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127 行
4.7 KiB
127 行
4.7 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.ARExtensions;
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using UnityEngine.XR.ARFoundation;
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#if !UNITY_2018_2_OR_NEWER
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using Unity.Collections;
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#endif
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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 TestCameraImage : MonoBehaviour
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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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Texture2D m_Texture;
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void OnEnable()
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{
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ARSubsystemManager.cameraFrameReceived += OnCameraFrameReceived;
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}
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void OnDisable()
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{
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ARSubsystemManager.cameraFrameReceived -= OnCameraFrameReceived;
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}
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unsafe void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs)
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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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CameraImage image;
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if (!ARSubsystemManager.cameraSubsystem.TryGetLatestImage(out image))
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return;
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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 CameraImage, we can access the individual image "planes"
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// (the separate channels in the image). CameraImage.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 CameraImage.FormatSupported for a complete list of supported formats.
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var format = TextureFormat.RGBA32;
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if (m_Texture == null)
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m_Texture = new Texture2D(image.width, image.height, format, false);
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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 CameraImageConversionParams(image, format, CameraImageTransformation.MirrorY);
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#if UNITY_2018_2_OR_NEWER
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// In 2018.2+, 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_Texture.GetRawTextureData<byte>();
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image.Convert(conversionParams, new IntPtr(rawTextureData.GetUnsafePtr()), rawTextureData.Length);
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#else
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// In 2018.1, Texture2D didn't have this feature, so we'll create
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// a temporary buffer and perform the conversion using that data.
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int size = image.GetConvertedDataSize(conversionParams);
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var rawTextureData = new NativeArray<byte>(size, Allocator.Temp);
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var ptr = new IntPtr(rawTextureData.GetUnsafePtr());
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image.Convert(conversionParams, ptr, rawTextureData.Length);
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m_Texture.LoadRawTextureData(ptr, rawTextureData.Length);
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rawTextureData.Dispose();
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#endif
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// We must dispose of the CameraImage 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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// Apply the updated texture data to our texture
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m_Texture.Apply();
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// Set the RawImage's texture so we can visualize it.
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m_RawImage.texture = m_Texture;
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}
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}
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