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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using Assets.Logging;
- using Assets.StreetLight.Poco;
- using Assets.StreetLight.Scripts;
- using Assets.ZED.SDK.Helpers.Scripts;
- using UnityEngine;
- /// <summary>
- /// For the ZED 3D Object Detection sample.
- /// Listens for new object detections (via the ZEDManager.OnObjectDetection event) and moves + resizes cube prefabs
- /// to represent them.
- /// <para>Works by instantiating a pool of prefabs, and each frame going through the DetectedFrame received from the event
- /// to make sure each detected object has a representative GameObject. Also disables GameObjects whose objects are no
- /// longer visible and returns them to the pool.</para>
- /// </summary>
- public class MyZED3DObjectVisualizer : MonoBehaviour
- {
- /// <summary>
- /// Prefab object that's instantiated to represent detected objects.
- /// This class expects the object to have the default Unity cube as a mesh - otherwise, it may be scaled incorrectly.
- /// It also expects a BBox3DHandler component in the root object, but you won't have errors if it lacks one.
- /// </summary>
- [Space(5)]
- [Header("Box Appearance")]
- [Tooltip("Prefab object that's instantiated to represent detected objects. " +
- "This class expects the object to have the default Unity cube as a mesh - otherwise, it may be scaled incorrectly.\r\n" +
- "It also expects a BBox3DHandler component in the root object, but you won't have errors if it lacks one. ")]
- public GameObject boundingBoxPrefab;
- /// <summary>
- /// The colors that will be cycled through when assigning colors to new bounding boxes.
- /// </summary>
- [Tooltip("The colors that will be cycled through when assigning colors to new bounding boxes. ")]
- //[ColorUsage(true, true)] //Uncomment to enable HDR colors in versions of Unity that support it.
- public List<Color> boxColors = new List<Color>()
- {
- new Color(.231f, .909f, .69f, 1),
- new Color(.098f, .686f, .816f, 1),
- new Color(.412f, .4f, .804f, 1),
- new Color(1, .725f, 0f, 1),
- new Color(.989f, .388f, .419f, 1)
- };
- /// <summary>
- /// 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.
- /// If false, the boxes are calculated from known bounds to face Z = 1.
- /// </summary>
- [Space(5)]
- [Header("Box Transform")]
- [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. " +
- "'False' has more parity with the SDK and will generally result in more accurate boxes.")]
- public bool boxesFaceCamera = false;
- /// <summary>
- /// If true, transforms the localScale of the root bounding box transform to match the detected 3D bounding box.
- /// </summary>
- [Tooltip("If true, transforms the localScale of the root bounding box transform to match the detected 3D bounding box. ")]
- public bool transformBoxScale = true;
- /// <summary>
- /// If true, and transformBoxScale is also true, modifies the center and Y bounds of each detected bounding box so that its
- /// bottom is at floor level (Y = 0) while keeping the other corners at the same place.
- /// </summary>
- [Tooltip("If true, and transformBoxScale is also true, modifies the center and Y bounds of each detected bounding box so that its " +
- "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.")]
- public bool transformBoxToTouchFloor = true;
- /// <summary>
- /// 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.
- /// </summary>
- [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. ")]
- [LabelOverride("Box Center Always On Floor")]
- public bool floorBBoxPosition = false;
- /// <summary>
- /// Display bounding boxes of objects that are actively being tracked by object tracking, where valid positions are known.
- /// </summary>
- [Space(5)]
- [Header("Filters")]
- [Tooltip("Display bounding boxes of objects that are actively being tracked by object tracking, where valid positions are known. ")]
- public bool showONTracked = true;
- /// <summary>
- /// Display bounding boxes of objects that were actively being tracked by object tracking, but that were lost very recently.
- /// </summary>
- [Tooltip("Display bounding boxes of objects that were actively being tracked by object tracking, but that were lost very recently.")]
- public bool showSEARCHINGTracked = false;
- /// <summary>
- /// Display bounding boxes of objects that are visible but not actively being tracked by object tracking (usually because object tracking is disabled in ZEDManager).
- /// </summary>
- [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).")]
- public bool showOFFTracked = false;
- /// <summary>
- /// How wide a bounding box has to be in order to be displayed. Use this to remove tiny bounding boxes from partially-occluded objects.
- /// (If you have this issue, it can also be helpful to set showSEARCHINGTracked to OFF.)
- /// </summary>
- [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" +
- "(If you have this issue, it can also be helpful to set showSEARCHINGTracked to OFF.)")]
- public float minimumWidthToDisplay = 0.3f;
- /// <summary>
- /// When a detected object is first given a box and assigned a color, we store it so that if the object
- /// disappears and appears again later, it's assigned the same color.
- /// This is also solvable by making the color a function of the ID number itself, but then you can get
- /// repeat colors under certain conditions.
- /// </summary>
- private Dictionary<int, Color> idColorDict = new Dictionary<int, Color>();
- /// <summary>
- /// Pre-instantiated bbox prefabs currently not in use.
- /// </summary>
- private Stack<GameObject> bboxPool = new Stack<GameObject>();
- /// <summary>
- /// All active GameObjects that were instantiated to the prefab and that currently represent a detected object.
- /// Key is the object's objectID.
- /// </summary>
- private Dictionary<int, GameObject> liveBBoxes = new Dictionary<int, GameObject>();
- /// <summary>
- /// Used to know which of the available colors will be assigned to the next bounding box to be used.
- /// </summary>
- private int nextColorIndex = 0;
- PersonManager PersonManager => personManagerLazy.Value;
- Lazy<PersonManager> personManagerLazy;
- private void Awake()
- {
- personManagerLazy = new(FindObjectOfType<PersonManager>());
- }
- // Use this for initialization
- void Start()
- {
- }
- private void Update()
- {
- Visualize3DBoundingBoxes(PersonManager.Persons);
- }
- private void ZedManager_OnObjectDetection(DetectionFrame objFrame)
- {
- //Visualize3DBoundingBoxes(objFrame);
- UpdateMinMaxCoordinates(objFrame);
- }
- private void UpdateMinMaxCoordinates(DetectionFrame objFrame)
- {
- List<DetectedObject> newobjects = objFrame.GetFilteredObjectList(showONTracked, showSEARCHINGTracked, showOFFTracked);
- foreach (var detectedObject in newobjects)
- {
- Bounds objbounds = detectedObject.Get3DWorldBounds();
- if (objbounds.size.x < minimumWidthToDisplay || objbounds.size == Vector3.zero) { }
- {
- Vector3 obj_position = detectedObject.Get3DWorldPosition();
- minX = Math.Min(minX, obj_position.x);
- maxX = Math.Max(maxX, obj_position.x);
- minY = Math.Min(minY, obj_position.y);
- maxY = Math.Max(maxY, obj_position.y);
- minZ = Math.Min(minZ, obj_position.z);
- maxZ = Math.Max(maxZ, obj_position.z);
- }
- }
- }
- float maxX = 0.9971107f;
- float minX = -0.7968294f;
- float maxY = int.MinValue;
- float minY = int.MaxValue;
- float maxZ = 2.373606f;
- float minZ = 0.4380694f;
- /// <summary>
- /// Given a frame of object detections, positions a GameObject to represent every visible object
- /// in that object's actual 3D location within the world.
- /// <para>Called from ZEDManager.OnObjectDetection each time there's a new detection frame available.</para>
- /// </summary>
- private void Visualize3DBoundingBoxes(IEnumerable<Person> persons)
- {
- //Get a list of all active IDs from last frame, and we'll remove each box that's visible this frame.
- //At the end, we'll clear the remaining boxes, as those are objects no longer visible to the ZED.
- List<int> activeids = liveBBoxes.Keys.ToList();
- foreach (var person in persons)
- {
- //GameObject bump = GameObject.Find($"Bump{count}");
- //Bounds objbounds = dobj.Get3DWorldBounds();
- //Make sure the object is big enough to count. We filter out very small boxes.
- //if (objbounds.size.x < minimumWidthToDisplay || objbounds.size == Vector3.zero) { }
- //{
- //Remove the ID from the list we'll use to clear no-longer-visible boxes.
- if (activeids.Contains(person.Id)) activeids.Remove(person.Id);
- //Get the box and update its distance value.
- GameObject bbox = GetBBoxForObject(person);
- //Move the box into position.
- //Vector3 obj_position = dobj.Get3DWorldPosition();
- //if (!ZEDSupportFunctions.IsVector3NaN(obj_position))
- //{
- bbox.transform.position = new Vector3(person.WorldPosition.x, 0, person.WorldPosition.y);
- if (floorBBoxPosition)
- {
- bbox.transform.position = new Vector3(bbox.transform.position.x, 0, bbox.transform.position.z);
- }
- var x = bbox.transform.position.x;
- var totalDistance = maxX - minX;
- var distanceFromStart = x - minX;
- var ratio = distanceFromStart / totalDistance;
- var newX = -12 + ratio * 24;
- var z = bbox.transform.position.z;
- totalDistance = maxZ - minZ;
- distanceFromStart = z - minZ;
- ratio = distanceFromStart / totalDistance;
- var newZ = -6 + ratio * 12;
- bbox.transform.position = new Vector3(newX, 0, newZ);
- //bbox.transform.rotation = dobj.Get3DWorldRotation(boxesFaceCamera); //Rotate them.
- //}
- //Transform the box if desired.
- //if (transformBoxScale)
- //{
- // //We'll scale the object assuming that it's mesh is the default Unity cube, or something sized equally.
- // if (transformBoxToTouchFloor)
- // {
- // Vector3 startscale = objbounds.size;
- // float distfromfloor = bbox.transform.position.y - (objbounds.size.y / 2f);
- // bbox.transform.localScale = new Vector3(objbounds.size.x, objbounds.size.y + distfromfloor, objbounds.size.z);
- // Vector3 newpos = bbox.transform.position;
- // newpos.y -= (distfromfloor / 2f);
- // bbox.transform.position = newpos;
- // }
- // else
- // {
- // bbox.transform.localScale = objbounds.size;
- // }
- //}
- //Now that we've adjusted position, tell the handler on the prefab to adjust distance display..
- BBox3DHandler boxhandler = bbox.GetComponent<BBox3DHandler>();
- //if (boxhandler)
- //{
- // float disttobox = Vector3.Distance(dobj.detectingZEDManager.GetLeftCameraTransform().position, dobj.Get3DWorldPosition());
- // boxhandler.SetDistance(disttobox);
- // boxhandler.UpdateBoxUVScales();
- // boxhandler.UpdateLabelScaleAndPosition();
- //}
- //DrawDebugBox(dobj);
- // }
- //Remove boxes for objects that the ZED can no longer see.
- foreach (int id in activeids)
- {
- ReturnBoxToPool(id, liveBBoxes[id]);
- }
- }
- }
- /// <summary>
- /// Returs the GameObject (instantiated from boundingBoxPrefab) that represents the provided DetectedObject.
- /// If none exists, it retrieves one from the pool (or instantiates a new one if none is available) and
- /// sets it up with the proper ID and colors.
- /// </summary>
- private GameObject GetBBoxForObject(Person dobj)
- {
- if (!liveBBoxes.ContainsKey(dobj.Id))
- {
- GameObject newbox = GetAvailableBBox();
- newbox.name = "Object #" + dobj.Id;
- BBox3DHandler boxhandler = newbox.GetComponent<BBox3DHandler>();
- Color col;
- if (idColorDict.ContainsKey(dobj.Id))
- {
- col = idColorDict[dobj.Id];
- }
- else
- {
- col = GetNextColor();
- idColorDict.Add(dobj.Id, col);
- }
- if (boxhandler)
- {
- boxhandler.SetColor(col);
- boxhandler.SetID(dobj.Id.ToString());
- }
- liveBBoxes[dobj.Id] = newbox;
- return newbox;
- }
- else return liveBBoxes[dobj.Id];
- }
- /// <summary>
- /// Gets an available GameObject (instantiated from boundingBoxPrefab) from the pool,
- /// or instantiates a new one if none are available.
- /// </summary>
- /// <returns></returns>
- private GameObject GetAvailableBBox()
- {
- if (bboxPool.Count == 0)
- {
- GameObject newbbox = Instantiate(boundingBoxPrefab);
- newbbox.transform.SetParent(transform, false);
- bboxPool.Push(newbbox);
- }
- GameObject bbox = bboxPool.Pop();
- bbox.SetActive(true);
- return bbox;
- }
- /// <summary>
- /// Disables a GameObject that was being used to represent an object (of the given id) and puts it back
- /// into the pool for later use.
- /// </summary>
- private void ReturnBoxToPool(int id, GameObject bbox)
- {
- bbox.SetActive(false);
- bbox.name = "Unused";
- bboxPool.Push(bbox);
- if (liveBBoxes.ContainsKey(id))
- {
- liveBBoxes.Remove(id);
- }
- else
- {
- Debug.LogError("Tried to remove object ID " + id + " from active bboxes, but it wasn't in the dictionary.");
- }
- }
- /// <summary>
- /// Returns a color from the boxColors list.
- /// Colors are returned sequentially in order of their appearance in that list.
- /// </summary>
- /// <returns></returns>
- private Color GetNextColor()
- {
- if (boxColors.Count == 0)
- {
- return new Color(.043f, .808f, .435f, 1);
- }
- if (nextColorIndex >= boxColors.Count)
- {
- nextColorIndex = 0;
- }
- Color returncol = boxColors[nextColorIndex];
- nextColorIndex++;
- return returncol;
- }
- private void OnDestroy()
- {
- }
- /// <summary>
- /// Draws a bounding box in the Scene window. Useful for debugging a 3D bbox's position relative to it.
- /// </summary>
- private void DrawDebugBox(DetectedObject dobj)
- {
- //Test bbox orientation.
- Transform camtrans = dobj.detectingZEDManager.GetLeftCameraTransform();
- Vector3[] corners = dobj.rawObjectData.worldBoundingBox;
- Vector3[] rotcorners = new Vector3[8];
- //Vector3[] corners3d = new Vector3[8];
- Vector3[] corners3d = dobj.Get3DWorldCorners();
- for (int i = 0; i < 8; i++)
- {
- Vector3 fixrot = camtrans.InverseTransformPoint(corners[i]);
- rotcorners[i] = fixrot;
- }
- Debug.DrawLine(corners3d[0], corners3d[1], Color.red);
- Debug.DrawLine(corners3d[1], corners3d[2], Color.red);
- Debug.DrawLine(corners3d[2], corners3d[3], Color.red);
- Debug.DrawLine(corners3d[3], corners3d[0], Color.red);
- Debug.DrawLine(corners3d[4], corners3d[5], Color.red);
- Debug.DrawLine(corners3d[5], corners3d[6], Color.red);
- Debug.DrawLine(corners3d[6], corners3d[7], Color.red);
- Debug.DrawLine(corners3d[7], corners3d[4], Color.red);
- Debug.DrawLine(corners3d[0], corners3d[4], Color.red);
- Debug.DrawLine(corners3d[1], corners3d[5], Color.red);
- Debug.DrawLine(corners3d[2], corners3d[6], Color.red);
- Debug.DrawLine(corners3d[3], corners3d[7], Color.red);
- }
- }
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