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210 行
6.7 KiB

using System;
using System.Text;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation.Samples
{
/// <summary>
/// Adds images to the reference library at runtime.
/// </summary>
[RequireComponent(typeof(ARTrackedImageManager))]
public class DynamicLibrary : MonoBehaviour
{
[Serializable]
public class ImageData
{
[SerializeField, Tooltip("The source texture for the image. Must be marked as readable.")]
Texture2D m_Texture;
public Texture2D texture
{
get => m_Texture;
set => m_Texture = value;
}
[SerializeField, Tooltip("The name for this image.")]
string m_Name;
public string name
{
get => m_Name;
set => m_Name = value;
}
[SerializeField, Tooltip("The width, in meters, of the image in the real world.")]
float m_Width;
public float width
{
get => m_Width;
set => m_Width = value;
}
public JobHandle jobHandle { get; set; }
}
[SerializeField, Tooltip("The set of images to add to the image library at runtime")]
ImageData[] m_Images;
/// <summary>
/// The set of images to add to the image library at runtime
/// </summary>
public ImageData[] images
{
get => m_Images;
set => m_Images = value;
}
enum State
{
NoImagesAdded,
AddImagesRequested,
AddingImages,
Done,
Error
}
State m_State;
string m_ErrorMessage = "";
StringBuilder m_StringBuilder = new StringBuilder();
void OnGUI()
{
var fontSize = 50;
GUI.skin.button.fontSize = fontSize;
GUI.skin.label.fontSize = fontSize;
float margin = 50;
GUILayout.BeginArea(new Rect(margin, margin, Screen.width - margin * 2, Screen.height - margin * 2));
switch (m_State)
{
case State.NoImagesAdded:
{
if (GUILayout.Button("Add images"))
{
m_State = State.AddImagesRequested;
}
break;
}
case State.AddingImages:
{
m_StringBuilder.Clear();
m_StringBuilder.AppendLine("Add image status:");
foreach (var image in m_Images)
{
m_StringBuilder.AppendLine($"\t{image.name}: {(image.jobHandle.IsCompleted ? "done" : "pending")}");
}
GUILayout.Label(m_StringBuilder.ToString());
break;
}
case State.Done:
{
GUILayout.Label("All images added");
break;
}
case State.Error:
{
GUILayout.Label(m_ErrorMessage);
break;
}
}
GUILayout.EndArea();
}
void SetError(string errorMessage)
{
m_State = State.Error;
m_ErrorMessage = $"Error: {errorMessage}";
}
void Update()
{
switch (m_State)
{
case State.AddImagesRequested:
{
if (m_Images == null)
{
SetError("No images to add.");
break;
}
var manager = GetComponent<ARTrackedImageManager>();
if (manager == null)
{
SetError($"No {nameof(ARTrackedImageManager)} available.");
break;
}
// You can either add raw image bytes or use the extension method (used below) which accepts
// a texture. To use a texture, however, its import settings must have enabled read/write
// access to the texture.
foreach (var image in m_Images)
{
if (!image.texture.isReadable)
{
SetError($"Image {image.name} must be readable to be added to the image library.");
break;
}
}
if (manager.referenceLibrary is MutableRuntimeReferenceImageLibrary mutableLibrary)
{
try
{
foreach (var image in m_Images)
{
// Note: You do not need to do anything with the returned JobHandle, but it can be
// useful if you want to know when the image has been added to the library since it may
// take several frames.
image.jobHandle = mutableLibrary.ScheduleAddImageJob(image.texture, image.name, image.width);
}
m_State = State.AddingImages;
}
catch (InvalidOperationException e)
{
SetError($"ScheduleAddImageJob threw exception: {e.Message}");
}
}
else
{
SetError($"The reference image library is not mutable.");
}
break;
}
case State.AddingImages:
{
// Check for completion
var done = true;
foreach (var image in m_Images)
{
if (!image.jobHandle.IsCompleted)
{
done = false;
break;
}
}
if (done)
{
m_State = State.Done;
}
break;
}
}
}
}
}