ZED3DObjectVisualizer.cs 18 KB

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