using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
#if ZED_HDRP || ZED_URP
using UnityEngine.Rendering;
#endif
///
/// For the ZED 3D Object Detection sample. Handles the cube objects that are moved and resized
/// to represent objects detected in 3D.
/// This was designed specifically for the 3D Bounding Box prefab, and expects it to use the default
/// Unity cube model, the TopBottomBBoxMat, and a label object that floats adjacently.
///
public class BBox3DHandler : MonoBehaviour
{
///
/// Root transform of the child object that's attached nearby and holds information on the object's ID and distance.
///
[Header("Label")]
public Transform labelRoot;
///
/// Text component that displays the object's ID and distance from the camera.
///
[Tooltip("Text component that displays the object's ID and distance from the camera. ")]
public Text text2D;
///
/// Background image on the label.
///
[Tooltip("Background image on the label.")]
public Image backgroundImage;
///
/// Outline component around the background image on the label. Should reference the same object as backgroundImage.
///
[Tooltip("Outline component around the background image on the label. Should reference the same object as backgroundImage.")]
public Outline backgroundOutline;
///
/// The Y difference between the center of the label and the top of the bounding box.
/// This is used to keep the box at a consistent position, even as the box itself changes in scale.
///
[Tooltip("The Y difference between the center of the label and the top of the bounding box. " +
"This is used to keep the box at a consistent position, even as the box itself changes in scale.")]
public float heightFromBoxCeiling = -0.05f;
///
/// If true, the text2D's color will be changed when you call SetColor().
///
[Space(2)]
[Tooltip("If true, the text2D's color will be changed when you call SetColor().")]
public bool applyColorToText2D = true;
///
/// If true, the backgroundImage's color will be changed when you call SetColor().
///
[Tooltip("If true, the backgroundImage's color will be changed when you call SetColor().")]
public bool applyColorToBackgroundImage = false;
///
/// If true, the backgroundOutline's color will be changed when you call SetColor().
///
[Tooltip("If true, the backgroundOutline's color will be changed when you call SetColor().")]
public bool applyColorToBackgroundOutline = true;
///
/// If true, the object's ID will be displayed in text2D, assuming it's been updated.
///
[Space(5)]
[Tooltip("If true, the object's ID will be displayed in text2D, assuming it's been updated.")]
public bool showID = true;
///
/// If true, the object's distance from the detecting camera will be diplayed in text2D, assuming it's been updated.
///
[Tooltip("If true, the object's distance from the detecting camera will be diplayed in text2D, assuming it's been updated.")]
public bool showDistance = true;
///
/// If true, the label will increase size when further than maxDistBeforeScaling from each rendering camera so it's never too small.
///
[Space(5)]
[Tooltip("If true, the label will increase size when further than maxDistBeforeScaling from each rendering camera so it's never too small.")]
public bool useLabelMaxDistScaling = true;
///
/// If useLabelMaxDistScaling is true, this defines how far the label must be from a rendering camera to scale up.
///
[Tooltip("If useLabelMaxDistScaling is true, this defines how far the label must be from a rendering camera to scale up.")]
public float maxDistBeforeScaling = 12f;
///
/// Cache for the label's calculated scale. If useLabelMaxDistScaling is enabled, this holds the scale until Camera.onPreRender where the scale is applied.
///
private Vector3 thisFrameScale;
///
/// Lossy (world) scale of the label on start. Used to offset changes in the parent bounding box transform each frame.
///
private Vector3 labelStartLossyScale;
///
/// ID of the object that this instance is currently representing.
///
private string currentID = "";
///
/// Distance from this object to the ZED camera that detected it.
///
private float currentDistance = -1f;
private float currentX;
private float currentY;
private float currentZ;
///
/// MeshRenderer attached to this bounding box.
///
private MeshRenderer rend;
#if ZED_HDRP
///
/// If using HDRP, you can't move or modify objects on a per-camera basis: all "beginCameraRendering" behavior appears to run before the first camera starts rendering,
/// so the object state during the last camera to render is how it appears in all cameras.
/// As such, we just pick one single camera (by default the left camera of the first ZEDManager we find) and make labels face that one.
///
private Camera labelFacingCamera;
#endif
#region Shader ID caches
//We look up the IDs of shader properties once, to save a lookup (and performance) each time we access them.
private static int boxBGColorIndex;
private static int boxTexColorIndex;
private static int edgeColorIndex;
private static int xScaleIndex;
private static int yScaleIndex;
private static int zScaleIndex;
private static int floorHeightIndex;
private static bool shaderIndexIDsSet = false;
#endregion
// Use this for initialization
void Awake ()
{
if (!text2D) text2D = labelRoot.GetComponentInChildren();
thisFrameScale = labelRoot.localScale;
labelStartLossyScale = labelRoot.lossyScale;
if(!shaderIndexIDsSet)
{
FindShaderIndexes();
}
#if !ZED_HDRP && !ZED_URP
Camera.onPreCull += OnCameraPreRender;
#elif ZED_URP
RenderPipelineManager.beginCameraRendering += URPBeginCamera;
#elif ZED_HDRP
ZEDManager manager = FindObjectOfType();
labelFacingCamera = manager.GetLeftCamera();
RenderPipelineManager.beginFrameRendering += HDRPBeginFrame;
#endif
}
private void Update()
{
//Position the label so that it stays at a consistent place relative to the box's scale.
UpdateLabelScaleAndPosition();
UpdateBoxUVScales();
}
///
/// Sets the ID value that will be displayed on the box's label.
/// Usually set when the box first starts representing a detected object.
///
public void SetID(string id)
{
currentID = id;
UpdateText(currentID, currentDistance, currentX, currentY, currentZ);
}
///
/// Sets the distance value that will be displayed on the box's label.
/// Designed to indicate the distance from the camera that saw the object.
/// Value is expected in meters. Should be updated with each new detection.
///
public void SetDistance(float dist)
{
currentDistance = dist;
UpdateText(currentID, currentDistance, currentX, currentY, currentZ);
}
public void SetX(float x)
{
currentX = x;
UpdateText(currentID, currentDistance, currentX, currentY, currentZ);
}
public void SetY(float y)
{
currentY = y;
UpdateText(currentID, currentDistance, currentX, currentY, currentZ);
}
public void SetZ(float z)
{
currentZ = z;
UpdateText(currentID, currentDistance, currentX, currentY, currentZ);
}
///
/// Sets the color of the box and label elements.
/// Use this to alternate between several colors if you have multiple detected objects, and
/// keep them distinguished from one another. Or use to easily customize the visuals however you'd like.
///
public void SetColor(Color col)
{
if (text2D && applyColorToText2D)
{
text2D.color = new Color(col.r, col.g, col.b, text2D.color.a);
}
if (backgroundImage && applyColorToBackgroundImage)
{
backgroundImage.color = new Color(col.r, col.g, col.b, backgroundImage.color.a);
}
if (backgroundOutline && applyColorToBackgroundOutline)
{
backgroundOutline.effectColor = new Color(col.r, col.g, col.b, backgroundOutline.effectColor.a);
}
ApplyColorToBoxMats(col);
}
///
/// Tells the TopBottomBBoxMat material attached to the box what the transform's current scale is,
/// so that the UVs can be scaled appropriately and avoid stretching.
///
public void UpdateBoxUVScales() //TODO: Cache shader IDs.
{
MeshRenderer rend = GetComponentInChildren();
if (rend)
{
foreach (Material mat in rend.materials)
{
if (mat.HasProperty(xScaleIndex))
{
mat.SetFloat(xScaleIndex, transform.lossyScale.x);
}
if (mat.HasProperty(yScaleIndex))
{
mat.SetFloat(yScaleIndex, transform.lossyScale.y);
}
if (mat.HasProperty(zScaleIndex))
{
mat.SetFloat(zScaleIndex, transform.lossyScale.z);
}
if (mat.HasProperty(floorHeightIndex))
{
float height = transform.position.y - transform.lossyScale.y / 2f;
mat.SetFloat(floorHeightIndex, height);
}
}
}
}
///
/// Adjusts the label's scale and position to compensate for any changes in the bounding box's scale.
///
public void UpdateLabelScaleAndPosition()
{
float lossyxdif = labelStartLossyScale.x / labelRoot.lossyScale.x;
float lossyydif = labelStartLossyScale.y / labelRoot.lossyScale.y;
float lossyzdif = labelStartLossyScale.z / labelRoot.lossyScale.z;
thisFrameScale = new Vector3(labelRoot.localScale.x * lossyxdif,
labelRoot.localScale.y * lossyydif,
labelRoot.localScale.z * lossyzdif);
labelRoot.localPosition = new Vector3(labelRoot.localPosition.x, 0.5f + heightFromBoxCeiling / transform.localScale.y, labelRoot.localPosition.z);
if(!useLabelMaxDistScaling) //If we're using this, we don't apply the scale until the OnPreRender event to add additional scaling effects.
{
labelRoot.localScale = thisFrameScale;
}
}
///
/// Updates the text in the label based on the given ID and distance values.
///
private void UpdateText(string id, float dist, float x, float y, float z)
{
if (text2D)
{
text2D.text = $"ID: {id}\r\nDistance: {dist:0.00}\r\nX: {x:0.00}\r\nY: {y:0.00}\r\nZ: {z:0.00}";
}
}
///
/// Updates the colors of the 3D box materials to the given color.
///
private void ApplyColorToBoxMats(Color col)
{
if (!rend) rend = GetComponent();
Material[] mats = rend.materials;
if(!shaderIndexIDsSet)
{
FindShaderIndexes();
}
for (int m = 0; m < mats.Length; m++)
{
Material mat = new Material(rend.materials[m]);
if (mat.HasProperty(boxTexColorIndex))
{
float texalpha = mat.GetColor(boxTexColorIndex).a;
mat.SetColor(boxTexColorIndex, new Color(col.r, col.g, col.b, texalpha));
}
if (mat.HasProperty(boxBGColorIndex))
{
float bgalpha = mat.GetColor(boxBGColorIndex).a;
mat.SetColor(boxBGColorIndex, new Color(col.r, col.g, col.b, bgalpha));
}
if (mat.HasProperty(edgeColorIndex))
{
float bgalpha = mat.GetColor(edgeColorIndex).a;
mat.SetColor(edgeColorIndex, new Color(col.r, col.g, col.b, bgalpha));
}
mats[m] = mat;
}
rend.materials = mats;
}
#if ZED_URP
private void URPBeginCamera(ScriptableRenderContext context, Camera rendcam)
{
OnCameraPreRender(rendcam);
}
#elif ZED_HDRP
private void HDRPBeginFrame(ScriptableRenderContext context, Camera[] rendcams)
{
OnCameraPreRender(labelFacingCamera);
}
#endif
private void OnCameraPreRender(Camera cam)
{
if (!useLabelMaxDistScaling) return;
if (cam.name.Contains("Scene")) return;
if (float.IsInfinity(thisFrameScale.x) || float.IsInfinity(thisFrameScale.y) || float.IsInfinity(thisFrameScale.z))
{
return;
}
//float dist = Vector3.Distance(cam.transform.position, labelRoot.transform.position);
float depth = cam.WorldToScreenPoint(labelRoot.transform.position).z;
if (depth > maxDistBeforeScaling)
{
labelRoot.localScale = thisFrameScale * (depth / maxDistBeforeScaling);
}
else
{
labelRoot.localScale = thisFrameScale;
}
}
///
/// Finds and sets the static shader indexes for the properties that we'll set.
/// Used so we can call those indexes when we set the properties, which avoids a lookup
/// and increases performance.
///
private static void FindShaderIndexes()
{
boxBGColorIndex = Shader.PropertyToID("_BGColor");
boxTexColorIndex = Shader.PropertyToID("_Color");
edgeColorIndex = Shader.PropertyToID("_EdgeColor");
xScaleIndex = Shader.PropertyToID("_XScale");
yScaleIndex = Shader.PropertyToID("_YScale");
zScaleIndex = Shader.PropertyToID("_ZScale");
floorHeightIndex = Shader.PropertyToID("_FloorHeight");
shaderIndexIDsSet = true;
}
private void OnDestroy()
{
#if !ZED_HDRP && !ZED_URP
Camera.onPreCull -= OnCameraPreRender;
#elif ZED_URP
RenderPipelineManager.beginCameraRendering -= URPBeginCamera;
#elif ZED_HDRP
RenderPipelineManager.beginFrameRendering -= HDRPBeginFrame;
#endif
}
}