ARCameraManager.cs
19.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.Serialization;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.Rendering;
namespace UnityEngine.XR.ARFoundation
{
/// <summary>
/// Manages the lifetime of the <c>XRCameraSubsystem</c>. Add one of these to a <c>Camera</c> in your scene
/// if you want camera texture and light estimation information to be available.
/// </summary>
[DefaultExecutionOrder(ARUpdateOrder.k_CameraManager)]
[DisallowMultipleComponent]
[RequireComponent(typeof(Camera))]
[HelpURL(HelpUrls.ApiWithNamespace + nameof(ARCameraManager) + ".html")]
public sealed class ARCameraManager :
#if UNITY_2020_2_OR_NEWER
SubsystemLifecycleManager<XRCameraSubsystem, XRCameraSubsystemDescriptor, XRCameraSubsystem.Provider>,
#else
SubsystemLifecycleManager<XRCameraSubsystem, XRCameraSubsystemDescriptor>,
#endif
ISerializationCallbackReceiver
{
[SerializeField]
[HideInInspector]
CameraFocusMode m_FocusMode = CameraFocusMode.Auto;
[SerializeField]
[HideInInspector]
LightEstimationMode m_LightEstimationMode = LightEstimationMode.Disabled;
/// <summary>
/// Part of the [ISerializationCallbackReceiver](https://docs.unity3d.com/ScriptReference/ISerializationCallbackReceiver.html)
/// interface. Invoked before serialization.
/// </summary>
public void OnBeforeSerialize() {}
/// <summary>
/// Part of the [ISerializationCallbackReceiver](https://docs.unity3d.com/ScriptReference/ISerializationCallbackReceiver.html)
/// interface. Invoked after deserialization.
/// </summary>
public void OnAfterDeserialize()
{
if (m_FocusMode != (CameraFocusMode)(-1))
{
m_AutoFocus = m_FocusMode == CameraFocusMode.Auto;
m_FocusMode = (CameraFocusMode)(-1);
}
if (m_LightEstimationMode != (LightEstimationMode)(-1))
{
m_LightEstimation = m_LightEstimationMode.ToLightEstimation();
m_LightEstimationMode = (LightEstimationMode)(-1);
}
}
[SerializeField]
[Tooltip("When enabled, auto focus will be requested on the (physical) AR camera.")]
bool m_AutoFocus = true;
/// <summary>
/// Get or set whether auto focus is requested
/// </summary>
public bool autoFocusRequested
{
get => subsystem?.autoFocusRequested ?? m_AutoFocus;
set
{
m_AutoFocus = value;
if (enabled && subsystem != null)
{
subsystem.autoFocusRequested = value;
}
}
}
/// <summary>
/// Get or set the focus mode. This method is obsolete. The getter uses
/// <see cref="autoFocusEnabled"/> and the setter uses <see cref="autoFocusRequested"/>.
/// </summary>
[Obsolete("Use autoFocusEnabled or autoFocusRequested instead. (2019-12-13)")]
public CameraFocusMode focusMode
{
get => autoFocusEnabled ? CameraFocusMode.Auto : CameraFocusMode.Fixed;
set => autoFocusRequested = (value == CameraFocusMode.Auto);
}
/// <summary>
/// Get the current focus mode in use by the subsystem, or <c>false</c> if there
/// is no subsystem.
/// </summary>
public bool autoFocusEnabled => subsystem?.autoFocusEnabled ?? false;
[SerializeField]
[Tooltip("The light estimation mode for the AR camera.")]
LightEstimation m_LightEstimation = LightEstimation.None;
/// <summary>
/// Get or set the requested <c>LightEstimation</c> for the camera.
/// </summary>
/// <value>
/// The light estimation mode for the camera.
/// </value>
public LightEstimation requestedLightEstimation
{
get => subsystem?.requestedLightEstimation.ToLightEstimation() ?? m_LightEstimation;
set
{
m_LightEstimation = value;
if (enabled && subsystem != null)
{
subsystem.requestedLightEstimation = value.ToFeature();
}
}
}
/// <summary>
/// Get the current light estimation mode used by the subsystem, or <c>LightEstimation.None</c>
/// if there is no subsystem.
/// </summary>
public LightEstimation currentLightEstimation => subsystem?.currentLightEstimation.ToLightEstimation() ?? LightEstimation.None;
/// <summary>
/// Get or set the light estimation mode. This method is obsolete. The getter
/// uses <see cref="currentLightEstimation"/> and the setter uses
/// <see cref="requestedLightEstimation"/>.
/// </summary>
[Obsolete("Use currentLightEstimation or requestedLightEstimation instead. (2019-12-13)")]
public LightEstimationMode lightEstimationMode
{
get => m_LightEstimation.ToLightEstimationMode();
set => requestedLightEstimation = value.ToLightEstimation();
}
[SerializeField]
[Tooltip("The requested camera facing direction")]
CameraFacingDirection m_FacingDirection = CameraFacingDirection.World;
/// <summary>
/// Get or set the requested camera facing direction.
/// </summary>
public CameraFacingDirection requestedFacingDirection
{
get => subsystem?.requestedCamera.ToCameraFacingDirection() ?? m_FacingDirection;
set
{
m_FacingDirection = value;
if (enabled && subsystem != null)
{
subsystem.requestedCamera = value.ToFeature();
}
}
}
/// <summary>
/// The current camera facing direction. This should usually match <see cref="requestedFacingDirection"/>
/// but may be different if the platform cannot service the requested camera facing direction, or it may
/// take a few frames for the requested facing direction to become active.
/// </summary>
public CameraFacingDirection currentFacingDirection => subsystem?.currentCamera.ToCameraFacingDirection() ?? CameraFacingDirection.None;
/// <summary>
/// Determines whether camera permission has been granted.
/// </summary>
/// <value>
/// <c>true</c> if permission has been granted. Otherwise, <c>false</c>.
/// </value>
public bool permissionGranted => (subsystem != null) && subsystem.permissionGranted;
/// <summary>
/// An event which fires each time a new camera frame is received.
/// </summary>
public event Action<ARCameraFrameEventArgs> frameReceived;
/// <summary>
/// The material used in background rendering.
/// </summary>
/// <value>
/// The material used in background rendering.
/// </value>
public Material cameraMaterial => (subsystem == null) ? null : subsystem.cameraMaterial;
/// <summary>
/// Tries to get camera intrinsics. Camera intrinsics refers to properties
/// of a physical camera which may be useful when performing additional
/// computer vision processing on the camera image.
/// </summary>
/// <param name="cameraIntrinsics">The camera intrinsics to be populated if the camera supports intrinsics
/// </param>
/// <returns>
/// <c>true</c> if <paramref name="cameraIntrinsics"/> was populated. Otherwise, <c>false</c>.
/// </returns>
public bool TryGetIntrinsics(out XRCameraIntrinsics cameraIntrinsics)
{
if (subsystem == null)
{
cameraIntrinsics = default(XRCameraIntrinsics);
return false;
}
return subsystem.TryGetIntrinsics(out cameraIntrinsics);
}
/// <summary>
/// Get the camera configurations currently supported for the implementation.
/// </summary>
/// <param name="allocator">The allocation strategy to use for the returned data.</param>
/// <returns>
/// The supported camera configurations.
/// </returns>
public NativeArray<XRCameraConfiguration> GetConfigurations(Allocator allocator)
=> ((subsystem == null) ? new NativeArray<XRCameraConfiguration>(0, allocator)
: subsystem.GetConfigurations(allocator));
/// <summary>
/// The current camera configuration.
/// </summary>
/// <value>
/// The current camera configuration, if it exists. Otherise, <c>null</c>.
/// </value>
/// <exception cref="System.NotSupportedException">Thrown when setting the current configuration if the
/// implementation does not support camera configurations.</exception>
/// <exception cref="System.ArgumentNullException">Thrown when setting the current configuration if the given
/// configuration is <c>null</c>.</exception>
/// <exception cref="System.ArgumentException">Thrown when setting the current configuration if the given
/// configuration is not a supported camera configuration.</exception>
/// <exception cref="System.InvalidOperationException">Thrown when setting the current configuration if the
/// implementation is unable to set the current camera configuration.</exception>
public XRCameraConfiguration? currentConfiguration
{
get => (subsystem == null) ? null : subsystem.currentConfiguration;
set
{
if (subsystem != null)
{
subsystem.currentConfiguration = value;
}
}
}
/// <summary>
/// Attempts to acquire the latest camera image. This provides direct access to the raw pixel data, as well as
/// to utilities to convert to RGB and Grayscale formats. This method is deprecated. Use
/// <see cref="TryAcquireLatestCpuImage"/> instead.
/// </summary>
/// <remarks>
/// The `XRCpuImage` must be disposed to avoid resource leaks.
/// </remarks>
/// <param name="cpuImage">A valid `XRCpuImage` if this method returns `true`.</param>
/// <returns>Returns `true` if the latest camera image was successfully acquired.
/// Returns `false` otherwise.</returns>
[Obsolete("Use TryAcquireLatestCpuImage instead. (2020-05-19")]
public bool TryGetLatestImage(out XRCpuImage cpuImage) => TryAcquireLatestCpuImage(out cpuImage);
/// <summary>
/// Attempts to acquire the latest camera image. This provides direct access to the raw pixel data, as well as
/// to utilities to convert to RGB and Grayscale formats.
/// </summary>
/// <remarks>
/// The `XRCpuImage` must be disposed to avoid resource leaks.
/// </remarks>
/// <param name="cpuImage">A valid `XRCpuImage` if this method returns `true`.</param>
/// <returns>Returns `true` if the latest camera image was successfully acquired.
/// Returns `false` otherwise.</returns>
public bool TryAcquireLatestCpuImage(out XRCpuImage cpuImage)
{
if (subsystem == null)
{
cpuImage = default;
return false;
}
return subsystem.TryAcquireLatestCpuImage(out cpuImage);
}
void Awake()
{
m_Camera = GetComponent<Camera>();
}
/// <summary>
/// Callback before the subsystem is started (but after it is created).
/// </summary>
protected override void OnBeforeStart()
{
subsystem.autoFocusRequested = m_AutoFocus;
subsystem.requestedLightEstimation = m_LightEstimation.ToFeature();
subsystem.requestedCamera = m_FacingDirection.ToFeature();
}
/// <summary>
/// Callback when the manager is disabled.
/// </summary>
protected override void OnDisable()
{
base.OnDisable();
foreach (var textureInfo in m_TextureInfos)
{
textureInfo.Dispose();
}
m_TextureInfos.Clear();
}
void Update()
{
if (subsystem == null)
return;
m_FacingDirection = subsystem.requestedCamera.ToCameraFacingDirection();
m_LightEstimation = subsystem.requestedLightEstimation.ToLightEstimation();
m_AutoFocus = subsystem.autoFocusRequested;
var cameraParams = new XRCameraParams
{
zNear = m_Camera.nearClipPlane,
zFar = m_Camera.farClipPlane,
screenWidth = Screen.width,
screenHeight = Screen.height,
screenOrientation = Screen.orientation
};
XRCameraFrame frame;
if (subsystem.TryGetLatestFrame(cameraParams, out frame))
{
UpdateTexturesInfos();
if (frameReceived != null)
InvokeFrameReceivedEvent(frame);
}
}
/// <summary>
/// Pull the texture descriptors from the camera subsystem, and update the texture information maintained by
/// this component.
/// </summary>
void UpdateTexturesInfos()
{
var textureDescriptors = subsystem.GetTextureDescriptors(Allocator.Temp);
try
{
int numUpdated = Math.Min(m_TextureInfos.Count, textureDescriptors.Length);
// Update the existing textures that are in common between the two arrays.
for (int i = 0; i < numUpdated; ++i)
{
m_TextureInfos[i] = ARTextureInfo.GetUpdatedTextureInfo(m_TextureInfos[i], textureDescriptors[i]);
}
// If there are fewer textures in the current frame than we had previously, destroy any remaining unneeded
// textures.
if (numUpdated < m_TextureInfos.Count)
{
for (int i = numUpdated; i < m_TextureInfos.Count; ++i)
{
m_TextureInfos[i].Reset();
}
m_TextureInfos.RemoveRange(numUpdated, (m_TextureInfos.Count - numUpdated));
}
// Else, if there are more textures in the current frame than we have previously, add new textures for any
// additional descriptors.
else if (textureDescriptors.Length > m_TextureInfos.Count)
{
for (int i = numUpdated; i < textureDescriptors.Length; ++i)
{
m_TextureInfos.Add(new ARTextureInfo(textureDescriptors[i]));
}
}
}
finally
{
if (textureDescriptors.IsCreated)
textureDescriptors.Dispose();
}
}
/// <summary>
/// Invoke the camera frame received event packing the frame information into the event argument.
/// <summary>
/// <param name="frame">The camera frame raising the event.</param>
void InvokeFrameReceivedEvent(XRCameraFrame frame)
{
var lightEstimation = new ARLightEstimationData();
if (frame.hasAverageBrightness)
lightEstimation.averageBrightness = frame.averageBrightness;
if (frame.hasAverageIntensityInLumens)
lightEstimation.averageIntensityInLumens = frame.averageIntensityInLumens;
if (frame.hasAverageColorTemperature)
lightEstimation.averageColorTemperature = frame.averageColorTemperature;
if (frame.hasColorCorrection)
lightEstimation.colorCorrection = frame.colorCorrection;
if (frame.hasMainLightDirection)
lightEstimation.mainLightDirection = frame.mainLightDirection;
if (frame.hasMainLightIntensityLumens)
lightEstimation.mainLightIntensityLumens = frame.mainLightIntensityLumens;
if (frame.hasMainLightColor)
lightEstimation.mainLightColor = frame.mainLightColor;
if (frame.hasAmbientSphericalHarmonics)
lightEstimation.ambientSphericalHarmonics = frame.ambientSphericalHarmonics;
var eventArgs = new ARCameraFrameEventArgs();
eventArgs.lightEstimation = lightEstimation;
if (frame.hasTimestamp)
eventArgs.timestampNs = frame.timestampNs;
if (frame.hasProjectionMatrix)
eventArgs.projectionMatrix = frame.projectionMatrix;
if (frame.hasDisplayMatrix)
eventArgs.displayMatrix = frame.displayMatrix;
if (frame.hasExposureDuration)
eventArgs.exposureDuration = frame.exposureDuration;
if (frame.hasExposureOffset)
eventArgs.exposureOffset = frame.exposureOffset;
if (frame.hasCameraGrain)
{
if(m_CameraGrainInfo.texture == null && ARTextureInfo.IsSupported(frame.cameraGrain))
{
m_CameraGrainInfo = new ARTextureInfo(frame.cameraGrain);
}
else if(m_CameraGrainInfo.texture != null && ARTextureInfo.IsSupported(frame.cameraGrain))
{
m_CameraGrainInfo = ARTextureInfo.GetUpdatedTextureInfo(m_CameraGrainInfo, frame.cameraGrain);
}
eventArgs.cameraGrainTexture = m_CameraGrainInfo.texture;
}
if(frame.hasNoiseIntensity)
eventArgs.noiseIntensity = frame.noiseIntensity;
s_Textures.Clear();
s_PropertyIds.Clear();
foreach (var textureInfo in m_TextureInfos)
{
DebugAssert.That(textureInfo.descriptor.dimension == TextureDimension.Tex2D)?.
WithMessage($"Camera Texture needs to be a Texture 2D, but instead is {textureInfo.descriptor.dimension.ToString()}.");
s_Textures.Add((Texture2D)textureInfo.texture);
s_PropertyIds.Add(textureInfo.descriptor.propertyNameId);
}
subsystem.GetMaterialKeywords(out List<string> enabledMaterialKeywords, out List<string>disabledMaterialKeywords);
eventArgs.textures = s_Textures;
eventArgs.propertyNameIds = s_PropertyIds;
eventArgs.enabledMaterialKeywords = enabledMaterialKeywords;
eventArgs.disabledMaterialKeywords = disabledMaterialKeywords;
frameReceived(eventArgs);
}
static List<Texture2D> s_Textures = new List<Texture2D>();
static List<int> s_PropertyIds = new List<int>();
readonly List<ARTextureInfo> m_TextureInfos = new List<ARTextureInfo>();
Camera m_Camera;
bool m_PreRenderInvertCullingValue;
ARTextureInfo m_CameraGrainInfo;
}
}