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256 行
8.7 KiB
256 行
8.7 KiB
using System;
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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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/// <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 CpuImageSample : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("The ARCameraManager which will produce frame events.")]
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ARCameraManager m_CameraManager;
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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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RawImage m_RawCameraImage;
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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 rawCameraImage
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{
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get => m_RawCameraImage;
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set => m_RawCameraImage = value;
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}
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[SerializeField]
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[Tooltip("The AROcclusionManager which will produce human depth and stencil textures.")]
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AROcclusionManager m_OcclusionManager;
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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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RawImage m_RawHumanDepthImage;
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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 rawHumanDepthImage
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{
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get => m_RawHumanDepthImage;
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set => m_RawHumanDepthImage = value;
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}
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[SerializeField]
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RawImage m_RawHumanStencilImage;
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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 rawHumanStencilImage
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{
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get => m_RawHumanStencilImage;
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set => m_RawHumanStencilImage = 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 => m_ImageInfo;
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set => m_ImageInfo = value;
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}
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void OnEnable()
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{
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if (m_CameraManager != null)
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{
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m_CameraManager.frameReceived += OnCameraFrameReceived;
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}
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}
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void OnDisable()
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{
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if (m_CameraManager != null)
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{
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m_CameraManager.frameReceived -= OnCameraFrameReceived;
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}
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}
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unsafe void UpdateCameraImage()
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{
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// Attempt to get the latest camera image. If this method succeeds,
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// it acquires a native resource that must be disposed (see below).
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if (!cameraManager.TryAcquireLatestCpuImage(out XRCpuImage image))
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{
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return;
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}
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// Display some information about the camera image
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m_ImageInfo.text = string.Format(
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"Image info:\n\twidth: {0}\n\theight: {1}\n\tplaneCount: {2}\n\ttimestamp: {3}\n\tformat: {4}",
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image.width, image.height, image.planeCount, image.timestamp, image.format);
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// Once we have a valid XRCpuImage, we can access the individual image "planes"
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// (the separate channels in the image). XRCpuImage.GetPlane provides
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// low-overhead access to this data. This could then be passed to a
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// computer vision algorithm. Here, we will convert the camera image
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// to an RGBA texture and draw it on the screen.
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// Choose an RGBA format.
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// See XRCpuImage.FormatSupported for a complete list of supported formats.
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var format = TextureFormat.RGBA32;
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if (m_CameraTexture == null || m_CameraTexture.width != image.width || m_CameraTexture.height != image.height)
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{
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m_CameraTexture = new Texture2D(image.width, image.height, format, false);
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}
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// Convert the image to format, flipping the image across the Y axis.
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// We can also get a sub rectangle, but we'll get the full image here.
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var conversionParams = new XRCpuImage.ConversionParams(image, format, XRCpuImage.Transformation.MirrorY);
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// Texture2D allows us write directly to the raw texture data
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// This allows us to do the conversion in-place without making any copies.
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var rawTextureData = m_CameraTexture.GetRawTextureData<byte>();
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try
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{
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image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length);
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}
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finally
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{
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// We must dispose of the XRCpuImage after we're finished
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// with it to avoid leaking native resources.
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image.Dispose();
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}
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// Apply the updated texture data to our texture
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m_CameraTexture.Apply();
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// Set the RawImage's texture so we can visualize it.
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m_RawCameraImage.texture = m_CameraTexture;
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}
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void UpdateHumanDepthImage()
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{
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if (m_RawHumanDepthImage == null)
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return;
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// Attempt to get the latest human depth image. If this method succeeds,
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// it acquires a native resource that must be disposed (see below).
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if (occlusionManager && occlusionManager.TryAcquireHumanDepthCpuImage(out XRCpuImage image))
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{
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using (image)
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{
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UpdateRawImage(m_RawHumanDepthImage, image);
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}
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}
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else
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{
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m_RawHumanDepthImage.enabled = false;
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}
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}
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void UpdateHumanStencilImage()
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{
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if (m_RawHumanStencilImage == null)
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return;
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// Attempt to get the latest human stencil image. If this method succeeds,
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// it acquires a native resource that must be disposed (see below).
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if (occlusionManager && occlusionManager.TryAcquireHumanStencilCpuImage(out XRCpuImage image))
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{
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using (image)
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{
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UpdateRawImage(m_RawHumanStencilImage, image);
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}
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}
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else
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{
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m_RawHumanStencilImage.enabled = false;
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}
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}
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static void UpdateRawImage(RawImage rawImage, XRCpuImage cpuImage)
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{
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// Get the texture associated with the UI.RawImage that we wish to display on screen.
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var texture = rawImage.texture as Texture2D;
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// If the texture hasn't yet been created, or if its dimensions have changed, (re)create the texture.
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// Note: Although texture dimensions do not normally change frame-to-frame, they can change in response to
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// a change in the camera resolution (for camera images) or changes to the quality of the human depth
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// and human stencil buffers.
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if (texture == null || texture.width != cpuImage.width || texture.height != cpuImage.height)
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{
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texture = new Texture2D(cpuImage.width, cpuImage.height, cpuImage.format.AsTextureFormat(), false);
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rawImage.texture = texture;
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}
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// For display, we need to mirror about the vertical access.
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var conversionParams = new XRCpuImage.ConversionParams(cpuImage, cpuImage.format.AsTextureFormat(), XRCpuImage.Transformation.MirrorY);
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// Get the Texture2D's underlying pixel buffer.
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var rawTextureData = texture.GetRawTextureData<byte>();
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// Make sure the destination buffer is large enough to hold the converted data (they should be the same size)
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Debug.Assert(rawTextureData.Length == cpuImage.GetConvertedDataSize(conversionParams.outputDimensions, conversionParams.outputFormat),
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"The Texture2D is not the same size as the converted data.");
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// Perform the conversion.
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cpuImage.Convert(conversionParams, rawTextureData);
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// "Apply" the new pixel data to the Texture2D.
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texture.Apply();
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// Make sure it's enabled.
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rawImage.enabled = true;
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}
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void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs)
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{
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UpdateCameraImage();
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UpdateHumanDepthImage();
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UpdateHumanStencilImage();
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}
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Texture2D m_CameraTexture;
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}
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