ZED3DObjectVisualizer.cs 17 KB

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