stringBuilder.AppendLine($" format : {texture.format}");
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stringBuilder.AppendLine($" width : {texture.width}");
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stringBuilder.AppendLine($" height : {texture.height}");
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stringBuilder.AppendLine($" mipmap : {texture.mipmapCount}");
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}
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}
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/// <summary>
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/// Log the given text to the screen if the image info UI is set. Otherwise, log the string to debug.
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/// </summary>
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/// <param name="text">The text string to log.</param>
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void LogText(string text)
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{
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if (m_ImageInfo != null)
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{
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m_ImageInfo.text = text;
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}
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else
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{
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Debug.Log(text);
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}
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}
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/// <summary>
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/// Update the raw image with the current configurations.
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/// </summary>
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void UpdateRawImage()
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{
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Debug.Assert(m_RawImage != null, "no raw image");
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// Determine the raw imge rectSize preserving the texture aspect ratio, matching the screen orientation,
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// and keeping a minimum dimension size.
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float minDimension = 480.0f;
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float maxDimension = Mathf.Round(minDimension * m_TextureAspectRatio);
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Vector2 rectSize;
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switch (m_CurrentScreenOrientation)
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{
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case ScreenOrientation.LandscapeRight:
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case ScreenOrientation.LandscapeLeft:
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rectSize = new Vector2(maxDimension, minDimension);
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break;
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case ScreenOrientation.PortraitUpsideDown:
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case ScreenOrientation.Portrait:
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default:
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rectSize = new Vector2(minDimension, maxDimension);
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break;
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}
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// Determine the raw image material and maxDistance material parameter based on the display mode.
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float maxDistance;
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Material material;
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switch (m_DisplayMode)
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{
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case DisplayMode.HumanStencil:
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material = m_StencilMaterial;
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maxDistance = m_MaxHumanDistance;
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break;
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case DisplayMode.HumanDepth:
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material = m_DepthMaterial;
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maxDistance = m_MaxHumanDistance;
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break;
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case DisplayMode.EnvironmentDepth:
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default:
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material = m_DepthMaterial;
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maxDistance = m_MaxEnvironmentDistance;
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break;
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}
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// Update the raw image dimensions and the raw image material parameters.
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m_RawImage.rectTransform.sizeDelta = rectSize;
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material.SetFloat(k_MaxDistanceId, maxDistance);
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material.SetMatrix(k_DisplayRotationPerFrameId, m_DisplayRotationMatrix);
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m_RawImage.material = material;
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}
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/// <summary>
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/// Callback when the depth mode dropdown UI has a value change.
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/// </summary>
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/// <param name="dropdown">The dropdown UI that changed.</param>
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public void OnDepthModeDropdownValueChanged(Dropdown dropdown)
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{
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// Update the display mode from the dropdown value.
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m_DisplayMode = (DisplayMode)dropdown.value;
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// Update the raw image following the mode change.
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UpdateRawImage();
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}
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}
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}
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