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125 行
4.3 KiB
125 行
4.3 KiB
using System;
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using System.Text;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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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 tests getting the latest camera image
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/// and converting it to RGBA format. If successful,
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/// it displays the image on the screen as a RawImage
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/// and also displays information about the image.
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///
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/// This is useful for computer vision applications where
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/// you need to access the raw pixels from camera image
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/// on the CPU.
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///
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/// This is different from the ARCameraBackground component, which
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/// efficiently displays the camera image on the screen. If you
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/// just want to blit the camera texture to the screen, use
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/// the ARCameraBackground, or use Graphics.Blit to create
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/// a GPU-friendly RenderTexture.
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///
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/// In this example, we get the camera image data on the CPU,
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/// convert it to an RGBA format, then display it on the screen
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/// as a RawImage texture to demonstrate it is working.
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/// This is done as an example; do not use this technique simply
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/// to render the camera image on screen.
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/// </summary>
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public class TestDepthImage : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("The AROcclusionManager which will produce frame events.")]
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AROcclusionManager m_OcclusionManager;
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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 { return m_OcclusionManager; }
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set { m_OcclusionManager = 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 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 { return m_RawImage; }
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set { m_RawImage = 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 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 { return m_ImageInfo; }
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set { m_ImageInfo = value; }
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}
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void LogTextureInfo(StringBuilder stringBuilder, string textureName, Texture2D texture)
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{
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stringBuilder.AppendFormat("texture : {0}\n", textureName);
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if (texture == null)
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{
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stringBuilder.AppendFormat(" <null>\n");
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}
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else
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{
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stringBuilder.AppendFormat(" format : {0}\n", texture.format.ToString());
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stringBuilder.AppendFormat(" width : {0}\n", texture.width);
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stringBuilder.AppendFormat(" height : {0}\n", texture.height);
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stringBuilder.AppendFormat(" mipmap : {0}\n", texture.mipmapCount);
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}
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}
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void Update()
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{
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Debug.Assert(m_OcclusionManager != null, "no occlusion manager");
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var subsystem = m_OcclusionManager.subsystem;
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if (subsystem == null)
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{
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if (m_ImageInfo != null)
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{
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m_ImageInfo.text = "Human Segmentation not supported.";
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}
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return;
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}
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StringBuilder sb = new StringBuilder();
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Texture2D humanStencil = m_OcclusionManager.humanStencilTexture;
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Texture2D humanDepth = m_OcclusionManager.humanDepthTexture;
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LogTextureInfo(sb, "stencil", humanStencil);
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LogTextureInfo(sb, "depth", humanDepth);
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if (m_ImageInfo != null)
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{
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m_ImageInfo.text = sb.ToString();
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}
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else
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{
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Debug.Log(sb.ToString());
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}
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// To use the stencil, be sure the HumanSegmentationStencilMode property on the AROcclusionManager is set to a
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// non-disabled value.
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m_RawImage.texture = humanStencil;
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// To use the depth, be sure the HumanSegmentationDepthMode property on the AROcclusionManager is set to a
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/// non-disabled value.
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// m_RawImage.texture = eventArgs.humanDepth;
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}
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}
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}
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