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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- #if ZED_HDRP || ZED_URP
- using UnityEngine.Rendering;
- #endif
- /// <summary>
- /// 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.
- /// </summary>
- public class BBox3DHandler : MonoBehaviour
- {
- /// <summary>
- /// Root transform of the child object that's attached nearby and holds information on the object's ID and distance.
- /// </summary>
- [Header("Label")]
- public Transform labelRoot;
- /// <summary>
- /// Text component that displays the object's ID and distance from the camera.
- /// </summary>
- [Tooltip("Text component that displays the object's ID and distance from the camera. ")]
- public Text text2D;
- /// <summary>
- /// Background image on the label.
- /// </summary>
- [Tooltip("Background image on the label.")]
- public Image backgroundImage;
- /// <summary>
- /// Outline component around the background image on the label. Should reference the same object as backgroundImage.
- /// </summary>
- [Tooltip("Outline component around the background image on the label. Should reference the same object as backgroundImage.")]
- public Outline backgroundOutline;
- /// <summary>
- /// 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.
- /// </summary>
- [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;
- /// <summary>
- /// If true, the text2D's color will be changed when you call SetColor().
- /// </summary>
- [Space(2)]
- [Tooltip("If true, the text2D's color will be changed when you call SetColor().")]
- public bool applyColorToText2D = true;
- /// <summary>
- /// If true, the backgroundImage's color will be changed when you call SetColor().
- /// </summary>
- [Tooltip("If true, the backgroundImage's color will be changed when you call SetColor().")]
- public bool applyColorToBackgroundImage = false;
- /// <summary>
- /// If true, the backgroundOutline's color will be changed when you call SetColor().
- /// </summary>
- [Tooltip("If true, the backgroundOutline's color will be changed when you call SetColor().")]
- public bool applyColorToBackgroundOutline = true;
- /// <summary>
- /// If true, the object's ID will be displayed in text2D, assuming it's been updated.
- /// </summary>
- [Space(5)]
- [Tooltip("If true, the object's ID will be displayed in text2D, assuming it's been updated.")]
- public bool showID = true;
- /// <summary>
- /// If true, the object's distance from the detecting camera will be diplayed in text2D, assuming it's been updated.
- /// </summary>
- [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;
- /// <summary>
- /// If true, the label will increase size when further than maxDistBeforeScaling from each rendering camera so it's never too small.
- /// </summary>
- [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;
- /// <summary>
- /// If useLabelMaxDistScaling is true, this defines how far the label must be from a rendering camera to scale up.
- /// </summary>
- [Tooltip("If useLabelMaxDistScaling is true, this defines how far the label must be from a rendering camera to scale up.")]
- public float maxDistBeforeScaling = 12f;
- /// <summary>
- /// Cache for the label's calculated scale. If useLabelMaxDistScaling is enabled, this holds the scale until Camera.onPreRender where the scale is applied.
- /// </summary>
- private Vector3 thisFrameScale;
- /// <summary>
- /// Lossy (world) scale of the label on start. Used to offset changes in the parent bounding box transform each frame.
- /// </summary>
- private Vector3 labelStartLossyScale;
- /// <summary>
- /// ID of the object that this instance is currently representing.
- /// </summary>
- private string currentID = "";
- /// <summary>
- /// Distance from this object to the ZED camera that detected it.
- /// </summary>
- private float currentDistance = -1f;
- /// <summary>
- /// MeshRenderer attached to this bounding box.
- /// </summary>
- private MeshRenderer rend;
- #if ZED_HDRP
- /// <summary>
- /// 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.
- /// </summary>
- 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<Text>();
- 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<ZEDManager>();
- 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();
- }
- /// <summary>
- /// Sets the ID value that will be displayed on the box's label.
- /// Usually set when the box first starts representing a detected object.
- /// </summary>
- public void SetID(string id)
- {
- currentID = id;
- UpdateText(currentID, currentDistance);
- }
- /// <summary>
- /// 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.
- /// </summary>
- public void SetDistance(float dist)
- {
- currentDistance = dist;
- UpdateText(currentID, currentDistance);
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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);
- }
- /// <summary>
- /// 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.
- /// </summary>
- public void UpdateBoxUVScales() //TODO: Cache shader IDs.
- {
- MeshRenderer rend = GetComponentInChildren<MeshRenderer>();
- 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);
- }
- }
- }
- }
- /// <summary>
- /// Adjusts the label's scale and position to compensate for any changes in the bounding box's scale.
- /// </summary>
- 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;
- }
- }
- /// <summary>
- /// Updates the text in the label based on the given ID and distance values.
- /// </summary>
- private void UpdateText(string id, float dist)
- {
- string newtext = "";
- if (showID) newtext += "ID: " + id.ToString();
- if (showID && showDistance) newtext += "\r\n";
- if (showDistance) newtext += dist.ToString("F2") + "m";
- if (text2D) text2D.text = newtext;
- }
- /// <summary>
- /// Updates the colors of the 3D box materials to the given color.
- /// </summary>
- private void ApplyColorToBoxMats(Color col)
- {
- if (!rend) rend = GetComponent<MeshRenderer>();
- 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;
- }
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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
- }
- }
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