//======= Copyright (c) Stereolabs Corporation, All rights reserved. =============== using UnityEngine; using System.Collections.Generic; using System; using System.Runtime.InteropServices; namespace sl { /// <summary> /// Main interface between Unity and the ZED SDK. Primarily consists of extern calls to the ZED SDK wrapper .dll and /// low-level logic to process data sent to/received from it. /// </summary> /// <remarks>The ZEDManager component creates a ZEDCamera instance in Awake() and handles all initialization. /// Most ZED functionality can be handled simply in Unity via ZEDManager or other high-level manager components /// (ZEDSpatialMappingManager, ZEDPlaneDetectionManager, etc.) /// Textures created by ZEDCamera by CreateTextureImageType() and CreateTextureMeasureType() /// are updated automatically by the wrapper whenever a new frame is available. They represent a specific kind of /// output, like left RGB image, or depth relative to the right sensor. As such, you never need more than one texture /// of each kind, since it can simply be reused by all scripts that need it. Therefore, textures created in ZEDCamera /// are indexed by their type (Image or Measure) and then by the options of each type. If a script needs a certain kind /// of output, ZEDCamera will make a new one if it doesn't exist, but refer to the existing one otherwise.</remarks> /// public class ZEDCamera { /// <summary> /// Type of textures requested. /// </summary> public enum TYPE_VIEW { /// <summary> /// Image-type texture. Human-viewable but loses measurement accuracy. /// </summary> RETRIEVE_IMAGE, /// <summary> /// Measure-type texture. Preserves measurement accuracy but isn't human-viewable. /// </summary> RETRIEVE_MEASURE } /// <summary> /// Information for a requested texture. Stored in the texturesRequested list so DestroyTexture() /// can be called with the correct arguments in DestroyAllTexture(). /// </summary> private struct TextureRequested { /// <summary> /// Texture type - 'image' or 'measure.' Assigned using ZEDCamera.TYPE_VIEW. /// </summary> public int type; /// <summary> /// View mode (left/right eye, depth, etc.) Assigned using ZEDCommon.VIEW. /// </summary> public int option; }; /********* Camera members ********/ /// <summary> /// DLL name, used for extern calls to the wrapper. /// </summary> public const string nameDll = sl.ZEDCommon.NameDLL; /// <summary> /// List of all created textures, representing SDK output. Indexed by ints corresponding to its ZEDCamera.TYPE_VIEW /// and its ZEDCommon.VIEW as you can't have more than one texture for each combination (nor would it be useful to). /// </summary> private Dictionary<int, Dictionary<int, Texture2D>> textures; /// <summary> /// List of all requested textures. Used for destroying all textures when the camera closes. /// </summary> private List<TextureRequested> texturesRequested; /// <summary> /// Width of the textures in pixels. Corresponds to the ZED's current resolution setting. /// </summary> private int imageWidth; /// <summary> /// Width of the images returned by the ZED in pixels. Corresponds to the ZED's current resolution setting. /// </summary> public int ImageWidth { get { return imageWidth; } } /// <summary> /// Height of the textures in pixels. Corresponds to the ZED's current resolution setting. /// </summary> private int imageHeight; /// <summary> /// Height of the images returned by the ZED in pixels. Corresponds to the ZED's current resolution setting. /// </summary> public int ImageHeight { get { return imageHeight; } } /// <summary> /// Projection matrix corresponding to the ZED's camera traits. Useful for lining up virtual cameras with the ZED image. /// </summary> private Matrix4x4 projection = new Matrix4x4(); /// <summary> /// Projection matrix corresponding to the ZED's camera traits. Useful for lining up virtual cameras with the ZED image. /// </summary> public Matrix4x4 Projection { get { return projection; } } /// <summary> /// True if the ZED SDK is installed. /// </summary> private static bool pluginIsReady = true; /// <summary> /// Mutex for the image acquisition thread. /// </summary> public object grabLock = new object(); /// <summary> /// Current ZED resolution setting. Set at initialization. /// </summary> private RESOLUTION currentResolution; /// <summary> /// Callback for c++ debugging. Should not be used in C#. /// </summary> private delegate void DebugCallback(string message); /// <summary> /// Desired FPS from the ZED camera. This is the maximum FPS for the ZED's current /// resolution unless a lower setting was specified in Init(). /// Maximum values are bound by the ZED's output, not system performance. /// </summary> private uint fpsMax = 60; //Defaults to HD720 resolution's output. /// <summary> /// Desired FPS from the ZED camera. This is the maximum FPS for the ZED's current /// resolution unless a lower setting was specified in Init(). /// Maximum values are bound by the ZED's output, not system performance. /// </summary> public float GetRequestedCameraFPS() { return fpsMax; } /// <summary> /// Holds camera settings like brightness/contrast, gain/exposure, etc. /// </summary> private ZEDCameraSettings cameraSettingsManager = new ZEDCameraSettings(); /// <summary> /// Camera's stereo baseline (distance between the cameras). Extracted from calibration files. /// </summary> private float baseline = 0.0f; /// <summary> /// Camera's stereo baseline (distance between the cameras). Extracted from calibration files. /// </summary> public float Baseline { get { return baseline; } } /// <summary> /// ZED's current horizontal field of view in degrees. /// </summary> private float fov_H = 0.0f; /// <summary> /// ZED's current vertical field of view in degrees. /// </summary> private float fov_V = 0.0f; /// <summary> /// ZED's current horizontal field of view in degrees. /// </summary> public float HorizontalFieldOfView { get { return fov_H; } } /// <summary> /// ZED's current vertical field of view in degrees. /// </summary> public float VerticalFieldOfView { get { return fov_V; } } /// <summary> /// Structure containing information about all the sensors available in the current device /// </summary> private SensorsConfiguration sensorsConfiguration; /// <summary> /// Stereo parameters for current ZED camera prior to rectification (distorted). /// </summary> private CalibrationParameters calibrationParametersRaw; /// <summary> /// Stereo parameters for current ZED camera after rectification (undistorted). /// </summary> private CalibrationParameters calibrationParametersRectified; /// <summary> /// Camera model - ZED or ZED Mini. /// </summary> private sl.MODEL cameraModel; /// <summary> /// Whether the camera has been successfully initialized. /// </summary> private bool cameraReady = false; /// <summary> /// Structure containing information about all the sensors available in the current device /// </summary> public SensorsConfiguration SensorsConfiguration { get { return sensorsConfiguration; } } /// <summary> /// Stereo parameters for current ZED camera prior to rectification (distorted). /// </summary> public CalibrationParameters CalibrationParametersRaw { get { return calibrationParametersRaw; } } /// <summary> /// Stereo parameters for current ZED camera after rectification (undistorted). /// </summary> public CalibrationParameters CalibrationParametersRectified { get { return calibrationParametersRectified; } } /// <summary> /// Camera model - ZED or ZED Mini. /// </summary> public sl.MODEL CameraModel { get { return cameraModel; } } /// <summary> /// Whether the camera has been successfully initialized. /// </summary> public bool IsCameraReady { get { return cameraReady; } } /// <summary> /// Whether the current device (ZED or ZED Mini) should be used for pass-through AR. /// True if using ZED Mini, false if using ZED. </summary><remarks>Note: the plugin will allow using the original ZED /// for pass-through but it will feel quite uncomfortable due to the baseline.</remarks> public bool IsHmdCompatible { get { return cameraModel == sl.MODEL.ZED_M; } } /// <summary> /// Camera ID (for multiple cameras) /// </summary> public int CameraID = 0; /// <summary> /// Layer that the ZED can't see, but overlay cameras created by ZEDMeshRenderer and ZEDPlaneRenderer can. /// </summary> //int tagInvisibleToZED = 16; /// <summary> /// Layer that the ZED can't see, but overlay cameras created by ZEDMeshRenderer and ZEDPlaneRenderer can. /// </summary> public int TagInvisibleToZED { get { return ZEDLayers.tagInvisibleToZED; } } public const int brightnessDefault = 4; public const int contrastDefault = 4; public const int hueDefault = 0; public const int saturationDefault = 4; public const int sharpnessDefault = 3; public const int gammaDefault = 5; public const int whitebalanceDefault = 2600; #region DLL Calls /// <summary> /// Current Plugin Version. /// </summary> public static readonly System.Version PluginVersion = new System.Version(3, 7, 1); /******** DLL members ***********/ [DllImport(nameDll, EntryPoint = "GetRenderEventFunc")] private static extern IntPtr GetRenderEventFunc(); [DllImport(nameDll, EntryPoint = "sl_register_callback_debuger")] private static extern void dllz_register_callback_debuger(DebugCallback callback); /* * Utils function. */ [DllImport(nameDll, EntryPoint = "sl_unload_all_instances")] private static extern void dllz_unload_all_instances(); [DllImport(nameDll, EntryPoint = "sl_unload_instance")] private static extern void dllz_unload_instance(int id); [DllImport(nameDll, EntryPoint = "sl_find_usb_device")] private static extern bool dllz_find_usb_device(USB_DEVICE dev); [DllImport(nameDll, EntryPoint = "sl_generate_unique_id")] private static extern int dllz_generate_unique_id([In, Out] byte[] id); /* * Create functions */ [DllImport(nameDll, EntryPoint = "sl_create_camera")] private static extern bool dllz_create_camera(int cameraID); /* * Opening function (Opens camera and creates textures). */ [DllImport(nameDll, EntryPoint = "sl_open_camera")] private static extern int dllz_open(int cameraID, ref dll_initParameters parameters, System.Text.StringBuilder svoPath, System.Text.StringBuilder ipStream, int portStream, System.Text.StringBuilder output, System.Text.StringBuilder opt_settings_path, System.Text.StringBuilder opencv_calib_path); /* * Close function. */ [DllImport(nameDll, EntryPoint = "sl_close_camera")] private static extern void dllz_close(int cameraID); /* * Grab function. */ [DllImport(nameDll, EntryPoint = "sl_grab")] private static extern int dllz_grab(int cameraID, ref sl.RuntimeParameters runtimeParameters); /* * GetDeviceList function */ [DllImport(nameDll, EntryPoint = "sl_get_device_list")] private static extern void dllz_get_device_list(sl.DeviceProperties[] deviceList, out int nbDevices); /* * Reboot function. */ [DllImport(nameDll, EntryPoint = "sl_reboot")] private static extern int dllz_reboot(int serialNumber, bool fullReboot); /* * Recording functions. */ [DllImport(nameDll, EntryPoint = "sl_enable_recording")] private static extern int dllz_enable_recording(int cameraID, System.Text.StringBuilder video_filename, int compresssionMode,int bitrate,int target_fps,bool transcode); [DllImport(nameDll, EntryPoint = "sl_disable_recording")] private static extern bool dllz_disable_recording(int cameraID); /* * Texturing functions. */ [DllImport(nameDll, EntryPoint = "sl_retrieve_textures")] private static extern void dllz_retrieve_textures(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_updated_textures_timestamp")] private static extern ulong dllz_get_updated_textures_timestamp(int cameraID); [DllImport(nameDll, EntryPoint = "sl_swap_textures")] private static extern void dllz_swap_textures(int cameraID); [DllImport(nameDll, EntryPoint = "sl_register_texture_image_type")] private static extern int dllz_register_texture_image_type(int cameraID, int option, IntPtr id, int width, int height); [DllImport(nameDll, EntryPoint = "sl_register_texture_measure_type")] private static extern int dllz_register_texture_measure_type(int cameraID, int option, IntPtr id, int width, int height); [DllImport(nameDll, EntryPoint = "sl_unregister_texture_measure_type")] private static extern int dllz_unregister_texture_measure_type(int cameraID, int option); [DllImport(nameDll, EntryPoint = "sl_unregister_texture_image_type")] private static extern int dllz_unregister_texture_image_type(int cameraID, int option); [DllImport(nameDll, EntryPoint = "sl_get_copy_mat_texture_image_type")] private static extern IntPtr dllz_get_copy_mat_texture_image_type(int cameraID, int option); [DllImport(nameDll, EntryPoint = "sl_get_copy_mat_texture_measure_type")] private static extern IntPtr dllz_get_copy_mat_texture_measure_type(int cameraID, int option); /* * Camera control functions. */ [DllImport(nameDll, EntryPoint = "sl_set_video_settings")] private static extern void dllz_set_video_settings(int id, int mode, int value); [DllImport(nameDll, EntryPoint = "sl_get_video_settings")] private static extern int dllz_get_video_settings(int id, int mode); [DllImport(nameDll, EntryPoint = "sl_set_roi_for_aec_agc")] private static extern int dllz_set_roi_for_aec_agc(int id, int side, iRect roi,bool reset); [DllImport(nameDll, EntryPoint = "sl_get_roi_for_aec_agc")] private static extern int dllz_get_roi_for_aec_agc(int id, int side, ref iRect roi); [DllImport(nameDll, EntryPoint = "sl_get_input_type")] private static extern int dllz_get_input_type(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_camera_fps")] private static extern float dllz_get_camera_fps(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_width")] private static extern int dllz_get_width(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_height")] private static extern int dllz_get_height(int cameraID); [DllImport(nameDll, EntryPoint = "sl_update_self_calibration")] private static extern void dllz_update_self_calibration(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_calibration_parameters")] private static extern IntPtr dllz_get_calibration_parameters(int cameraID, bool raw); [DllImport(nameDll, EntryPoint = "sl_get_sensors_configuration")] private static extern IntPtr dllz_get_sensors_configuration(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_camera_model")] private static extern int dllz_get_camera_model(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_camera_firmware")] private static extern int dllz_get_camera_firmware(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_sensors_firmware")] private static extern int dllz_get_sensors_firmware(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_zed_serial")] private static extern int dllz_get_zed_serial(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_camera_imu_transform")] private static extern void dllz_get_camera_imu_transform(int cameraID, out Vector3 translation, out Quaternion rotation); [DllImport(nameDll, EntryPoint = "sl_get_camera_timestamp")] private static extern ulong dllz_get_image_timestamp(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_current_Timestamp")] private static extern ulong dllz_get_current_timestamp(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_frame_dropped_count")] private static extern uint dllz_get_frame_dropped_count(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_frame_dropped_percent")] private static extern float dllz_get_frame_dropped_percent(int cameraID); /* * SVO control functions. */ [DllImport(nameDll, EntryPoint = "sl_set_svo_position")] private static extern void dllz_set_svo_position(int cameraID, int frame); [DllImport(nameDll, EntryPoint = "sl_get_svo_number_of_frames")] private static extern int dllz_get_svo_number_of_frames(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_svo_position")] private static extern int dllz_get_svo_position(int cameraID); /* * Depth Sensing utils functions. */ /* Removed as of ZED SDK v3.0. [DllImport(nameDll, EntryPoint = "set_confidence_threshold")] private static extern void dllz_set_confidence_threshold(int cameraID, int threshold); [DllImport(nameDll, EntryPoint = "set_depth_max_range_value")] private static extern void dllz_set_depth_max_range_value(int cameraID, float distanceMax); */ [DllImport(nameDll, EntryPoint = "sl_get_confidence_threshold")] private static extern int dllz_get_confidence_threshold(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_depth_max_range_value")] private static extern float dllz_get_depth_max_range_value(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_depth_value")] private static extern float dllz_get_depth_value(int cameraID, uint x, uint y); [DllImport(nameDll, EntryPoint = "sl_get_distance_value")] private static extern float dllz_get_distance_value(int cameraID, uint x, uint y); [DllImport(nameDll, EntryPoint = "sl_get_normal_value")] private static extern bool dllz_get_normal_value(int cameraID, uint x, uint y, out Vector4 value); [DllImport(nameDll, EntryPoint = "sl_get_xyz_value")] private static extern bool dllz_get_xyz_value(int cameraID, uint x, uint y, out Vector4 value); [DllImport(nameDll, EntryPoint = "sl_get_depth_min_range_value")] private static extern float dllz_get_depth_min_range_value(int cameraID); /* * Motion Tracking functions. */ [DllImport(nameDll, EntryPoint = "sl_enable_positional_tracking_unity")] private static extern int dllz_enable_tracking(int cameraID, ref Quaternion quat, ref Vector3 vec, bool enableSpatialMemory = false, bool enablePoseSmoothing = false, bool enableFloorAlignment = false, bool trackingIsStatic = false, bool enableIMUFusion = true, System.Text.StringBuilder areaFilePath = null); [DllImport(nameDll, EntryPoint = "sl_disable_positional_tracking")] private static extern void dllz_disable_tracking(int cameraID, System.Text.StringBuilder path); [DllImport(nameDll, EntryPoint = "sl_save_area_map")] private static extern int dllz_save_current_area(int cameraID, System.Text.StringBuilder path); [DllImport(nameDll, EntryPoint = "sl_get_position_data")] private static extern int dllz_get_position_data(int cameraID, ref Pose pose, int reference_frame); [DllImport(nameDll, EntryPoint = "sl_get_position")] private static extern int dllz_get_position(int cameraID, ref Quaternion quat, ref Vector3 vec, int reference_frame); [DllImport(nameDll, EntryPoint = "sl_get_position_at_target_frame")] private static extern int dllz_get_position_at_target_frame(int cameraID, ref Quaternion quaternion, ref Vector3 translation, ref Quaternion targetQuaternion, ref Vector3 targetTranslation, int reference_frame); [DllImport(nameDll, EntryPoint = "sl_transform_pose")] private static extern void dllz_transform_pose(ref Quaternion quaternion, ref Vector3 translation, ref Quaternion targetQuaternion, ref Vector3 targetTranslation); [DllImport(nameDll, EntryPoint = "sl_reset_positional_tracking")] private static extern int dllz_reset_tracking(int cameraID, Quaternion rotation, Vector3 translation); [DllImport(nameDll, EntryPoint = "sl_reset_tracking_with_offset")] private static extern int dllz_reset_tracking_with_offset(int cameraID, Quaternion rotation, Vector3 translation, Quaternion offsetQuaternion, Vector3 offsetTranslation); [DllImport(nameDll, EntryPoint = "sl_estimate_initial_position")] private static extern int dllz_estimate_initial_position(int cameraID, ref Quaternion quaternion, ref Vector3 translation, int countSuccess, int countTimeout); [DllImport(nameDll, EntryPoint = "sl_set_imu_prior_orientation")] private static extern int dllz_set_imu_prior_orientation(int cameraID, Quaternion rotation); [DllImport(nameDll, EntryPoint = "sl_get_internal_imu_orientation")] private static extern int dllz_get_internal_imu_orientation(int cameraID, ref Quaternion rotation, int reference_time); [DllImport(nameDll, EntryPoint = "sl_get_internal_sensors_data")] private static extern int dllz_get_internal_sensors_data(int cameraID, ref SensorsData imuData, int reference_time); [DllImport(nameDll, EntryPoint = "sl_get_area_export_state")] private static extern int dllz_get_area_export_state(int cameraID); /* * Spatial Mapping functions. */ [DllImport(nameDll, EntryPoint = "sl_enable_spatial_mapping_unity")] private static extern int dllz_enable_spatial_mapping(int cameraID, int type, float resolution_meter, float max_range_meter, int saveTexture,int max_memory_usage); [DllImport(nameDll, EntryPoint = "sl_disable_spatial_mapping")] private static extern void dllz_disable_spatial_mapping(int cameraID); [DllImport(nameDll, EntryPoint = "sl_pause_spatial_mapping")] private static extern void dllz_pause_spatial_mapping(int cameraID, bool status); [DllImport(nameDll, EntryPoint = "sl_request_mesh_async")] private static extern void dllz_request_mesh_async(int cameraID); [DllImport(nameDll, EntryPoint = "sl_get_mesh_request_status_async")] private static extern int dllz_get_mesh_request_status_async(int cameraID); [DllImport(nameDll, EntryPoint = "sl_update_mesh")] private static extern int dllz_update_mesh(int cameraID, int[] nbVerticesInSubemeshes, int[] nbTrianglesInSubemeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int nbSubmesh); [DllImport(nameDll, EntryPoint = "sl_retrieve_mesh")] private static extern int dllz_retrieve_mesh(int cameraID, Vector3[] vertices, int[] triangles, int nbSubmesh, Vector2[] uvs, IntPtr textures); [DllImport(nameDll, EntryPoint = "sl_update_fused_point_cloud")] private static extern int dllz_update_fused_point_cloud(int cameraID, ref int pbPoints); [DllImport(nameDll, EntryPoint = "sl_retrieve_fused_point_cloud")] private static extern int dllz_retrieve_fused_point_cloud(int cameraID, Vector4[] points); [DllImport(nameDll, EntryPoint = "sl_save_mesh")] private static extern bool dllz_save_mesh(int cameraID, string filename, MESH_FILE_FORMAT format); [DllImport(nameDll, EntryPoint = "sl_save_point_cloud")] private static extern bool dllz_save_point_cloud(int cameraID, string filename, MESH_FILE_FORMAT format); [DllImport(nameDll, EntryPoint = "sl_load_mesh")] private static extern bool dllz_load_mesh(int cameraID, string filename, int[] nbVerticesInSubemeshes, int[] nbTrianglesInSubemeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int nbMaxSubmesh, int[] textureSize = null); [DllImport(nameDll, EntryPoint = "sl_apply_texture")] private static extern bool dllz_apply_texture(int cameraID, int[] nbVerticesInSubemeshes, int[] nbTrianglesInSubemeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int[] textureSize, int nbSubmesh); [DllImport(nameDll, EntryPoint = "sl_filter_mesh")] private static extern bool dllz_filter_mesh(int cameraID, FILTER meshFilter, int[] nbVerticesInSubemeshes, int[] nbTrianglesInSubemeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int nbSubmesh); [DllImport(nameDll, EntryPoint = "sl_get_spatial_mapping_state")] private static extern int dllz_get_spatial_mapping_state(int cameraID); [DllImport(nameDll, EntryPoint = "sl_spatial_mapping_merge_chunks")] private static extern void dllz_spatial_mapping_merge_chunks(int cameraID, int numberFaces, int[] nbVerticesInSubemeshes, int[] nbTrianglesInSubemeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int nbSubmesh); [DllImport(nameDll, EntryPoint = "sl_spatial_mapping_get_gravity_estimation")] private static extern void dllz_spatial_mapping_get_gravity_estimation(int cameraID, ref Vector3 v); /* * Plane Detection functions (starting v2.4) */ [DllImport(nameDll, EntryPoint = "sl_find_floor_plane")] private static extern IntPtr dllz_find_floor_plane(int cameraID, out Quaternion rotation, out Vector3 translation, Quaternion priorQuaternion, Vector3 priorTranslation); [DllImport(nameDll, EntryPoint = "sl_find_plane_at_hit")] private static extern IntPtr dllz_find_plane_at_hit(int cameraID, Vector2 HitPixel, bool refine); [DllImport(nameDll, EntryPoint = "sl_convert_floorplane_to_mesh")] private static extern int dllz_convert_floorplane_to_mesh(int cameraID, Vector3[] vertices, int[] triangles, out int numVertices, out int numTriangles); [DllImport(nameDll, EntryPoint = "sl_convert_hitplane_to_mesh")] private static extern int dllz_convert_hitplane_to_mesh(int cameraID, Vector3[] vertices, int[] triangles, out int numVertices, out int numTriangles); /* * Streaming Module functions (starting v2.8) */ [DllImport(nameDll, EntryPoint = "sl_enable_streaming")] private static extern int dllz_enable_streaming(int cameraID, sl.STREAMING_CODEC codec, uint bitrate, ushort port, int gopSize, int adaptativeBitrate,int chunk_size,int target_fps); [DllImport(nameDll, EntryPoint = "sl_is_streaming_enabled")] private static extern int dllz_is_streaming_enabled(int cameraID); [DllImport(nameDll, EntryPoint = "sl_disable_streaming")] private static extern void dllz_disable_streaming(int cameraID); /* * Objects Detection functions (starting v3.0) */ [DllImport(nameDll, EntryPoint = "sl_check_AI_model_status")] private static extern IntPtr dllz_check_AI_model_status(AI_MODELS model, int gpu_id); [DllImport(nameDll, EntryPoint = "sl_optimize_AI_model")] private static extern int dllz_optimize_AI_model(AI_MODELS model, int gpu_id); [DllImport(nameDll, EntryPoint = "sl_enable_objects_detection")] private static extern int dllz_enable_objects_detection(int cameraID, ref dll_ObjectDetectionParameters od_params); [DllImport(nameDll, EntryPoint = "sl_disable_objects_detection")] private static extern void dllz_disable_objects_detection(int cameraID); [DllImport(nameDll, EntryPoint = "sl_pause_objects_detection")] private static extern void dllz_pause_objects_detection(int cameraID, bool status); [DllImport(nameDll, EntryPoint = "sl_ingest_custom_box_objects")] private static extern int dllz_ingest_custom_box_objects(int cameraID, int nb_objects, CustomBoxObjectData[] objects_in); [DllImport(nameDll, EntryPoint = "sl_retrieve_objects")] private static extern int dllz_retrieve_objects_data(int cameraID, ref dll_ObjectDetectionRuntimeParameters od_params, ref ObjectsFrameSDK objFrame); [DllImport(nameDll, EntryPoint = "sl_update_objects_batch")] private static extern int dllz_update_objects_batch(int cameraID, out int nbBatches); [DllImport(nameDll, EntryPoint = "sl_get_objects_batch")] private static extern int dllz_get_objects_batch_data(int cameraID, int batch_index, ref int numData, ref int id, ref OBJECT_CLASS label, ref OBJECT_SUBCLASS sublabel, ref TRACKING_STATE trackingState, [In, Out] Vector3[] position, [In, Out] float[,] positionCovariances, [In, Out] Vector3[] velocities, [In, Out] ulong[] timestamps, [In, Out] Vector2[,] boundingBoxes2D, [In, Out] Vector3[,] boundingBoxes, [In, Out] float[] confidences, [In, Out] OBJECT_ACTION_STATE[] actionStates, [In, Out] Vector2[,] keypoints2D, [In, Out] Vector3[,] keypoints, [In, Out] Vector2[,] headBoundingBoxes2D, [In, Out] Vector3[,] headBoundingBoxes, [In, Out] Vector3[] headPositions, [In, Out] float[,] keypointsConfidences); /* * Save utils function */ [DllImport(nameDll, EntryPoint = "sl_save_current_image")] private static extern int dllz_save_current_image(int cameraID, VIEW view,string filename); [DllImport(nameDll, EntryPoint = "sl_save_current_depth")] private static extern int dllz_save_current_depth(int cameraID, int side, string filename); [DllImport(nameDll, EntryPoint = "sl_save_current_point_cloud")] private static extern int dllz_save_current_point_cloud(int cameraID, int side, string filename); /* * Specific plugin functions */ [DllImport(nameDll, EntryPoint = "sl_check_plugin")] private static extern int dllz_check_plugin(int major, int minor); [DllImport(nameDll, EntryPoint = "sl_get_sdk_version")] private static extern IntPtr dllz_get_sdk_version(); [DllImport(nameDll, EntryPoint = "sl_compute_offset")] private static extern void dllz_compute_offset(float[] A, float[] B, int nbVectors, float[] C); [DllImport(nameDll, EntryPoint = "sl_compute_optical_center_offsets")] private static extern System.IntPtr dllz_compute_optical_center_offsets(ref Vector4 calibLeft, ref Vector4 calibRight, int width, int height, float planeDistance); /* * Retreieves used by mat */ [DllImport(nameDll, EntryPoint = "sl_retrieve_measure")] private static extern int dllz_retrieve_measure(int cameraID, System.IntPtr ptr, int type, int mem, int width, int height); [DllImport(nameDll, EntryPoint = "sl_retrieve_image")] private static extern int dllz_retrieve_image(int cameraID, System.IntPtr ptr, int type, int mem, int width, int height); #endregion public static void UnloadPlugin() { dllz_unload_all_instances(); } public static void UnloadInstance(int id) { dllz_unload_instance(id); } public static void ComputeOffset(float[] A, float[] B, int nbVectors, ref Quaternion rotation, ref Vector3 translation) { float[] C = new float[16]; if (A.Length != 4 * nbVectors || B.Length != 4 * nbVectors || C.Length != 16) return; dllz_compute_offset(A, B, nbVectors, C); Matrix4x4 m = Matrix4x4.identity; Float2Matrix(ref m, C); rotation = Matrix4ToQuaternion(m); Vector4 t = m.GetColumn(3); translation.x = t.x; translation.y = t.y; translation.z = t.z; } /// <summary> /// Return a string from a pointer to a char. Used in GetSDKVersion(). /// </summary> /// <param name="ptr">Pointer to a char.</param> /// <returns>The char as a string.</returns> private static string PtrToStringUtf8(IntPtr ptr) { if (ptr == IntPtr.Zero) { return ""; } int len = 0; while (Marshal.ReadByte(ptr, len) != 0) len++; if (len == 0) { return ""; } byte[] array = new byte[len]; Marshal.Copy(ptr, array, 0, len); return System.Text.Encoding.ASCII.GetString(array); } /// <summary> /// Displays a console message. Used to display C++ SDK messages in Unity's console. /// </summary> /// <param name="message"></param> private static void DebugMethod(string message) { Debug.Log("[ZED plugin]: " + message); } /// <summary> /// Convert a pointer to a char into an array of bytes. Used to send file names to SDK for SVO recording. /// </summary> /// <param name="ptr">Pointer to a char.</param> /// <returns>The array.</returns> private static byte[] StringUtf8ToByte(string str) { byte[] array = System.Text.Encoding.ASCII.GetBytes(str); return array; } /// <summary> /// Gets the max FPS for each resolution setting. Higher FPS will cause lower GPU performance. /// </summary> /// <param name="reso"></param> /// <returns>The resolution</returns> static private uint GetFpsForResolution(RESOLUTION reso) { if (reso == RESOLUTION.HD1080) return 30; else if (reso == RESOLUTION.HD2K) return 15; else if (reso == RESOLUTION.HD720) return 60; else if (reso == RESOLUTION.VGA) return 100; return 30; } /// <summary> /// Get a quaternion from a matrix with a minimum size of 3x3. /// </summary> /// <param name="m">The matrix.</param> /// <returns>A quaternion which contains the matrix's rotation.</returns> public static Quaternion Matrix4ToQuaternion(Matrix4x4 m) { Quaternion q = new Quaternion(); q.w = Mathf.Sqrt(Mathf.Max(0, 1 + m[0, 0] + m[1, 1] + m[2, 2])) / 2; q.x = Mathf.Sqrt(Mathf.Max(0, 1 + m[0, 0] - m[1, 1] - m[2, 2])) / 2; q.y = Mathf.Sqrt(Mathf.Max(0, 1 - m[0, 0] + m[1, 1] - m[2, 2])) / 2; q.z = Mathf.Sqrt(Mathf.Max(0, 1 - m[0, 0] - m[1, 1] + m[2, 2])) / 2; q.x *= Mathf.Sign(q.x * (m[2, 1] - m[1, 2])); q.y *= Mathf.Sign(q.y * (m[0, 2] - m[2, 0])); q.z *= Mathf.Sign(q.z * (m[1, 0] - m[0, 1])); return q; } /// <summary> /// Performs a rigid transform. /// </summary> /// <param name="quaternion"></param> /// <param name="translation"></param> /// <param name="targetQuaternion"></param> /// <param name="targetTranslation"></param> public static void TransformPose(ref Quaternion quaternion, ref Vector3 translation, ref Quaternion targetQuaternion, ref Vector3 targetTranslation) { dllz_transform_pose(ref quaternion, ref translation, ref targetQuaternion, ref targetTranslation); } public static string GenerateUniqueID() { byte[] array = new byte[37]; int size = dllz_generate_unique_id(array); return new string(System.Text.Encoding.ASCII.GetChars(array)); } /// <summary> /// Checks that the ZED plugin's dependencies are installed. /// </summary> public static bool CheckPlugin() { try { int res = dllz_check_plugin(PluginVersion.Major, PluginVersion.Minor); if (res!= 0) { //0 = installed SDK is compatible with plugin. 1 otherwise. Debug.LogError(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.SDK_DEPENDENCIES_ISSUE)); return false; } } catch (DllNotFoundException) //In case could not resolve the dll/.so { Debug.Log("DllNotFoundException"); Debug.LogError(ZEDLogMessage.Error2Str(ZEDLogMessage.ERROR.SDK_DEPENDENCIES_ISSUE)); return false; } pluginIsReady = true; return true; } /// <summary> /// Checks if the USB device of a 'brand' type is connected. Used to check if a VR headset are connected /// for display in ZEDManager's Inspector. /// </summary> /// <returns><c>True</c>, if USB device connected was found, <c>false</c> otherwise.</returns> /// <param name="Device brand.">Type.</param> public static bool CheckUSBDeviceConnected(USB_DEVICE Type) { if (dllz_find_usb_device(Type)) return true; else return false; } /// <summary> /// Private constructor. Initializes lists to hold references to textures and texture requests. /// </summary> public ZEDCamera() { //Create the textures textures = new Dictionary<int, Dictionary<int, Texture2D>>(); texturesRequested = new List<TextureRequested>(); } /// <summary> /// Create a camera in Live mode (input comes from a connected ZED device, not SVO playback). /// </summary> /// <param name="verbose">True to create detailed log file of SDK calls at the cost of performance.</param> public bool CreateCamera(int cameraID, bool verbose) { string infoSystem = SystemInfo.graphicsDeviceType.ToString().ToUpper(); if (!infoSystem.Equals("DIRECT3D11") && !infoSystem.Equals("OPENGLCORE")) { throw new Exception("The graphic library [" + infoSystem + "] is not supported"); } CameraID = cameraID; //tagOneObject += cameraID; return dllz_create_camera(cameraID); } /// <summary> /// Closes the camera and deletes all textures. /// Once destroyed, you need to recreate a camera instance to restart again. /// </summary> public void Destroy() { cameraReady = false; dllz_close(CameraID); DestroyAllTexture(); } /// <summary> /// DLL-friendly version of InitParameters (found in ZEDCommon.cs). /// </summary> [StructLayout(LayoutKind.Sequential)] public struct dll_initParameters { public sl.INPUT_TYPE inputType; /// <summary> /// Resolution the ZED will be set to. /// </summary> public sl.RESOLUTION resolution; /// <summary> /// Desired camera FPS. Max is set by resolution. /// </summary> public int cameraFps; /// <summary> /// ID for identifying which of multiple connected ZEDs to use. /// </summary> public int cameraDeviceID; /// <summary> /// True to flip images horizontally. /// </summary> public int cameraImageFlip; /// <summary> /// True to disable self-calibration, using unoptimized optional calibration parameters. /// False is recommended for optimized calibration. /// </summary> [MarshalAs(UnmanagedType.U1)] public bool cameraDisableSelfCalib; /// <summary> /// True if depth relative to the right sensor should be computed. /// </summary> [MarshalAs(UnmanagedType.U1)] public bool enableRightSideMeasure; /// <summary> /// True to skip dropped frames during SVO playback. /// </summary> [MarshalAs(UnmanagedType.U1)] public bool svoRealTimeMode; /// <summary> /// Quality level of depth calculations. Higher settings improve accuracy but cost performance. /// </summary> public sl.DEPTH_MODE depthMode; /// <summary> /// True to stabilize the depth map. Recommended. /// </summary> [MarshalAs(UnmanagedType.U1)] public bool depthStabilization; /// <summary> /// Minimum distance from the camera from which depth will be computed, in the defined coordinateUnit. /// </summary> public float depthMinimumDistance; /// <summary> /// Maximum distance that can be computed. /// </summary> public float depthMaximumDistance; /// <summary> /// Coordinate unit for all measurements (depth, tracking, etc.). Meters are recommended for Unity. /// </summary> public UNIT coordinateUnit; /// <summary> /// Defines order and direction of coordinate system axes. Unity uses left-handed, Y up, so this setting is recommended. /// </summary> public COORDINATE_SYSTEM coordinateSystem; /// <summary> /// ID of the graphics card on which the ZED's computations will be performed. /// </summary> public int sdkGPUId; /// <summary> /// True for the SDK to provide text feedback. /// </summary> public int sdkVerbose; /// <summary> /// True if sensors are required, false will not trigger an error if sensors are missing. /// </summary> [MarshalAs(UnmanagedType.U1)] public bool sensorsRequired; /// <summary> /// Whether to enable improved color/gamma curves added in ZED SDK 3.0. /// </summary> [MarshalAs(UnmanagedType.U1)] public bool enableImageEnhancement; /// <summary> /// Set an optional file path where the SDK can find a file containing the calibration information of the camera computed by OpenCV. /// <remarks> Using this will disable the factory calibration of the camera. </remarks> /// <warning> Erroneous calibration values can lead to poor SDK modules accuracy. </warning> /// </summary> public string optionalOpencvCalibrationFile; /// <summary> /// Define a timeout in seconds after which an error is reported if the \ref open() command fails. /// Set to '-1' to try to open the camera endlessly without returning error in case of failure. /// Set to '0' to return error in case of failure at the first attempt. /// This parameter only impacts the LIVE mode. /// </summary> public float openTimeoutSec; /// <summary> /// Copy constructor. Takes values from Unity-suited InitParameters class. /// </summary> /// <param name="init"></param> public dll_initParameters(InitParameters init) { inputType = init.inputType; resolution = init.resolution; cameraFps = init.cameraFPS; svoRealTimeMode = init.svoRealTimeMode; coordinateUnit = init.coordinateUnit; depthMode = init.depthMode; depthMinimumDistance = init.depthMinimumDistance; depthMaximumDistance = init.depthMaximumDistance; cameraImageFlip = init.cameraImageFlip; enableRightSideMeasure = init.enableRightSideMeasure; cameraDisableSelfCalib = init.cameraDisableSelfCalib; sdkVerbose = init.sdkVerbose; sdkGPUId = init.sdkGPUId; cameraDeviceID = init.cameraDeviceID; coordinateSystem = init.coordinateSystem; depthStabilization = init.depthStabilization; sensorsRequired = init.sensorsRequired; enableImageEnhancement = init.enableImageEnhancement; optionalOpencvCalibrationFile = init.optionalOpencvCalibrationFile; openTimeoutSec = init.openTimeoutSec; } } /// <summary> /// Checks if the ZED camera is plugged in, opens it, and initializes the projection matix and command buffers for updating textures. /// </summary> /// <param name="initParameters">Class with all initialization settings. /// A newly-instantiated InitParameters will have recommended default values.</param> /// <returns>ERROR_CODE: The error code gives information about the internal connection process. /// If SUCCESS is returned, the camera is ready to use. Every other code indicates an error.</returns> public ERROR_CODE Init(ref InitParameters initParameters) { //Update values with what we're about to pass to the camera. currentResolution = initParameters.resolution; fpsMax = GetFpsForResolution(currentResolution); if (initParameters.cameraFPS == 0) { initParameters.cameraFPS = (int)fpsMax; } dll_initParameters initP = new dll_initParameters(initParameters); //DLL-friendly version of InitParameters. initP.coordinateSystem = COORDINATE_SYSTEM.LEFT_HANDED_Y_UP; //Left-hand, Y-up is Unity's coordinate system, so we match that. int v = dllz_open(CameraID, ref initP, new System.Text.StringBuilder(initParameters.pathSVO, initParameters.pathSVO.Length), new System.Text.StringBuilder(initParameters.ipStream, initParameters.ipStream.Length), initParameters.portStream, new System.Text.StringBuilder(initParameters.sdkVerboseLogFile, initParameters.sdkVerboseLogFile.Length), new System.Text.StringBuilder(initParameters.optionalSettingsPath, initParameters.optionalSettingsPath.Length), new System.Text.StringBuilder(initParameters.optionalOpencvCalibrationFile, initParameters.optionalOpencvCalibrationFile.Length)); if ((ERROR_CODE)v != ERROR_CODE.SUCCESS) { cameraReady = false; return (ERROR_CODE)v; } //Set more values if the initialization was successful. imageWidth = dllz_get_width(CameraID); imageHeight = dllz_get_height(CameraID); if (imageWidth > 0 && imageHeight > 0) { GetCalibrationParameters(false); FillProjectionMatrix(); baseline = calibrationParametersRectified.Trans[0]; fov_H = calibrationParametersRectified.leftCam.hFOV * Mathf.Deg2Rad; fov_V = calibrationParametersRectified.leftCam.vFOV * Mathf.Deg2Rad; cameraModel = GetCameraModel(); cameraReady = true; return (ERROR_CODE)v; } else return sl.ERROR_CODE.CAMERA_NOT_INITIALIZED; } /// <summary> /// Fills the projection matrix with the parameters of the ZED. Needs to be called only once. /// This projection matrix is off-center. /// </summary> /// <param name="zFar"></param> /// <param name="zNear"></param> public void FillProjectionMatrix(float zFar = 500, float zNear = 0.1f) { CalibrationParameters parameters = GetCalibrationParameters(false); float fovx = parameters.leftCam.hFOV * Mathf.Deg2Rad; float fovy = parameters.leftCam.vFOV * Mathf.Deg2Rad; float f_imageWidth = (float)ImageWidth; float f_imageHeight = (float)ImageHeight; //Manually construct the matrix based on initialization/calibration values. projection[0, 0] = 1.0f / Mathf.Tan(fovx * 0.5f); //Horizontal FoV. projection[0, 1] = 0; projection[0, 2] = 2.0f * ((f_imageWidth - 1.0f * parameters.leftCam.cx) / f_imageWidth) - 1.0f; //Horizontal offset. projection[0, 3] = 0; projection[1, 0] = 0; projection[1, 1] = 1.0f / Mathf.Tan(fovy * 0.5f); //Vertical FoV. projection[1, 2] = -(2.0f * ((f_imageHeight - 1.0f * parameters.leftCam.cy) / f_imageHeight) - 1.0f); //Vertical offset. projection[1, 3] = 0; projection[2, 0] = 0; projection[2, 1] = 0; projection[2, 2] = -(zFar + zNear) / (zFar - zNear); //Near and far planes. projection[2, 3] = -(2.0f * zFar * zNear) / (zFar - zNear); //Near and far planes. projection[3, 0] = 0; projection[3, 1] = 0; projection[3, 2] = -1; projection[3, 3] = 0.0f; } /// <summary> /// Grabs a new image, rectifies it, and computes the disparity map and (optionally) the depth map. /// The grabbing function is typically called in the main loop in a separate thread. /// </summary><remarks>For more info, read about the SDK function it calls: /// https://www.stereolabs.com/developers/documentation/API/v2.5.1/classsl_1_1Camera.html#afa3678a18dd574e162977e97d7cbf67b </remarks> /// <param name="runtimeParameters">Struct holding all grab parameters. </param> /// <returns>the function returns false if no problem was encountered, /// true otherwise.</returns> public sl.ERROR_CODE Grab(ref sl.RuntimeParameters runtimeParameters) { return (sl.ERROR_CODE)dllz_grab(CameraID, ref runtimeParameters); } /// <summary> /// Return the INPUT_TYPE currently used /// </summary> /// <returns></returns> public sl.INPUT_TYPE GetInputType() { return (sl.INPUT_TYPE)dllz_get_input_type(CameraID); } /// <summary> /// Creates a file for recording the ZED's output into a .SVO or .AVI video. /// </summary><remarks>An SVO is Stereolabs' own format designed for the ZED. It holds the video feed with timestamps /// as well as info about the camera used to record it.</remarks> /// <param name="videoFileName">Filename. Whether it ends with .svo or .avi defines its file type.</param> /// <param name="compressionMode">How much compression to use</param> /// <returns>An ERROR_CODE that defines if the file was successfully created and can be filled with images.</returns> public ERROR_CODE EnableRecording(string videoFileName, SVO_COMPRESSION_MODE compressionMode = SVO_COMPRESSION_MODE.H264_BASED, int bitrate = 0, int target_fps = 0,bool transcode = false) { return (ERROR_CODE)dllz_enable_recording(CameraID, new System.Text.StringBuilder(videoFileName, videoFileName.Length), (int)compressionMode,bitrate,target_fps,transcode); } /// <summary> /// Stops recording to an SVO/AVI, if applicable, and closes the file. /// </summary> public bool DisableRecording() { return dllz_disable_recording(CameraID); } /// <summary> /// Sets the position of the SVO file currently being read to a desired frame. /// </summary> /// <param name="frame">Index of the desired frame to be decoded.</param> public void SetSVOPosition(int frame) { dllz_set_svo_position(CameraID, frame); } /// <summary> /// Gets the current confidence threshold value for the disparity map (and by extension the depth map). /// Values below the given threshold are removed from the depth map. /// </summary> /// <returns>Filtering value between 0 and 100.</returns> public int GetConfidenceThreshold() { return dllz_get_confidence_threshold(CameraID); } /// <summary> /// Gets the timestamp at the time the latest grabbed frame was extracted from the USB stream. /// This is the closest timestamp you can get from when the image was taken. Must be called after calling grab(). /// </summary> /// <returns>Current timestamp in nanoseconds. -1 means it's is not available, such as with an .SVO file without compression.</returns> public ulong GetCameraTimeStamp() { return dllz_get_image_timestamp(CameraID); } /// <summary> /// Gets the current timestamp at the time the function is called. Can be compared to the camera timestamp /// for synchronization, since they have the same reference (the computer's start time). /// </summary> /// <returns>The timestamp in nanoseconds.</returns> public ulong GetCurrentTimeStamp() { return dllz_get_current_timestamp(CameraID); } /// <summary> /// Get the current position of the SVO being recorded to. /// </summary> /// <returns>Index of the frame being recorded to.</returns> public int GetSVOPosition() { return dllz_get_svo_position(CameraID); } /// <summary> /// Gets the total number of frames in the loaded SVO file. /// </summary> /// <returns>Total frames in the SVO file. Returns -1 if the SDK is not reading an SVO.</returns> public int GetSVONumberOfFrames() { return dllz_get_svo_number_of_frames(CameraID); } /// <summary> /// Gets the closest measurable distance by the camera, according to the camera type and depth map parameters. /// </summary> /// <returns>The nearest possible depth value.</returns> public float GetDepthMinRangeValue() { return dllz_get_depth_min_range_value(CameraID); } /// <summary> /// Returns the current maximum distance of depth/disparity estimation. /// </summary> /// <returns>The closest depth</returns> public float GetDepthMaxRangeValue() { return dllz_get_depth_max_range_value(CameraID); } /// <summary> /// Initialize and Start the tracking functions /// </summary> /// <param name="quat"> rotation used as initial world transform. By default it should be identity.</param> /// <param name="vec"> translation used as initial world transform. By default it should be identity.</param> /// <param name="enableSpatialMemory"> (optional) define if spatial memory is enable or not.</param> /// <param name="areaFilePath"> (optional) file of spatial memory file that has to be loaded to relocate in the scene.</param> /// <returns></returns> public sl.ERROR_CODE EnableTracking(ref Quaternion quat, ref Vector3 vec, bool enableSpatialMemory = true, bool enablePoseSmoothing = false, bool enableFloorAlignment = false, bool trackingIsStatic = false, bool enableIMUFusion = true, string areaFilePath = "") { sl.ERROR_CODE trackingStatus = sl.ERROR_CODE.CAMERA_NOT_DETECTED; trackingStatus = (sl.ERROR_CODE)dllz_enable_tracking(CameraID, ref quat, ref vec, enableSpatialMemory, enablePoseSmoothing, enableFloorAlignment, trackingIsStatic, enableIMUFusion, new System.Text.StringBuilder(areaFilePath, areaFilePath.Length)); return trackingStatus; } /// <summary> /// Reset tracking /// </summary> /// <param name="rotation"></param> /// <param name="translation"></param> /// <returns></returns> public sl.ERROR_CODE ResetTracking(Quaternion rotation, Vector3 translation) { sl.ERROR_CODE trackingStatus = sl.ERROR_CODE.CAMERA_NOT_DETECTED; trackingStatus = (sl.ERROR_CODE)dllz_reset_tracking(CameraID, rotation, translation); return trackingStatus; } public sl.ERROR_CODE ResetTrackingWithOffset(Quaternion rotation, Vector3 translation, Quaternion rotationOffset, Vector3 translationOffset) { sl.ERROR_CODE trackingStatus = sl.ERROR_CODE.CAMERA_NOT_DETECTED; trackingStatus = (sl.ERROR_CODE)dllz_reset_tracking_with_offset(CameraID, rotation, translation, rotationOffset, translationOffset); return trackingStatus; } public sl.ERROR_CODE EstimateInitialPosition(ref Quaternion rotation, ref Vector3 translation) { sl.ERROR_CODE status = sl.ERROR_CODE.CAMERA_NOT_DETECTED; status = (sl.ERROR_CODE)dllz_estimate_initial_position(CameraID, ref rotation, ref translation, 2, 100); return status; } /// <summary> /// Stop the motion tracking, if you want to restart, call enableTracking(). /// </summary> /// <param name="path">The path to save the area file</param> public void DisableTracking(string path = "") { dllz_disable_tracking(CameraID, new System.Text.StringBuilder(path, path.Length)); } public sl.ERROR_CODE SaveCurrentArea(string path) { return (sl.ERROR_CODE)dllz_save_current_area(CameraID, new System.Text.StringBuilder(path, path.Length)); } /// <summary> /// Returns the current state of the area learning saving /// </summary> /// <returns></returns> public sl.AREA_EXPORT_STATE GetAreaExportState() { return (sl.AREA_EXPORT_STATE)dllz_get_area_export_state(CameraID); } /// <summary> /// Register a texture to the base /// </summary> private void RegisterTexture(Texture2D m_Texture, int type, int mode) { TextureRequested t = new TextureRequested(); t.type = type; t.option = mode; texturesRequested.Add(t); textures[type].Add(mode, m_Texture); } /// <summary> /// Creates or retrieves a texture of type Image. Will be updated each frame automatically. /// <para>Image type textures are human-viewable, but have less accuracy than measure types.</para> /// </summary> /// <remarks> /// Note that the new texture will exist on the GPU, so accessing from the CPU will result in an empty image. To get images /// with the CPU, use RetrieveImage() instead and specify CPU memory in the arguments. /// </remarks> /// <param name="mode">What the image shows (left RGB image, right depth image, normal map, etc.)</param> /// /// <param name="resolution">Resolution of the image. Should correspond to ZED's current resolution.</param> /// <returns>Texture2D that will update each frame with the ZED SDK's output.</returns> public Texture2D CreateTextureImageType(VIEW mode, Resolution resolution = new Resolution()) { if (HasTexture((int)TYPE_VIEW.RETRIEVE_IMAGE, (int)mode)) { return textures[(int)TYPE_VIEW.RETRIEVE_IMAGE][(int)mode]; } if (!cameraReady) return null; int width = ImageWidth; int height = imageHeight; if (!((uint)resolution.width == 0 && (uint)resolution.height == 0)) //Handles if Resolution arg was empty, as in the default. { width = (int)resolution.width; height = (int)resolution.height; } Texture2D m_Texture; if (mode == VIEW.LEFT_GREY || mode == VIEW.RIGHT_GREY || mode == VIEW.LEFT_UNRECTIFIED_GREY || mode == VIEW.RIGHT_UNRECTIFIED_GREY) { m_Texture = new Texture2D(width, height, TextureFormat.Alpha8, false); } else if (mode == VIEW.SIDE_BY_SIDE) { m_Texture = new Texture2D(width * 2, height, TextureFormat.RGBA32, false); //Needs to be twice as wide for SBS because there are two images. } else { m_Texture = new Texture2D(width, height, TextureFormat.RGBA32, false); } m_Texture.filterMode = FilterMode.Point; m_Texture.wrapMode = TextureWrapMode.Clamp; m_Texture.Apply(); IntPtr idTexture = m_Texture.GetNativeTexturePtr(); int error = dllz_register_texture_image_type(CameraID, (int)mode, idTexture, (int)resolution.width, (int)resolution.height); if (error != 0) { throw new Exception("CUDA error:" + error + " if the problem appears again, please contact Stereolabs support."); } if (!textures.ContainsKey((int)TYPE_VIEW.RETRIEVE_IMAGE)) { textures.Add((int)TYPE_VIEW.RETRIEVE_IMAGE, new Dictionary<int, Texture2D>()); } RegisterTexture(m_Texture, (int)TYPE_VIEW.RETRIEVE_IMAGE, (int)mode); //Save so you don't make a duplicate if another script needs the texture. return m_Texture; } /// <summary> /// Creates or retrievse a texture of type Measure. Will be updated each frame automatically. /// Measure types are not human-viewable, but don't lose any accuracy. /// </summary> /// <remarks> /// Note that the new texture will exist on the GPU, so accessing from the CPU will result in an empty image. To get images /// with the CPU, use RetrieveMeasure() instead and specify CPU memory in the arguments. /// </remarks> /// <param name="mode">What the image shows (disparity, depth, confidence, etc.)</param> /// <param name="resolution">Resolution of the image. Should correspond to ZED's current resolution.</param> /// <returns>Texture2D that will update each frame with the ZED SDK's output.</returns> public Texture2D CreateTextureMeasureType(MEASURE mode, Resolution resolution = new Resolution()) { if (HasTexture((int)TYPE_VIEW.RETRIEVE_MEASURE, (int)mode)) { return textures[(int)TYPE_VIEW.RETRIEVE_MEASURE][(int)mode]; } if (!cameraReady) return null; Texture2D m_Texture; int width = ImageWidth; int height = imageHeight; if (!((uint)resolution.width == 0 && (uint)resolution.height == 0)) { width = (int)resolution.width; height = (int)resolution.height; } //Handle the mode options. if (mode == MEASURE.XYZ || mode == MEASURE.XYZABGR || mode == MEASURE.XYZARGB || mode == MEASURE.XYZBGRA || mode == MEASURE.XYZRGBA || mode == MEASURE.NORMALS || mode == MEASURE.XYZ_RIGHT || mode == MEASURE.XYZABGR_RIGHT || mode == MEASURE.XYZARGB_RIGHT || mode == MEASURE.XYZBGRA_RIGHT || mode == MEASURE.XYZRGBA_RIGHT || mode == MEASURE.NORMALS_RIGHT) { m_Texture = new Texture2D(width, height, TextureFormat.RGBAFloat, false, true); } else if (mode == MEASURE.DEPTH || mode == MEASURE.CONFIDENCE || mode == MEASURE.DISPARITY || mode == MEASURE.DEPTH_RIGHT || mode == MEASURE.DISPARITY_RIGHT) { m_Texture = new Texture2D(width, height, TextureFormat.RFloat, false, true); } else { m_Texture = new Texture2D(width, height, TextureFormat.RGBA32, false, true); } if (!((uint)resolution.width == 0 && (uint)resolution.height == 0)) { m_Texture.filterMode = FilterMode.Bilinear; } else { m_Texture.filterMode = FilterMode.Point; } m_Texture.wrapMode = TextureWrapMode.Clamp; m_Texture.Apply(); IntPtr idTexture = m_Texture.GetNativeTexturePtr(); int error = dllz_register_texture_measure_type(CameraID, (int)mode, idTexture, (int)resolution.width, (int)resolution.height); if (error != 0) { throw new Exception("CUDA error:" + error + " if the problem appears again, please contact Stereolabs support."); } if (!textures.ContainsKey((int)TYPE_VIEW.RETRIEVE_MEASURE)) { textures.Add((int)TYPE_VIEW.RETRIEVE_MEASURE, new Dictionary<int, Texture2D>()); } RegisterTexture(m_Texture, (int)TYPE_VIEW.RETRIEVE_MEASURE, (int)mode); //Save to avoid duplicates if texture type is needed elsewhere. return m_Texture; } /// <summary> /// Unregisters a texture of type Image. The texture will be destroyed and will no longer be updated each frame. /// </summary> /// <param name="view">What the image was showing (left RGB image, right depth image, normal map, etc.)</param> public bool UnregisterTextureImageType(sl.VIEW view) { DestroyTextureImageType((int)view); return dllz_unregister_texture_image_type(CameraID, (int)view) != 0; } /// <summary> /// Unregisters a texture of type Measure, The texture will be destroyed and will no longer be updated each frame. /// </summary> /// <param name="measure">What the measure was showing (disparity, depth, confidence, etc.)</param> public bool UnregisterTextureMeasureType(sl.MEASURE measure) { DestroyTextureMeasureType((int)measure); return dllz_unregister_texture_measure_type(CameraID, (int)measure) != 0; } /// <summary> /// Copies a Texture of type Image into a ZEDMat. This function should be called after a Grab() and an UpdateTextures(). /// </summary> /// <param name="view">View type (left rgb, right depth, etc.)</param> /// <returns>New ZEDMat for an image texture of the selected view type.</returns> public ZEDMat RequestCopyMatFromTextureImageType(sl.VIEW view) { return new ZEDMat(dllz_get_copy_mat_texture_image_type(CameraID, (int)view)); } /// <summary> /// Copies a texture of type Measure into a ZEDMat. This function should be called after a Grab() and an UpdateTextures(). /// </summary> /// <param name="measure">Measure type (depth, disparity, confidence, etc.)</param> /// <returns>New ZEDMat for a measure texture of the selected measure type.</returns> public ZEDMat RequestCopyMatFromTextureMeasureType(sl.MEASURE measure) { return new ZEDMat(dllz_get_copy_mat_texture_measure_type(CameraID, (int)measure)); } /// <summary> /// Destroys a texture and removes its reference in the textures list. /// </summary> /// <param name="type">Type of texture as an int (0 for Image, 1 for Measure).</param> /// <param name="option">Corresponding options enum (sl.VIEW if Image type, sl.MEASURE if Measure type) as an integer.</param> private void DestroyTexture(int type, int option) { if (textures.ContainsKey(type) && textures[type].ContainsKey(option)) { textures[type][option] = null; textures[type].Remove(option); if (textures[type].Count == 0) { textures.Remove(type); } } } /// <summary> /// Destroy all textures that were ever requested. /// </summary> private void DestroyAllTexture() { if (cameraReady) { foreach (TextureRequested t in texturesRequested) { DestroyTexture(t.type, t.option); } texturesRequested.Clear(); } } /// <summary> /// Destroy a texture created with CreateTextureImageType(). /// </summary> /// <param name="type">View type (left RGB, right depth image, etc.) as an integer.</param> private void DestroyTextureImageType(int option) { DestroyTexture((int)TYPE_VIEW.RETRIEVE_IMAGE, option); } /// <summary> /// Destroy a texture created with CreateTextureMeasureType(). /// </summary> /// <param name="type">Measure type (depth, confidence, etc.) as an integer.</param> private void DestroyTextureMeasureType(int option) { DestroyTexture((int)TYPE_VIEW.RETRIEVE_MEASURE, option); } /// <summary> /// Retrieves a texture that was already created. /// </summary> /// <param name="type">Type of texture as an integer (0 for Image, 1 for Measure).</param> /// <param name="mode">Corresponding options enum (sl.VIEW if Image type, sl.MEASURE if Measure type) as an integer.</param> /// <returns>Existing texture of the given type/mode.</returns> public Texture2D GetTexture(TYPE_VIEW type, int mode) { if (HasTexture((int)type, mode)) { return textures[(int)type][mode]; } return null; } /// <summary> /// Checks if a texture of a given type has already been created. /// </summary> /// <param name="type">Type of texture as an integer (0 for Image, 1 for Measure).</param> /// <param name="mode">Corresponding options enum (sl.VIEW if Image type, sl.MEASURE if Measure type) as an integer.</param> /// <returns>True if the texture is available.</returns> private bool HasTexture(int type, int mode) { if (cameraReady) //Texture can't exist if the ZED hasn't been initialized yet. { return textures.ContainsKey((int)type) && textures[type].ContainsKey((int)mode); } return false; } /// <summary> /// Returns the current camera FPS. This is limited primarily by resolution but can also be lower due to /// setting a lower desired resolution in Init() or from USB connection/bandwidth issues. /// </summary> /// <returns>The current fps</returns> public float GetCameraFPS() { return dllz_get_camera_fps(CameraID); } public CalibrationParameters GetCalibrationParameters(bool raw = false) { IntPtr p = dllz_get_calibration_parameters(CameraID, raw); if (p == IntPtr.Zero) { return new CalibrationParameters(); } CalibrationParameters parameters = (CalibrationParameters)Marshal.PtrToStructure(p, typeof(CalibrationParameters)); if (raw) calibrationParametersRaw = parameters; else calibrationParametersRectified = parameters; return parameters; } public SensorsConfiguration GetInternalSensorsConfiguration() { IntPtr p = dllz_get_sensors_configuration(CameraID); if (p == IntPtr.Zero) { return new SensorsConfiguration(); } SensorsConfiguration configuration = (SensorsConfiguration)Marshal.PtrToStructure(p, typeof(SensorsConfiguration)); return configuration; } /// <summary> /// Gets the ZED camera model (ZED or ZED Mini). /// </summary> /// <returns>Model of the ZED as sl.MODEL.</returns> public sl.MODEL GetCameraModel() { return (sl.MODEL)dllz_get_camera_model(CameraID); } /// <summary> /// Gets the ZED's camera firmware version. /// </summary> /// <returns>Firmware version.</returns> public int GetCameraFirmwareVersion() { return dllz_get_camera_firmware(CameraID); } /// <summary> /// Gets the ZED's sensors firmware version. /// </summary> /// <returns>Firmware version.</returns> public int GetSensorsFirmwareVersion() { return dllz_get_sensors_firmware(CameraID); } /// <summary> /// Gets the ZED's serial number. /// </summary> /// <returns>Serial number</returns> public int GetZEDSerialNumber() { return dllz_get_zed_serial(CameraID); } /// <summary> /// Returns the ZED's vertical field of view in radians. /// </summary> /// <returns>Vertical field of view.</returns> public float GetFOV() { return GetCalibrationParameters(false).leftCam.vFOV * Mathf.Deg2Rad; } /// <summary> /// Computes textures from the ZED. The new textures will not be displayed until an event is sent to the render thread. /// This event is called from UpdateTextures(). /// </summary> public void RetrieveTextures() { dllz_retrieve_textures(CameraID); } /// <summary> /// Swaps textures safely between the acquisition and rendering threads. /// </summary> public void SwapTextures() { dllz_swap_textures(CameraID); } /// <summary> /// Timestamp of the images used the last time the ZED wrapper updated textures. /// </summary> /// <returns></returns> public ulong GetImagesTimeStamp() { return dllz_get_updated_textures_timestamp(CameraID); } /// <summary> /// Perform a new self calibration process. /// In some cases, due to temperature changes or strong vibrations, the stereo calibration becomes less accurate. /// Use this function to update the self-calibration data and get more reliable depth values. /// <remarks>The self calibration will occur at the next \ref grab() call.</remarks> /// New values will then be available in \ref getCameraInformation(), be sure to get them to still have consistent 2D <-> 3D conversion. /// </summary> /// <param name="cameraID"></param> /// <returns></returns> public void UpdateSelfCalibration() { dllz_update_self_calibration(CameraID); } /// <summary> /// Gets the number of frames dropped since Grab() was called for the first time. /// Based on camera timestamps and an FPS comparison. /// </summary><remarks>Similar to the Frame Drop display in the ZED Explorer app.</remarks> /// <returns>Frames dropped since first Grab() call.</returns> public uint GetFrameDroppedCount() { return dllz_get_frame_dropped_count(CameraID); } /// <summary> /// Gets the percentage of frames dropped since Grab() was called for the first time. /// </summary> /// <returns>Percentage of frames dropped.</returns> public float GetFrameDroppedPercent() { return dllz_get_frame_dropped_percent(CameraID); } /// <summary> /// Gets the position of the camera and the current state of the ZED Tracking. /// </summary> /// <param name="rotation">Quaternion filled with the current rotation of the camera depending on its reference frame.</param> /// <param name="position">Vector filled with the current position of the camera depending on its reference frame.</param> /// <param name="referenceType">Reference frame for setting the rotation/position. CAMERA gives movement relative to the last pose. /// WORLD gives cumulative movements since tracking started.</param> /// <returns>State of ZED's Tracking system (off, searching, ok).</returns> public TRACKING_STATE GetPosition(ref Quaternion rotation, ref Vector3 position, REFERENCE_FRAME referenceType = REFERENCE_FRAME.WORLD) { return (TRACKING_STATE)dllz_get_position(CameraID, ref rotation, ref position, (int)referenceType); } /// <summary> /// Gets the current position of the camera and state of the tracking, with an optional offset to the tracking frame. /// </summary> /// <param name="rotation">Quaternion filled with the current rotation of the camera depending on its reference frame.</param> /// <param name="position">Vector filled with the current position of the camera depending on its reference frame.</param> /// <param name="targetQuaternion">Rotational offset applied to the tracking frame.</param> /// <param name="targetTranslation">Positional offset applied to the tracking frame.</param> /// <param name="referenceFrame">Reference frame for setting the rotation/position. CAMERA gives movement relative to the last pose. /// WORLD gives cumulative movements since tracking started.</param> /// <returns>State of ZED's Tracking system (off, searching, ok).</returns> public TRACKING_STATE GetPosition(ref Quaternion rotation, ref Vector3 translation, ref Quaternion targetQuaternion, ref Vector3 targetTranslation, REFERENCE_FRAME referenceFrame = REFERENCE_FRAME.WORLD) { return (TRACKING_STATE)dllz_get_position_at_target_frame(CameraID, ref rotation, ref translation, ref targetQuaternion, ref targetTranslation, (int)referenceFrame); } /// <summary> /// Gets the current position of the camera and state of the tracking, with a defined tracking frame. /// A tracking frame defines what part of the ZED is its center for tracking purposes. See ZEDCommon.TRACKING_FRAME. /// </summary> /// <param name="rotation">Quaternion filled with the current rotation of the camera depending on its reference frame.</param> /// <param name="position">Vector filled with the current position of the camera depending on its reference frame.</param> /// <param name="trackingFrame">Center of the ZED for tracking purposes (left eye, center, right eye).</param> /// <param name="referenceFrame">Reference frame for setting the rotation/position. CAMERA gives movement relative to the last pose. /// WORLD gives cumulative movements since tracking started.</param> /// <returns>State of ZED's Tracking system (off, searching, ok).</returns> public TRACKING_STATE GetPosition(ref Quaternion rotation, ref Vector3 translation, TRACKING_FRAME trackingFrame, REFERENCE_FRAME referenceFrame = REFERENCE_FRAME.WORLD) { Quaternion rotationOffset = Quaternion.identity; Vector3 positionOffset = Vector3.zero; switch (trackingFrame) //Add offsets to account for different tracking frames. { case sl.TRACKING_FRAME.LEFT_EYE: positionOffset = new Vector3(0, 0, 0); break; case sl.TRACKING_FRAME.RIGHT_EYE: positionOffset = new Vector3(Baseline, 0, 0); break; case sl.TRACKING_FRAME.CENTER_EYE: positionOffset = new Vector3(Baseline / 2.0f, 0, 0); break; } return (TRACKING_STATE)dllz_get_position_at_target_frame(CameraID, ref rotation, ref translation, ref rotationOffset, ref positionOffset, (int)referenceFrame); } /// <summary> /// Gets the current position of the camera and state of the tracking, filling a Pose struct useful for AR pass-through. /// </summary> /// <param name="pose">Current pose.</param> /// <param name="referenceType">Reference frame for setting the rotation/position. CAMERA gives movement relative to the last pose. /// WORLD gives cumulative movements since tracking started.</param> /// <returns>State of ZED's Tracking system (off, searching, ok).</returns> public TRACKING_STATE GetPosition(ref Pose pose, REFERENCE_FRAME referenceType = REFERENCE_FRAME.WORLD) { return (TRACKING_STATE)dllz_get_position_data(CameraID, ref pose, (int)referenceType); } /// <summary> /// Sets a prior to the IMU orientation (only for ZED-M). /// Prior must come from a external IMU, such as the HMD orientation and should be in a time frame /// that's as close as possible to the camera. /// </summary> /// <returns>Error code status.</returns> /// <param name="rotation">Prior rotation.</param> public ERROR_CODE SetIMUOrientationPrior(ref Quaternion rotation) { sl.ERROR_CODE trackingStatus = sl.ERROR_CODE.CAMERA_NOT_DETECTED; trackingStatus = (sl.ERROR_CODE)dllz_set_imu_prior_orientation(CameraID, rotation); return trackingStatus; } /// <summary> /// Gets the rotation given by the ZED-M/ZED2 IMU. Return an error if using ZED (v1) which does not contains internal sensors /// </summary> /// <param name="rotation">Rotation from the IMU.</param> /// <param name="referenceTime">time reference.</param> /// <returns>Error code status.</returns> public ERROR_CODE GetInternalIMUOrientation(ref Quaternion rotation, TIME_REFERENCE referenceTime = TIME_REFERENCE.IMAGE) { sl.ERROR_CODE err = sl.ERROR_CODE.CAMERA_NOT_DETECTED; err = (sl.ERROR_CODE)dllz_get_internal_imu_orientation(CameraID, ref rotation, (int)referenceTime); return err; } /// <summary> /// Gets the full Sensor data from the ZED-M or ZED2 . Return an error if using ZED (v1) which does not contains internal sensors /// </summary> /// <param name="data">Sensor Data.</param> /// <param name="referenceTime">Time reference.</param> /// <returns>Error code status.</returns> public ERROR_CODE GetInternalSensorsData(ref SensorsData data, TIME_REFERENCE referenceTime = TIME_REFERENCE.IMAGE) { sl.ERROR_CODE err = sl.ERROR_CODE.CAMERA_NOT_DETECTED; err = (sl.ERROR_CODE)dllz_get_internal_sensors_data(CameraID, ref data, (int)referenceTime); return err; } /// <summary> /// Converts a float array to a matrix. /// </summary> /// <param name="m">Matrix to be filled.</param> /// <param name="f">Float array to be turned into a matrix.</param> static public void Float2Matrix(ref Matrix4x4 m, float[] f) { if (f == null) return; if (f.Length != 16) return; for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { m[i, j] = f[i * 4 + j]; } } } /// <summary> /// Sets a value in the ZED's camera settings. /// </summary> /// <param name="settings">Setting to be changed (brightness, contrast, gain, exposure, etc.)</param> /// <param name="value">New value.</param> /// <param name="usedefault">True to set the settings to their default values.</param> public void SetCameraSettings(CAMERA_SETTINGS settings, int value) { AssertCameraIsReady(); //cameraSettingsManager.SetCameraSettings(CameraID, settings, value); dllz_set_video_settings(CameraID, (int)settings, value); } /// <summary> /// Gets the value of a given setting from the ZED camera. /// </summary> /// <param name="settings">Setting to be retrieved (brightness, contrast, gain, exposure, etc.)</param> public int GetCameraSettings(CAMERA_SETTINGS settings) { AssertCameraIsReady(); return dllz_get_video_settings(CameraID, (int)settings); //return cameraSettingsManager.GetCameraSettings(CameraID, settings); } /// <summary> /// Overloaded function for CAMERA_SETTINGS.AEC_AGC_ROI (requires iRect as input) /// </summary> /// <param name="settings"> Must be set to CAMERA_SETTINGS.AEC_AGC_ROI. Otherwise will return -1.</param> /// <param name="side"> defines left=0 or right=1 or both=2 sensor target</param> /// <param name="roi">the roi defined as a sl.Rect</param> /// <param name="reset">Defines if the target must be reset to full sensor</param> /// <returns></returns> public int SetCameraSettings(CAMERA_SETTINGS settings, int side, iRect roi,bool reset) { AssertCameraIsReady(); if (settings == CAMERA_SETTINGS.AEC_AGC_ROI) return dllz_set_roi_for_aec_agc(CameraID, side, roi, reset); else return -1; } /// <summary> /// Overloaded function for CAMERA_SETTINGS.AEC_AGC_ROI (requires iRect as input) /// </summary> /// <param name="settings"> Must be set to CAMERA_SETTINGS.AEC_AGC_ROI. Otherwise will return -1.</param> /// <param name="side"> defines left=0 or right=1 or both=2 sensor target.</param> /// <param name="roi"> Roi that will be filled.</param> /// <returns></returns> public int GetCameraSettings(CAMERA_SETTINGS settings, int side,ref iRect roi) { AssertCameraIsReady(); if (settings == CAMERA_SETTINGS.AEC_AGC_ROI) return dllz_get_roi_for_aec_agc(CameraID, side, ref roi); else return -1; } /// <summary> /// Reset camera settings to default /// </summary> public void ResetCameraSettings() { AssertCameraIsReady(); //cameraSettingsManager.ResetCameraSettings(this); SetCameraSettings(sl.CAMERA_SETTINGS.BRIGHTNESS, sl.ZEDCamera.brightnessDefault); SetCameraSettings(sl.CAMERA_SETTINGS.CONTRAST, sl.ZEDCamera.contrastDefault); SetCameraSettings(sl.CAMERA_SETTINGS.HUE, sl.ZEDCamera.hueDefault); SetCameraSettings(sl.CAMERA_SETTINGS.SATURATION, sl.ZEDCamera.saturationDefault); SetCameraSettings(sl.CAMERA_SETTINGS.SHARPNESS, sl.ZEDCamera.sharpnessDefault); SetCameraSettings(sl.CAMERA_SETTINGS.GAMMA, sl.ZEDCamera.gammaDefault); SetCameraSettings(sl.CAMERA_SETTINGS.AUTO_WHITEBALANCE, 1); SetCameraSettings(sl.CAMERA_SETTINGS.AEC_AGC, 1); SetCameraSettings(sl.CAMERA_SETTINGS.LED_STATUS, 1); SetCameraSettings(sl.CAMERA_SETTINGS.AEC_AGC_ROI,2, new sl.iRect(), true); } /// <summary> /// Loads camera settings (brightness, contrast, hue, saturation, gain, exposure) from a file in the /// project's root directory. /// </summary> /// <param name="path">Filename.</param> public void LoadCameraSettings(string path) { cameraSettingsManager.LoadCameraSettings(this, path); } /// <summary> /// Save the camera settings (brightness, contrast, hue, saturation, gain, exposure) to a file /// relative to the project's root directory. /// </summary> /// <param name="path">Filename.</param> public void SaveCameraSettings(string path) { cameraSettingsManager.SaveCameraSettings(path); } /// <summary> /// Retrieves camera settings from the ZED camera and loads them into a CameraSettings instance /// handled by ZEDCameraSettingsManager. /// </summary> public void RetrieveCameraSettings() { cameraSettingsManager.RetrieveSettingsCamera(this); } /// <summary> /// Returns if the camera's exposure mode is set to automatic. /// </summary> /// <returns><c>True</c> if automatic, <c>false</c> if manual.</returns> public bool GetExposureUpdateType() { return cameraSettingsManager.auto; } /// <summary> /// Returns if the camera's white balance is set to automatic. /// </summary> /// <returns><c>True</c> if automatic, <c>false</c> if manual.</returns> public bool GetWhiteBalanceUpdateType() { return cameraSettingsManager.whiteBalanceAuto; } /// <summary> /// Applies all the settings registered in the ZEDCameraSettingsManager instance to the actual ZED camera. /// </summary> public void SetCameraSettings() { cameraSettingsManager.SetSettings(this); } /// <summary> /// Gets the version of the currently installed ZED SDK. /// </summary> /// <returns>ZED SDK version as a string in the format MAJOR.MINOR.PATCH.</returns> public static string GetSDKVersion() { return PtrToStringUtf8(dllz_get_sdk_version()); } /// <summary> /// List all the connected devices with their associated information. /// This function lists all the cameras available and provides their serial number, models and other information. /// </summary> /// <returns>The device properties for each connected camera</returns> public static sl.DeviceProperties[] GetDeviceList(out int nbDevices) { sl.DeviceProperties[] deviceList = new sl.DeviceProperties[(int)Constant.MAX_CAMERA_PLUGIN]; dllz_get_device_list(deviceList, out nbDevices); return deviceList; } /// <summary> /// Performs an hardware reset of the ZED 2/ZED 2i. /// </summary> /// <param name="serialNumber">Serial number of the camera</param> /// <param name="fullReboot"> Perform a full reboot (Sensors and Video modules)</param> /// <returns>ZED SDK version as a string in the format MAJOR.MINOR.PATCH.</returns> public static sl.ERROR_CODE Reboot(int serialNumber, bool fullReboot = true) { return (sl.ERROR_CODE)dllz_reboot(serialNumber, fullReboot); } /// <summary> /// Checks if the camera has been initialized and the plugin has been loaded. Throws exceptions otherwise. /// </summary> private void AssertCameraIsReady() { if (!cameraReady) throw new Exception("ZED camera is not connected or Init() was not called."); if (!pluginIsReady) throw new Exception("Could not resolve ZED plugin dependencies."); } /// <summary> /// Deploys an event that causes the textures to be updated with images received from the ZED. /// Should be called after RetrieveTextures() so there are new images available. /// </summary> public void UpdateTextures() { GL.IssuePluginEvent(GetRenderEventFunc(), 1); } ///////////////////////////// SINGLE PIXEL UTILITY FUNCTIONS //////////////////////////////// /// <summary> /// Gets the current depth value of a pixel in the UNITS specified when the camera was started with Init(). /// May result in errors if the ZED image does not fill the whole screen. /// <param name="position">The pixel's screen space coordinates as a Vector3. /// The Z component is unused - designed to take input from Input.mousePosition.</param> /// <returns>Depth value as a float.</returns> /// </summary> public float GetDepthValue(Vector3 pixel) { if (!cameraReady) { return -1; } float posX = (float)ImageWidth * (float)((float)pixel.x / (float)Screen.width); float posY = ImageHeight * (1 - (float)pixel.y / (float)Screen.height); posX = Mathf.Clamp(posX, 0, ImageWidth); posY = Mathf.Clamp(posY, 0, ImageHeight); float d = dllz_get_depth_value(CameraID, (uint)posX, (uint)posY); return d; } /// <summary> /// Gets the current Euclidean distance (sqrt(x²+y²+z²)) of the targeted pixel of the screen to the camera. /// May result in errors if the ZED image does not fill the whole screen. /// <param name="pixel">The pixel's screen space coordinates as a Vector3. /// The Z component is unused - designed to take input from Input.mousePosition.</param> /// <returns>Distance as a float.</returns> /// </summary> public float GetDistanceValue(Vector3 pixel) { if (!cameraReady) //Do nothing if the ZED isn't initialized. { return -1; } float posX = ImageWidth * (float)pixel.x / (float)Screen.width; float posY = ImageHeight * (1 - (float)pixel.y / (float)Screen.height); posX = Mathf.Clamp(posX, 0, ImageWidth); posY = Mathf.Clamp(posY, 0, ImageHeight); return dllz_get_distance_value(CameraID, (uint)posX, (uint)posY); } /// <summary> /// Gets the position of a camera-space pixel relative to the camera frame. /// <param name="pixel">The pixel's screen space coordinates as a Vector3. /// The Z component is unused - designed to take input from Input.mousePosition.</param> /// <param name="xyz">Position relative to the camera.</param> /// <returns>True if successful.</returns> /// </summary> public bool GetXYZValue(Vector3 pixel, out Vector4 xyz) { if (!cameraReady) //Do nothing if the ZED isn't initialized. { xyz = Vector3.zero; return false; } float posX = (float)ImageWidth * (float)((float)pixel.x / (float)Screen.width); float posY = ImageHeight * (1 - (float)pixel.y / (float)Screen.height); posX = Mathf.Clamp(posX, 0, ImageWidth); posY = Mathf.Clamp(posY, 0, ImageHeight); bool r = dllz_get_xyz_value(CameraID, (uint)posX, (uint)posY, out xyz); return r; } /// <summary> /// Gets the normal of a camera-space pixel. The normal is relative to the camera. /// Use cam.worldToCameraMatrix.inverse to transform it to world space. /// Note that ZEDSupportFunctions contains high-level versions of this function that are easier to use. /// <param name="pixel">The pixel's screen space coordinates as a Vector3. /// The Z component is unused - designed to take input from Input.mousePosition.</param> /// <param name="normal">Normal value of the pixel as a Vector4.</param> /// <returns>True if successful.</returns> /// </summary> public bool GetNormalValue(Vector3 pixel, out Vector4 normal) { if (!cameraReady) //Do nothing if the ZED isn't initialized. { normal = Vector3.zero; return false; } float posX = (float)ImageWidth * (float)((float)pixel.x / (float)Screen.width); float posY = ImageHeight * (1 - (float)pixel.y / (float)Screen.height); posX = Mathf.Clamp(posX, 0, ImageWidth); posY = Mathf.Clamp(posY, 0, ImageHeight); bool r = dllz_get_normal_value(CameraID, (uint)posX, (uint)posY, out normal); return r; } /// <summary> /// Initializes and begins the spatial mapping processes. /// </summary> /// <param name="resolution_meter">Spatial mapping resolution in meters.</param> /// <param name="max_range_meter">Maximum scanning range in meters.</param> /// <param name="saveTexture">True to scan surface textures in addition to geometry.</param> /// <returns></returns> public sl.ERROR_CODE EnableSpatialMapping(SPATIAL_MAP_TYPE type, float resolution_meter, float max_range_meter, bool saveTexture = false) { sl.ERROR_CODE spatialMappingStatus = ERROR_CODE.FAILURE; //lock (grabLock) { spatialMappingStatus = (sl.ERROR_CODE)dllz_enable_spatial_mapping(CameraID, (int)type,resolution_meter, max_range_meter, System.Convert.ToInt32(saveTexture), 4096); } return spatialMappingStatus; } /// <summary> /// Disables the Spatial Mapping process. /// </summary> public void DisableSpatialMapping() { lock (grabLock) { dllz_disable_spatial_mapping(CameraID); } } /// <summary> /// Updates the internal version of the mesh and returns the sizes of the meshes. /// </summary> /// <param name="nbVerticesInSubmeshes">Array of the number of vertices in each submesh.</param> /// <param name="nbTrianglesInSubmeshes">Array of the number of triangles in each submesh.</param> /// <param name="nbSubmeshes">Number of submeshes.</param> /// <param name="updatedIndices">List of all submeshes updated since the last update.</param> /// <param name="nbVertices">Total number of updated vertices in all submeshes.</param> /// <param name="nbTriangles">Total number of updated triangles in all submeshes.</param> /// <param name="nbSubmeshMax">Maximum number of submeshes that can be handled.</param> /// <returns>Error code indicating if the update was successful, and why it wasn't otherwise.</returns> public sl.ERROR_CODE UpdateMesh(int[] nbVerticesInSubmeshes, int[] nbTrianglesInSubmeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int nbSubmeshMax) { sl.ERROR_CODE err = sl.ERROR_CODE.FAILURE; err = (sl.ERROR_CODE)dllz_update_mesh(CameraID, nbVerticesInSubmeshes, nbTrianglesInSubmeshes, ref nbSubmeshes, updatedIndices, ref nbVertices, ref nbTriangles, nbSubmeshMax); return err; } /// <summary> /// Retrieves all chunks of the generated mesh. Call UpdateMesh() before calling this. /// Vertex and triangle arrays must be at least of the sizes returned by UpdateMesh (nbVertices and nbTriangles). /// </summary> /// <param name="vertices">Vertices of the mesh.</param> /// <param name="triangles">Triangles, formatted as the index of each triangle's three vertices in the vertices array.</param> /// <param name="nbSubmeshMax">Maximum number of submeshes that can be handled.</param> /// <returns>Error code indicating if the retrieval was successful, and why it wasn't otherwise.</returns> public sl.ERROR_CODE RetrieveMesh(Vector3[] vertices, int[] triangles, int nbSubmeshMax, Vector2[] uvs, IntPtr textures) { return (sl.ERROR_CODE)dllz_retrieve_mesh(CameraID, vertices, triangles, nbSubmeshMax, uvs, textures); } /// <summary> /// Updates the fused point cloud (if spatial map type was FUSED_POINT_CLOUD) /// </summary> /// <returns>Error code indicating if the update was successful, and why it wasn't otherwise.</returns> public sl.ERROR_CODE UpdateFusedPointCloud(ref int nbVertices) { sl.ERROR_CODE err = sl.ERROR_CODE.FAILURE; err = (sl.ERROR_CODE)dllz_update_fused_point_cloud(CameraID, ref nbVertices); return err; } /// <summary> /// Retrieves all points of the fused point cloud. Call UpdateFusedPointCloud() before calling this. /// Vertex arrays must be at least of the sizes returned by UpdateFusedPointCloud /// </summary> /// <param name="vertices">Points of the fused point cloud.</param> /// <returns>Error code indicating if the retrieval was successful, and why it wasn't otherwise.</returns> public sl.ERROR_CODE RetrieveFusedPointCloud(Vector4[] vertices) { return (sl.ERROR_CODE)dllz_retrieve_fused_point_cloud(CameraID, vertices); } /// <summary> /// Starts the mesh generation process in a thread that doesn't block the spatial mapping process. /// ZEDSpatialMappingHelper calls this each time it has finished applying the last mesh update. /// </summary> public void RequestMesh() { dllz_request_mesh_async(CameraID); } /// <summary> /// Sets the pause state of the data integration mechanism for the ZED's spatial mapping. /// </summary> /// <param name="status">If true, the integration is paused. If false, the spatial mapping is resumed.</param> public void PauseSpatialMapping(bool status) { dllz_pause_spatial_mapping(CameraID, status); } /// <summary> /// Returns the mesh generation status. Useful for knowing when to update and retrieve the mesh. /// </summary> public sl.ERROR_CODE GetMeshRequestStatus() { return (sl.ERROR_CODE)dllz_get_mesh_request_status_async(CameraID); } /// <summary> /// Saves the scanned mesh in a specific file format. /// </summary> /// <param name="filename">Path and filename of the mesh.</param> /// <param name="format">File format (extension). Can be .obj, .ply or .bin.</param> public bool SaveMesh(string filename, MESH_FILE_FORMAT format) { return dllz_save_mesh(CameraID, filename, format); } /// <summary> /// Saves the scanned point cloud in a specific file format. /// </summary> /// <param name="filename">Path and filename of the point cloud.</param> /// <param name="format">File format (extension). Can be .obj, .ply or .bin.</param> public bool SavePointCloud(string filename, MESH_FILE_FORMAT format) { return dllz_save_point_cloud(CameraID, filename, format); } /// <summary> /// Loads a saved mesh file. ZEDSpatialMapping then configures itself as if the loaded mesh was just scanned. /// </summary> /// <param name="filename">Path and filename of the mesh. Should include the extension (.obj, .ply or .bin).</param> /// <param name="nbVerticesInSubmeshes">Array of the number of vertices in each submesh.</param> /// <param name="nbTrianglesInSubmeshes">Array of the number of triangles in each submesh.</param> /// <param name="nbSubmeshes">Number of submeshes.</param> /// <param name="updatedIndices">List of all submeshes updated since the last update.</param> /// <param name="nbVertices">Total number of updated vertices in all submeshes.</param> /// <param name="nbTriangles">Total number of updated triangles in all submeshes.</param> /// <param name="nbSubmeshMax">Maximum number of submeshes that can be handled.</param> /// <param name="textureSize">Array containing the sizes of all the textures (width, height) if applicable.</param> public bool LoadMesh(string filename, int[] nbVerticesInSubmeshes, int[] nbTrianglesInSubmeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int nbSubmeshMax, int[] textureSize = null) { return dllz_load_mesh(CameraID, filename, nbVerticesInSubmeshes, nbTrianglesInSubmeshes, ref nbSubmeshes, updatedIndices, ref nbVertices, ref nbTriangles, nbSubmeshMax, textureSize); } /// <summary> /// Filters a mesh to remove triangles while still preserving its overall shape (though less accurate). /// </summary> /// <param name="filterParameters">Filter level. Higher settings remove more triangles.</param> /// <param name="nbVerticesInSubmeshes">Array of the number of vertices in each submesh.</param> /// <param name="nbTrianglesInSubmeshes">Array of the number of triangles in each submesh.</param> /// <param name="nbSubmeshes">Number of submeshes.</param> /// <param name="updatedIndices">List of all submeshes updated since the last update.</param> /// <param name="nbVertices">Total number of updated vertices in all submeshes.</param> /// <param name="nbTriangles">Total number of updated triangles in all submeshes.</param> /// <param name="nbSubmeshMax">Maximum number of submeshes that can be handled.</param> public bool FilterMesh(FILTER filterParameters, int[] nbVerticesInSubemeshes, int[] nbTrianglesInSubemeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int nbSubmeshMax) { return dllz_filter_mesh(CameraID, filterParameters, nbVerticesInSubemeshes, nbTrianglesInSubemeshes, ref nbSubmeshes, updatedIndices, ref nbVertices, ref nbTriangles, nbSubmeshMax); } /// <summary> /// Applies the scanned texture onto the internal scanned mesh. /// You will need to call RetrieveMesh() with uvs and textures to get the result into Unity. /// </summary> /// <param name="nbVerticesInSubmeshes">Array of the number of vertices in each submesh.</param> /// <param name="nbTrianglesInSubmeshes">Array of the number of triangles in each submesh.</param> /// <param name="nbSubmeshes">Number of submeshes.</param> /// <param name="updatedIndices">List of all submeshes updated since the last update.</param> /// <param name="nbVertices">Total number of updated vertices in all submeshes.</param> /// <param name="nbTriangles">Total number of updated triangles in all submeshes.</param> /// <param name="textureSize"> Vector containing the size of all the texture (width, height). </param> /// <param name="nbSubmeshMax">Maximum number of submeshes that can be handled.</param> /// <returns></returns> public bool ApplyTexture(int[] nbVerticesInSubmeshes, int[] nbTrianglesInSubmeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int[] textureSize, int nbSubmeshMax) { return dllz_apply_texture(CameraID, nbVerticesInSubmeshes, nbTrianglesInSubmeshes, ref nbSubmeshes, updatedIndices, ref nbVertices, ref nbTriangles, textureSize, nbSubmeshMax); } /// <summary> /// Gets the current state of spatial mapping. /// </summary> /// <returns></returns> public SPATIAL_MAPPING_STATE GetSpatialMappingState() { return (sl.SPATIAL_MAPPING_STATE)dllz_get_spatial_mapping_state(CameraID); } /// <summary> /// Gets a vector pointing toward the direction of gravity. This is estimated from a 3D scan of the environment, /// and as such, a scan must be started/finished for this value to be calculated. /// If using the ZED Mini / ZED2, this isn't required thanks to its IMU. /// </summary> /// <returns>Vector3 pointing downward.</returns> public Vector3 GetGravityEstimate() { Vector3 v = Vector3.zero; dllz_spatial_mapping_get_gravity_estimation(CameraID, ref v); return v; } /// <summary> /// Consolidates the chunks from a scan. This is used to turn lots of small meshes (which are efficient for /// the scanning process) into several large meshes (which are more convenient to work with). /// </summary> /// <param name="numberFaces"></param> /// <param name="nbVerticesInSubmeshes">Array of the number of vertices in each submesh.</param> /// <param name="nbTrianglesInSubmeshes">Array of the number of triangles in each submesh.</param> /// <param name="nbSubmeshes">Number of submeshes.</param> /// <param name="updatedIndices">List of all submeshes updated since the last update.</param> /// <param name="nbVertices">Total number of updated vertices in all submeshes.</param> /// <param name="nbTriangles">Total number of updated triangles in all submeshes.</param> public void MergeChunks(int numberFaces, int[] nbVerticesInSubmeshes, int[] nbTrianglesInSubmeshes, ref int nbSubmeshes, int[] updatedIndices, ref int nbVertices, ref int nbTriangles, int nbSubmesh) { dllz_spatial_mapping_merge_chunks(CameraID, numberFaces, nbVerticesInSubmeshes, nbTrianglesInSubmeshes, ref nbSubmeshes, updatedIndices, ref nbVertices, ref nbTriangles, nbSubmesh); } /// <summary> /// Retrieves a measure texture from the ZED SDK and loads it into a ZEDMat. Use this to get an individual /// texture from the last grabbed frame with measurements in every pixel - such as a depth map, confidence map, etc. /// Measure textures are not human-viewable but don't lose accuracy, unlike image textures. /// </summary><remarks> /// If you want to access the texture via script, you'll usually want to specify CPU memory. Then you can use /// Marshal.Copy to move them into a new byte array, which you can load into a Texture2D. /// RetrieveMeasure() calls Camera::retrieveMeasure() in the C++ SDK. For more info, read: /// https://www.stereolabs.com/developers/documentation/API/v2.5.1/classsl_1_1Camera.html#af799d12342a7b884242fffdef5588a7f /// </remarks> /// <param name="mat">ZEDMat to fill with the new texture.</param> /// <param name="measure">Measure type (depth, confidence, xyz, etc.)</param> /// <param name="mem">Whether the image should be on CPU or GPU memory.</param> /// <param name="resolution">Resolution of the texture.</param> /// <returns>Error code indicating if the retrieval was successful, and why it wasn't otherwise.</returns> public sl.ERROR_CODE RetrieveMeasure(sl.ZEDMat mat, sl.MEASURE measure, sl.ZEDMat.MEM mem = sl.ZEDMat.MEM.MEM_CPU, sl.Resolution resolution = new sl.Resolution()) { return (sl.ERROR_CODE)(dllz_retrieve_measure(CameraID, mat.MatPtr, (int)measure, (int)mem, (int)resolution.width, (int)resolution.height)); } /// <summary> /// Retrieves an image texture from the ZED SDK and loads it into a ZEDMat. Use this to get an individual /// texture from the last grabbed frame in a human-viewable format. Image textures work for when you want the result to be visible, /// such as the direct RGB image from the camera, or a greyscale image of the depth. However it will lose accuracy if used /// to show measurements like depth or confidence, unlike measure textures. /// </summary><remarks> /// If you want to access the texture via script, you'll usually want to specify CPU memory. Then you can use /// Marshal.Copy to move them into a new byte array, which you can load into a Texture2D. Note that you may need to /// change the color space and/or flip the image. /// RetrieveMeasure() calls Camera::retrieveMeasure() in the C++ SDK. For more info, read: /// https://www.stereolabs.com/developers/documentation/API/v2.5.1/classsl_1_1Camera.html#ac40f337ccc76cacd3412b93f7f4638e2 /// </remarks> /// <param name="mat">ZEDMat to fill with the new texture.</param> /// <param name="view">Image type (left RGB, right depth map, etc.)</param> /// <param name="mem">Whether the image should be on CPU or GPU memory.</param> /// <param name="resolution">Resolution of the texture.</param> /// <returns>Error code indicating if the retrieval was successful, and why it wasn't otherwise.</returns> public sl.ERROR_CODE RetrieveImage(sl.ZEDMat mat, sl.VIEW view, sl.ZEDMat.MEM mem = sl.ZEDMat.MEM.MEM_CPU, sl.Resolution resolution = new sl.Resolution()) { return (sl.ERROR_CODE)(dllz_retrieve_image(CameraID, mat.MatPtr, (int)view, (int)mem, (int)resolution.width, (int)resolution.height)); } /// <summary> /// Computes offsets of the optical centers used to line up the ZED's images properly with Unity cameras. /// Called in ZEDRenderingPlane after the ZED finished initializing. /// </summary> /// <param name="planeDistance">Distance from a camera in the ZED rig to the quad/Canvas object holding the ZED image.</param> /// <returns></returns> public Vector4 ComputeOpticalCenterOffsets(float planeDistance) { IntPtr p = IntPtr.Zero; sl.CalibrationParameters calib = GetCalibrationParameters(false); Vector4 calibLeft = new Vector4(calib.leftCam.fx, calib.leftCam.fy, calib.leftCam.cx, calib.leftCam.cy); Vector4 calibRight = new Vector4(calib.rightCam.fx, calib.rightCam.fy, calib.rightCam.cx, calib.rightCam.cy); p = dllz_compute_optical_center_offsets(ref calibLeft, ref calibRight, this.ImageWidth, this.ImageHeight, planeDistance); if (p == IntPtr.Zero) { return new Vector4(); } Vector4 parameters = (Vector4)Marshal.PtrToStructure(p, typeof(Vector4)); return parameters; } //////////////////////// /// Plane Detection /// //////////////////////// /// <summary> /// Looks for a plane in the visible area that is likely to represent the floor. /// Use ZEDPlaneDetectionManager.DetectFloorPlane for a higher-level version that turns planes into GameObjects. /// </summary> /// <param name="plane">Data on the detected plane.</param> /// <param name="playerHeight">Height of the camera from the newly-detected floor.</param> /// <param name="priorQuat">Prior rotation.</param> /// <param name="priorTrans">Prior position.</param> /// <returns></returns> public sl.ERROR_CODE findFloorPlane(ref ZEDPlaneGameObject.PlaneData plane, out float playerHeight, Quaternion priorQuat, Vector3 priorTrans) { IntPtr p = IntPtr.Zero; Quaternion out_quat = Quaternion.identity; Vector3 out_trans = Vector3.zero; p = dllz_find_floor_plane(CameraID, out out_quat, out out_trans, priorQuat, priorTrans); plane.Bounds = new Vector3[256]; playerHeight = 0; if (p != IntPtr.Zero) { plane = (ZEDPlaneGameObject.PlaneData)Marshal.PtrToStructure(p, typeof(ZEDPlaneGameObject.PlaneData)); playerHeight = out_trans.y; return (sl.ERROR_CODE)plane.ErrorCode; } else return sl.ERROR_CODE.FAILURE; } /// <summary> /// Using data from a detected floor plane, updates supplied vertex and triangle arrays with /// data needed to make a mesh that represents it. These arrays are updated directly from the wrapper. /// </summary> /// <param name="vertices">Array to be filled with mesh vertices.</param> /// <param name="triangles">Array to be filled with mesh triangles, stored as indexes of each triangle's points.</param> /// <param name="numVertices">Total vertices in the mesh.</param> /// <param name="numTriangles">Total triangle indexes (3x number of triangles).</param> /// <returns></returns> public int convertFloorPlaneToMesh(Vector3[] vertices, int[] triangles, out int numVertices, out int numTriangles) { return dllz_convert_floorplane_to_mesh(CameraID, vertices, triangles, out numVertices, out numTriangles); } /// <summary> /// Checks for a plane in the real world at given screen-space coordinates. /// Use ZEDPlaneDetectionManager.DetectPlaneAtHit() for a higher-level version that turns planes into GameObjects. /// </summary> /// <param name="plane">Data on the detected plane.</param> /// <param name="screenPos">Point on the ZED image to check for a plane.</param> /// <returns></returns> public sl.ERROR_CODE findPlaneAtHit(ref ZEDPlaneGameObject.PlaneData plane, Vector2 screenPos) { IntPtr p = IntPtr.Zero; Quaternion out_quat = Quaternion.identity; Vector3 out_trans = Vector3.zero; float posX = (float)ImageWidth * (float)((float)screenPos.x / (float)Screen.width); float posY = ImageHeight * (1 - (float)screenPos.y / (float)Screen.height); posX = Mathf.Clamp(posX, 0, ImageWidth); posY = Mathf.Clamp(posY, 0, ImageHeight); p = dllz_find_plane_at_hit(CameraID, new Vector2(posX, posY), true); plane.Bounds = new Vector3[256]; if (p != IntPtr.Zero) { plane = (ZEDPlaneGameObject.PlaneData)Marshal.PtrToStructure(p, typeof(ZEDPlaneGameObject.PlaneData)); return (sl.ERROR_CODE)plane.ErrorCode; } else return sl.ERROR_CODE.FAILURE; } /// <summary> /// Using data from a detected hit plane, updates supplied vertex and triangle arrays with /// data needed to make a mesh that represents it. These arrays are updated directly from the wrapper. /// </summary> /// <param name="vertices">Array to be filled with mesh vertices.</param> /// <param name="triangles">Array to be filled with mesh triangles, stored as indexes of each triangle's points.</param> /// <param name="numVertices">Total vertices in the mesh.</param> /// <param name="numTriangles">Total triangle indexes (3x number of triangles).</param> /// <returns></returns> public int convertHitPlaneToMesh(Vector3[] vertices, int[] triangles, out int numVertices, out int numTriangles) { return dllz_convert_hitplane_to_mesh(CameraID, vertices, triangles, out numVertices, out numTriangles); } //////////////////////// /// Streaming Module /// //////////////////////// /// <summary> /// Creates an streaming pipeline. /// </summary> /// <params> /// Streaming parameters: See sl::StreamingParameters of ZED SDK. See ZED SDK API doc for more informations /// </params> /// <returns>An ERROR_CODE that defines if the streaming pipe was successfully created</returns> public ERROR_CODE EnableStreaming(STREAMING_CODEC codec = STREAMING_CODEC.AVCHD_BASED, uint bitrate = 8000, ushort port = 30000, int gopSize = -1, bool adaptativeBitrate = false,int chunk_size = 8096,int target_fps = 0) { int doAdaptBitrate = adaptativeBitrate ? 1 : 0; return (ERROR_CODE)dllz_enable_streaming(CameraID, codec, bitrate, port, gopSize, doAdaptBitrate, chunk_size,target_fps); } /// <summary> /// Tells if streaming is running or not. /// </summary> /// <returns> false if streaming is not enabled, true if streaming is on</returns> public bool IsStreamingEnabled() { int res = dllz_is_streaming_enabled(CameraID); if (res == 1) return true; else return false; } /// <summary> /// Stops the streaming pipeline. /// </summary> public void DisableStreaming() { dllz_disable_streaming(CameraID); } //////////////////////// /// Save utils fct /// //////////////////////// /// <summary> /// Save current image (specified by view) in a file defined by filename /// Supported formats are jpeg and png. Filename must end with either .jpg or .png /// </summary> public sl.ERROR_CODE SaveCurrentImageInFile(sl.VIEW view, String filename) { sl.ERROR_CODE err = (sl.ERROR_CODE)dllz_save_current_image(CameraID, view, filename); return err; } /// <summary> /// Save the current depth in a file defined by filename. /// Supported formats are PNG,PFM and PGM /// </summary> /// <param name="side"> defines left (0) or right (1) depth</param> /// <param name="filename"> filename must end with .png, .pfm or .pgm</param> /// <returns></returns> public sl.ERROR_CODE SaveCurrentDepthInFile(int side, String filename) { sl.ERROR_CODE err = (sl.ERROR_CODE)dllz_save_current_depth(CameraID, side, filename); return err; } /// <summary> /// Save the current point cloud in a file defined by filename. /// Supported formats are PLY,VTK,XYZ and PCD /// </summary> /// <param name="side">defines left (0) or right (1) point cloud</param> /// <param name="filename"> filename must end with .ply, .xyz , .vtk or .pcd </param> /// <returns></returns> public sl.ERROR_CODE SaveCurrentPointCloudInFile(int side, String filename) { sl.ERROR_CODE err = (sl.ERROR_CODE)dllz_save_current_point_cloud(CameraID, side, filename); return err; } //////////////////////// /// Object detection /// //////////////////////// public static sl.AI_MODELS cvtDetection(sl.DETECTION_MODEL m_in) { sl.AI_MODELS m_out = sl.AI_MODELS.LAST; switch (m_in) { case sl.DETECTION_MODEL.HUMAN_BODY_ACCURATE: m_out = sl.AI_MODELS.HUMAN_BODY_ACCURATE_DETECTION; break; case sl.DETECTION_MODEL.HUMAN_BODY_MEDIUM: m_out = sl.AI_MODELS.HUMAN_BODY_MEDIUM_DETECTION; break; case sl.DETECTION_MODEL.HUMAN_BODY_FAST: m_out = sl.AI_MODELS.HUMAN_BODY_FAST_DETECTION; break; case sl.DETECTION_MODEL.MULTI_CLASS_BOX_ACCURATE: m_out = sl.AI_MODELS.MULTI_CLASS_ACCURATE_DETECTION; break; case sl.DETECTION_MODEL.MULTI_CLASS_BOX_MEDIUM: m_out = sl.AI_MODELS.MULTI_CLASS_MEDIUM_DETECTION; break; case sl.DETECTION_MODEL.MULTI_CLASS_BOX: m_out = sl.AI_MODELS.MULTI_CLASS_DETECTION; break; case sl.DETECTION_MODEL.PERSON_HEAD_BOX: m_out = sl.AI_MODELS.PERSON_HEAD_DETECTION; break; } return m_out; } public static sl.DETECTION_MODEL cvtDetection(sl.AI_MODELS m_in) { sl.DETECTION_MODEL m_out = sl.DETECTION_MODEL.LAST; switch (m_in) { case sl.AI_MODELS.HUMAN_BODY_ACCURATE_DETECTION: m_out = sl.DETECTION_MODEL.HUMAN_BODY_ACCURATE; break; case sl.AI_MODELS.HUMAN_BODY_MEDIUM_DETECTION: m_out = sl.DETECTION_MODEL.HUMAN_BODY_MEDIUM; break; case sl.AI_MODELS.HUMAN_BODY_FAST_DETECTION: m_out = sl.DETECTION_MODEL.HUMAN_BODY_FAST; break; case sl.AI_MODELS.MULTI_CLASS_ACCURATE_DETECTION: m_out = sl.DETECTION_MODEL.MULTI_CLASS_BOX_ACCURATE; break; case sl.AI_MODELS.MULTI_CLASS_MEDIUM_DETECTION: m_out = sl.DETECTION_MODEL.MULTI_CLASS_BOX_MEDIUM; break; case sl.AI_MODELS.MULTI_CLASS_DETECTION: m_out = sl.DETECTION_MODEL.MULTI_CLASS_BOX; break; case sl.AI_MODELS.PERSON_HEAD_DETECTION: m_out = sl.DETECTION_MODEL.PERSON_HEAD_BOX; break; } return m_out; } /// <summary> /// Check if a corresponding optimized engine is found for the requested Model based on your rig configuration. /// </summary> /// <param name="model"> AI model to check.</param> /// <param name="gpu_id">ID of the gpu.</param> /// <returns></returns> public static AI_Model_status CheckAIModelStatus(AI_MODELS model, int gpu_id = 0) { IntPtr p = dllz_check_AI_model_status(model, gpu_id); if (p == IntPtr.Zero) { return new AI_Model_status(); } AI_Model_status status = (AI_Model_status)Marshal.PtrToStructure(p, typeof(AI_Model_status)); return status; } /// <summary> /// Optimize the requested model, possible download if the model is not present on the host. /// </summary> /// <param name="model">AI model to optimize.</param> /// <param name="gpu_id">ID of the gpu to optimize on.</param> /// <returns></returns> public static sl.ERROR_CODE OptimizeAIModel(AI_MODELS model, int gpu_id = 0) { return (sl.ERROR_CODE)dllz_optimize_AI_model(model, gpu_id); } /// <summary> /// Enable object detection module /// </summary> public sl.ERROR_CODE EnableObjectsDetection(ref dll_ObjectDetectionParameters od_params) { sl.ERROR_CODE objDetectStatus = ERROR_CODE.FAILURE; lock (grabLock) { objDetectStatus = (sl.ERROR_CODE)dllz_enable_objects_detection(CameraID, ref od_params); } return objDetectStatus; } /// <summary> /// Disable object detection module and release the resources. /// </summary> public void DisableObjectsDetection() { lock (grabLock) { dllz_disable_objects_detection(CameraID); } } /// <summary> /// Pause or Unpause the object detection /// </summary> /// <param name="status"></param> public void PauseObjectsDetection(bool status) { lock (grabLock) { dllz_pause_objects_detection(CameraID, status); } } public sl.ERROR_CODE IngestCustomBoxObjects(List<CustomBoxObjectData> objects_in) { return (sl.ERROR_CODE)dllz_ingest_custom_box_objects(CameraID, objects_in.Count, objects_in.ToArray()); } /// <summary> /// Retrieve object detection data /// </summary> /// <param name="od_params"> Object detection runtime parameters</param> /// <param name="objFrame"> ObjectsFrameSDK that contains all the detection data</param> /// <returns></returns> public sl.ERROR_CODE RetrieveObjectsDetectionData(ref dll_ObjectDetectionRuntimeParameters od_params, ref ObjectsFrameSDK objFrame) { return (sl.ERROR_CODE)dllz_retrieve_objects_data(CameraID, ref od_params, ref objFrame); } /// <summary> /// Update the batch trajectories and retrieve the number of batches. /// </summary> /// <param name="nbBatches"> numbers of batches /// <returns> returns an ERROR_CODE that indicates the type of error </returns> public sl.ERROR_CODE UpdateObjectsBatch(out int nbBatches) { return (sl.ERROR_CODE)dllz_update_objects_batch(CameraID, out nbBatches); } /// <summary> /// Retrieve a batch of objects. /// This function need to be called after RetrieveObjects, otherwise trajectories will be empty. /// If also needs to be called after UpdateOBjectsBatch in order to retrieve the number of batch trajectories. /// </summary> /// <remarks> To retrieve all the objectsbatches, you need to iterate from 0 to nbBatches (retrieved from UpdateObjectBatches) </remarks> /// <param name="batch_index"> index of the batch retrieved. /// <param name="objectsBatch"> trajectory that will be filled by the batching queue process</param> /// <returns> returns an ERROR_CODE that indicates the type of error </returns> public sl.ERROR_CODE GetObjectsBatch(int batch_index, ref ObjectsBatch objectsBatch) { return (sl.ERROR_CODE)dllz_get_objects_batch_data(CameraID, batch_index, ref objectsBatch.numData, ref objectsBatch.id, ref objectsBatch.label, ref objectsBatch.sublabel, ref objectsBatch.trackingState, objectsBatch.positions, objectsBatch.positionCovariances, objectsBatch.velocities, objectsBatch.timestamps, objectsBatch.boundingBoxes2D, objectsBatch.boundingBoxes, objectsBatch.confidences, objectsBatch.actionStates, objectsBatch.keypoints2D, objectsBatch.keypoints, objectsBatch.headBoundingBoxes2D, objectsBatch.headBoundingBoxes, objectsBatch.headPositions, objectsBatch.keypointConfidences); } }//Zed Camera class } // namespace sl