ZED3DObjectVisualizer.cs 19 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using Assets.Logging;
  6. using Assets.ZED.SDK.Helpers.Scripts;
  7. using UnityEngine;
  8. /// <summary>
  9. /// For the ZED 3D Object Detection sample.
  10. /// Listens for new object detections (via the ZEDManager.OnObjectDetection event) and moves + resizes cube prefabs
  11. /// to represent them.
  12. /// <para>Works by instantiating a pool of prefabs, and each frame going through the DetectedFrame received from the event
  13. /// to make sure each detected object has a representative GameObject. Also disables GameObjects whose objects are no
  14. /// longer visible and returns them to the pool.</para>
  15. /// </summary>
  16. public class ZED3DObjectVisualizer : MonoBehaviour
  17. {
  18. /// <summary>
  19. /// The scene's ZEDManager.
  20. /// If you want to visualize detections from multiple ZEDs at once you will need multiple ZED3DObjectVisualizer commponents in the scene.
  21. /// </summary>
  22. [Tooltip("The scene's ZEDManager.\r\n" +
  23. "If you want to visualize detections from multiple ZEDs at once you will need multiple ZED3DObjectVisualizer commponents in the scene. ")]
  24. IZEDManager ZedManager => zedManagerLazy.Value;
  25. Lazy<IZEDManager> zedManagerLazy;
  26. /// <summary>
  27. /// If true, the ZED Object Detection manual will be started as soon as the ZED is initiated.
  28. /// This avoids having to press the Start Object Detection button in ZEDManager's Inspector.
  29. /// </summary>
  30. [Tooltip("If true, the ZED Object Detection manual will be started as soon as the ZED is initiated. " +
  31. "This avoids having to press the Start Object Detection button in ZEDManager's Inspector.")]
  32. public bool startObjectDetectionAutomatically = true;
  33. /// <summary>
  34. /// Prefab object that's instantiated to represent detected objects.
  35. /// This class expects the object to have the default Unity cube as a mesh - otherwise, it may be scaled incorrectly.
  36. /// It also expects a BBox3DHandler component in the root object, but you won't have errors if it lacks one.
  37. /// </summary>
  38. [Space(5)]
  39. [Header("Box Appearance")]
  40. [Tooltip("Prefab object that's instantiated to represent detected objects. " +
  41. "This class expects the object to have the default Unity cube as a mesh - otherwise, it may be scaled incorrectly.\r\n" +
  42. "It also expects a BBox3DHandler component in the root object, but you won't have errors if it lacks one. ")]
  43. public GameObject boundingBoxPrefab;
  44. /// <summary>
  45. /// The colors that will be cycled through when assigning colors to new bounding boxes.
  46. /// </summary>
  47. [Tooltip("The colors that will be cycled through when assigning colors to new bounding boxes. ")]
  48. //[ColorUsage(true, true)] //Uncomment to enable HDR colors in versions of Unity that support it.
  49. public List<Color> boxColors = new List<Color>()
  50. {
  51. new Color(.231f, .909f, .69f, 1),
  52. new Color(.098f, .686f, .816f, 1),
  53. new Color(.412f, .4f, .804f, 1),
  54. new Color(1, .725f, 0f, 1),
  55. new Color(.989f, .388f, .419f, 1)
  56. };
  57. /// <summary>
  58. /// If true, bounding boxes are rotated to face the camera that detected them. This has more parity with the SDK and will generally result in more accurate boxes.
  59. /// If false, the boxes are calculated from known bounds to face Z = 1.
  60. /// </summary>
  61. [Space(5)]
  62. [Header("Box Transform")]
  63. [Tooltip("If true, bounding boxes are rotated to face the camera that detected them. If false, the boxes are calculated from known bounds to face Z = 1. " +
  64. "'False' has more parity with the SDK and will generally result in more accurate boxes.")]
  65. public bool boxesFaceCamera = false;
  66. /// <summary>
  67. /// If true, transforms the localScale of the root bounding box transform to match the detected 3D bounding box.
  68. /// </summary>
  69. [Tooltip("If true, transforms the localScale of the root bounding box transform to match the detected 3D bounding box. ")]
  70. public bool transformBoxScale = true;
  71. /// <summary>
  72. /// If true, and transformBoxScale is also true, modifies the center and Y bounds of each detected bounding box so that its
  73. /// bottom is at floor level (Y = 0) while keeping the other corners at the same place.
  74. /// </summary>
  75. [Tooltip("If true, and transformBoxScale is also true, modifies the center and Y bounds of each detected bounding box so that its " +
  76. "bottom is at floor level (Y = 0) while keeping the other corners at the same place. WARNING: Estimate Initial position must be set to true.")]
  77. public bool transformBoxToTouchFloor = true;
  78. /// <summary>
  79. /// If true, sets the Y value of the center of the bounding box to 0. Use for bounding box prefabs meant to be centered at the user's feet.
  80. /// </summary>
  81. [Tooltip("If true, sets the Y value of the center of the bounding box to 0. Use for bounding box prefabs meant to be centered at the user's feet. ")]
  82. [LabelOverride("Box Center Always On Floor")]
  83. public bool floorBBoxPosition = false;
  84. /// <summary>
  85. /// Display bounding boxes of objects that are actively being tracked by object tracking, where valid positions are known.
  86. /// </summary>
  87. [Space(5)]
  88. [Header("Filters")]
  89. [Tooltip("Display bounding boxes of objects that are actively being tracked by object tracking, where valid positions are known. ")]
  90. public bool showONTracked = true;
  91. /// <summary>
  92. /// Display bounding boxes of objects that were actively being tracked by object tracking, but that were lost very recently.
  93. /// </summary>
  94. [Tooltip("Display bounding boxes of objects that were actively being tracked by object tracking, but that were lost very recently.")]
  95. public bool showSEARCHINGTracked = false;
  96. /// <summary>
  97. /// Display bounding boxes of objects that are visible but not actively being tracked by object tracking (usually because object tracking is disabled in ZEDManager).
  98. /// </summary>
  99. [Tooltip("Display bounding boxes of objects that are visible but not actively being tracked by object tracking (usually because object tracking is disabled in ZEDManager).")]
  100. public bool showOFFTracked = false;
  101. /// <summary>
  102. /// How wide a bounding box has to be in order to be displayed. Use this to remove tiny bounding boxes from partially-occluded objects.
  103. /// (If you have this issue, it can also be helpful to set showSEARCHINGTracked to OFF.)
  104. /// </summary>
  105. [Tooltip("How wide a bounding box has to be in order to be displayed. Use this to remove tiny bounding boxes from partially-occluded objects.\r\n" +
  106. "(If you have this issue, it can also be helpful to set showSEARCHINGTracked to OFF.)")]
  107. public float minimumWidthToDisplay = 0.3f;
  108. /// <summary>
  109. /// When a detected object is first given a box and assigned a color, we store it so that if the object
  110. /// disappears and appears again later, it's assigned the same color.
  111. /// This is also solvable by making the color a function of the ID number itself, but then you can get
  112. /// repeat colors under certain conditions.
  113. /// </summary>
  114. private Dictionary<int, Color> idColorDict = new Dictionary<int, Color>();
  115. /// <summary>
  116. /// Pre-instantiated bbox prefabs currently not in use.
  117. /// </summary>
  118. private Stack<GameObject> bboxPool = new Stack<GameObject>();
  119. /// <summary>
  120. /// All active GameObjects that were instantiated to the prefab and that currently represent a detected object.
  121. /// Key is the object's objectID.
  122. /// </summary>
  123. private Dictionary<int, GameObject> liveBBoxes = new Dictionary<int, GameObject>();
  124. /// <summary>
  125. /// Used to know which of the available colors will be assigned to the next bounding box to be used.
  126. /// </summary>
  127. private int nextColorIndex = 0;
  128. private void Awake()
  129. {
  130. zedManagerLazy = new(new LoggingZEDManager(FindObjectOfType<ZEDManager>(), new DetectionFrameLogger()));
  131. }
  132. // Use this for initialization
  133. void Start()
  134. {
  135. ZedManager.OnObjectDetection += Visualize3DBoundingBoxes;
  136. ZedManager.OnZEDReady += OnZEDReady;
  137. if (ZedManager.EstimateInitialPosition == false && transformBoxToTouchFloor == true)
  138. {
  139. Debug.Log("Estimate initial position is set to false. Then, transformBoxToTouchFloor is disable.");
  140. transformBoxToTouchFloor = false;
  141. }
  142. }
  143. private void OnZEDReady()
  144. {
  145. if (startObjectDetectionAutomatically && !ZedManager.IsObjectDetectionRunning)
  146. {
  147. ZedManager.StartObjectDetection();
  148. }
  149. }
  150. /// <summary>
  151. /// Given a frame of object detections, positions a GameObject to represent every visible object
  152. /// in that object's actual 3D location within the world.
  153. /// <para>Called from ZEDManager.OnObjectDetection each time there's a new detection frame available.</para>
  154. /// </summary>
  155. private void Visualize3DBoundingBoxes(DetectionFrame dframe)
  156. {
  157. //Get a list of all active IDs from last frame, and we'll remove each box that's visible this frame.
  158. //At the end, we'll clear the remaining boxes, as those are objects no longer visible to the ZED.
  159. List<int> activeids = liveBBoxes.Keys.ToList();
  160. List<DetectedObject> newobjects = dframe.GetFilteredObjectList(showONTracked, showSEARCHINGTracked, showOFFTracked);
  161. if (newobjects.Any())
  162. {
  163. if (newobjects.Count >= 2)
  164. {
  165. var ball = GameObject.Find("Sphere").GetComponent<Ball>();
  166. if (!ball.IsInUse)
  167. {
  168. ball.Kickoff();
  169. }
  170. }
  171. int count = 1;
  172. foreach (var dobj in newobjects.Take(2))
  173. {
  174. GameObject bump = GameObject.Find($"Bump{count}");
  175. Bounds objbounds = dobj.Get3DWorldBounds();
  176. //Make sure the object is big enough to count. We filter out very small boxes.
  177. if (objbounds.size.x < minimumWidthToDisplay || objbounds.size == Vector3.zero) { }
  178. {
  179. //Remove the ID from the list we'll use to clear no-longer-visible boxes.
  180. if (activeids.Contains(dobj.id)) activeids.Remove(dobj.id);
  181. //Get the box and update its distance value.
  182. GameObject bbox = GetBBoxForObject(dobj);
  183. //Move the box into position.
  184. Vector3 obj_position = dobj.Get3DWorldPosition();
  185. Debug.Log($"count: {count}; X: {obj_position.x}; Y: {obj_position.y}; Z: {obj_position.z};");
  186. if (!ZEDSupportFunctions.IsVector3NaN(obj_position))
  187. {
  188. bbox.transform.position = obj_position;
  189. if (obj_position.z > 3 && obj_position.z < 4)
  190. {
  191. var scale = obj_position.z - 3;
  192. var newZ = scale * 8 - 4;
  193. bump.transform.position = new Vector3(bump.transform.position.x, bump.transform.position.y, newZ);
  194. }
  195. if (floorBBoxPosition)
  196. {
  197. bbox.transform.position = new Vector3(bbox.transform.position.x, 0, bbox.transform.position.z);
  198. }
  199. bbox.transform.rotation = dobj.Get3DWorldRotation(boxesFaceCamera); //Rotate them.
  200. }
  201. //Transform the box if desired.
  202. if (transformBoxScale)
  203. {
  204. //We'll scale the object assuming that it's mesh is the default Unity cube, or something sized equally.
  205. if (transformBoxToTouchFloor)
  206. {
  207. Vector3 startscale = objbounds.size;
  208. float distfromfloor = bbox.transform.position.y - (objbounds.size.y / 2f);
  209. bbox.transform.localScale = new Vector3(objbounds.size.x, objbounds.size.y + distfromfloor, objbounds.size.z);
  210. Vector3 newpos = bbox.transform.position;
  211. newpos.y -= (distfromfloor / 2f);
  212. bbox.transform.position = newpos;
  213. }
  214. else
  215. {
  216. bbox.transform.localScale = objbounds.size;
  217. }
  218. }
  219. //Now that we've adjusted position, tell the handler on the prefab to adjust distance display..
  220. BBox3DHandler boxhandler = bbox.GetComponent<BBox3DHandler>();
  221. if (boxhandler)
  222. {
  223. float disttobox = Vector3.Distance(dobj.detectingZEDManager.GetLeftCameraTransform().position, dobj.Get3DWorldPosition());
  224. boxhandler.SetDistance(disttobox);
  225. boxhandler.UpdateBoxUVScales();
  226. boxhandler.UpdateLabelScaleAndPosition();
  227. }
  228. //DrawDebugBox(dobj);
  229. }
  230. //Remove boxes for objects that the ZED can no longer see.
  231. foreach (int id in activeids)
  232. {
  233. ReturnBoxToPool(id, liveBBoxes[id]);
  234. }
  235. count++;
  236. }
  237. }
  238. else
  239. {
  240. var ball = GameObject.Find("Sphere").GetComponent<Ball>();
  241. ball.Recenter();
  242. }
  243. }
  244. /// <summary>
  245. /// Returs the GameObject (instantiated from boundingBoxPrefab) that represents the provided DetectedObject.
  246. /// If none exists, it retrieves one from the pool (or instantiates a new one if none is available) and
  247. /// sets it up with the proper ID and colors.
  248. /// </summary>
  249. private GameObject GetBBoxForObject(DetectedObject dobj)
  250. {
  251. if (!liveBBoxes.ContainsKey(dobj.id))
  252. {
  253. GameObject newbox = GetAvailableBBox();
  254. newbox.name = "Object #" + dobj.id;
  255. BBox3DHandler boxhandler = newbox.GetComponent<BBox3DHandler>();
  256. Color col;
  257. if (idColorDict.ContainsKey(dobj.id))
  258. {
  259. col = idColorDict[dobj.id];
  260. }
  261. else
  262. {
  263. col = GetNextColor();
  264. idColorDict.Add(dobj.id, col);
  265. }
  266. if (boxhandler)
  267. {
  268. boxhandler.SetColor(col);
  269. if (ZedManager.ObjectDetectionModel == sl.DETECTION_MODEL.CUSTOM_BOX_OBJECTS)
  270. {
  271. //boxhandler.SetID(dobj.rawObjectData.rawLabel.ToString());
  272. boxhandler.SetID(dobj.id.ToString());
  273. }
  274. else
  275. {
  276. boxhandler.SetID(dobj.id.ToString());
  277. }
  278. }
  279. liveBBoxes[dobj.id] = newbox;
  280. return newbox;
  281. }
  282. else return liveBBoxes[dobj.id];
  283. }
  284. /// <summary>
  285. /// Gets an available GameObject (instantiated from boundingBoxPrefab) from the pool,
  286. /// or instantiates a new one if none are available.
  287. /// </summary>
  288. /// <returns></returns>
  289. private GameObject GetAvailableBBox()
  290. {
  291. if (bboxPool.Count == 0)
  292. {
  293. GameObject newbbox = Instantiate(boundingBoxPrefab);
  294. newbbox.transform.SetParent(transform, false);
  295. bboxPool.Push(newbbox);
  296. }
  297. GameObject bbox = bboxPool.Pop();
  298. bbox.SetActive(true);
  299. return bbox;
  300. }
  301. /// <summary>
  302. /// Disables a GameObject that was being used to represent an object (of the given id) and puts it back
  303. /// into the pool for later use.
  304. /// </summary>
  305. private void ReturnBoxToPool(int id, GameObject bbox)
  306. {
  307. bbox.SetActive(false);
  308. bbox.name = "Unused";
  309. bboxPool.Push(bbox);
  310. if (liveBBoxes.ContainsKey(id))
  311. {
  312. liveBBoxes.Remove(id);
  313. }
  314. else
  315. {
  316. Debug.LogError("Tried to remove object ID " + id + " from active bboxes, but it wasn't in the dictionary.");
  317. }
  318. }
  319. /// <summary>
  320. /// Returns a color from the boxColors list.
  321. /// Colors are returned sequentially in order of their appearance in that list.
  322. /// </summary>
  323. /// <returns></returns>
  324. private Color GetNextColor()
  325. {
  326. if (boxColors.Count == 0)
  327. {
  328. return new Color(.043f, .808f, .435f, 1);
  329. }
  330. if (nextColorIndex >= boxColors.Count)
  331. {
  332. nextColorIndex = 0;
  333. }
  334. Color returncol = boxColors[nextColorIndex];
  335. nextColorIndex++;
  336. return returncol;
  337. }
  338. private void OnDestroy()
  339. {
  340. if (ZedManager != null)
  341. {
  342. ZedManager.OnObjectDetection -= Visualize3DBoundingBoxes;
  343. ZedManager.OnZEDReady -= OnZEDReady;
  344. }
  345. }
  346. /// <summary>
  347. /// Draws a bounding box in the Scene window. Useful for debugging a 3D bbox's position relative to it.
  348. /// </summary>
  349. private void DrawDebugBox(DetectedObject dobj)
  350. {
  351. //Test bbox orientation.
  352. Transform camtrans = dobj.detectingZEDManager.GetLeftCameraTransform();
  353. Vector3[] corners = dobj.rawObjectData.worldBoundingBox;
  354. Vector3[] rotcorners = new Vector3[8];
  355. //Vector3[] corners3d = new Vector3[8];
  356. Vector3[] corners3d = dobj.Get3DWorldCorners();
  357. for (int i = 0; i < 8; i++)
  358. {
  359. Vector3 fixrot = camtrans.InverseTransformPoint(corners[i]);
  360. rotcorners[i] = fixrot;
  361. }
  362. Debug.DrawLine(corners3d[0], corners3d[1], Color.red);
  363. Debug.DrawLine(corners3d[1], corners3d[2], Color.red);
  364. Debug.DrawLine(corners3d[2], corners3d[3], Color.red);
  365. Debug.DrawLine(corners3d[3], corners3d[0], Color.red);
  366. Debug.DrawLine(corners3d[4], corners3d[5], Color.red);
  367. Debug.DrawLine(corners3d[5], corners3d[6], Color.red);
  368. Debug.DrawLine(corners3d[6], corners3d[7], Color.red);
  369. Debug.DrawLine(corners3d[7], corners3d[4], Color.red);
  370. Debug.DrawLine(corners3d[0], corners3d[4], Color.red);
  371. Debug.DrawLine(corners3d[1], corners3d[5], Color.red);
  372. Debug.DrawLine(corners3d[2], corners3d[6], Color.red);
  373. Debug.DrawLine(corners3d[3], corners3d[7], Color.red);
  374. }
  375. }