您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
105 行
3.6 KiB
105 行
3.6 KiB
using System;
|
|
using Unity.Collections.LowLevel.Unsafe;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
using UnityEngine.XR.ARExtensions;
|
|
using UnityEngine.XR.ARFoundation;
|
|
#if !UNITY_2018_2_OR_NEWER
|
|
using Unity.Collections;
|
|
#endif
|
|
|
|
/// <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.
|
|
/// </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; }
|
|
}
|
|
|
|
Texture2D m_Texture;
|
|
|
|
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);
|
|
|
|
// Choose an RGBA format.
|
|
// See CameraImage.FormatSupported for a complete list of supported formats.
|
|
var format = TextureFormat.RGBA32;
|
|
|
|
if (m_Texture == null)
|
|
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);
|
|
|
|
#if UNITY_2018_2_OR_NEWER
|
|
// In 2018.2+, 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>();
|
|
image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length);
|
|
#else
|
|
// In 2018.1, Texture2D didn't have this feature, so we'll create
|
|
// a temporary buffer and perform the conversion using that data.
|
|
int size = image.GetConvertedDataSize(conversionParams);
|
|
var rawTextureData = new NativeArray<byte>(size, Allocator.Temp);
|
|
var ptr = new IntPtr(rawTextureData.GetUnsafePtr());
|
|
image.Convert(conversionParams, ptr, rawTextureData.Length);
|
|
m_Texture.LoadRawTextureData(ptr, rawTextureData.Length);
|
|
rawTextureData.Dispose();
|
|
#endif
|
|
|
|
// 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;
|
|
}
|
|
}
|