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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.UI;
- /// <summary>
- /// For the ZED 2D Object Detection sample.
- /// Listens for new object detections (via the ZEDManager.OnObjectDetection event) and moves + resizes canvas 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 ZED2DObjectVisualizer : MonoBehaviour
- {
- /// <summary>
- /// The scene's ZEDManager.
- /// If you want to visualize detections from multiple ZEDs at once you will need multiple ZED3DObjectVisualizer commponents in the scene.
- /// </summary>
- [Tooltip("The scene's ZEDManager.\r\n" +
- "If you want to visualize detections from multiple ZEDs at once you will need multiple ZED3DObjectVisualizer commponents in the scene. ")]
- public ZEDManager zedManager;
- /// <summary>
- /// The scene's canvas. This will be adjusted to have required settings/components so that the bounding boxes
- /// will line up properly with the ZED video feed.
- /// </summary>
- [Tooltip("The scene's canvas. This will be adjusted to have required settings/components so that the bounding boxes " +
- "will line up properly with the ZED video feed.")]
- public Canvas canvas;
- /// <summary>
- /// If true, the ZED Object Detection manual will be started as soon as the ZED is initiated.
- /// This avoids having to press the Start Object Detection button in ZEDManager's Inspector.
- /// </summary>
- [Tooltip("If true, the ZED Object Detection manual will be started as soon as the ZED is initiated. " +
- "This avoids having to press the Start Object Detection button in ZEDManager's Inspector.")]
- public bool startObjectDetectionAutomatically = true;
- /// <summary>
- /// Prefab object that's instantiated to represent detected objects.
- /// This should ideally be the 2D Bounding Box prefab. But otherwise, it expects the object to have a BBox2DHandler script in the root object,
- /// and the RectTransform should be bottom-left-aligned (pivot set to 0, 0).
- /// </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>
- /// 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>
- /// If true, draws a 2D mask over where the SDK believes the detected object is.
- /// </summary>
- [Space(5)]
- [Header("Mask")]
- public bool showObjectMask = true;
- /// <summary>
- /// Used to warn the user only once if they enable the mask but the mask was not enabled when object detection was initialized. See OnValidate.
- /// </summary>
- private bool lastShowObjectMaskValue;
- /// <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>
- /// Used to know which of the available colors will be assigned to the next bounding box to be used.
- /// </summary>
- private int nextColorIndex = 0;
- /// <summary>
- /// Pre-instantiated bbox prefabs currently not in use.
- /// </summary>
- private Stack<GameObject> bboxPool = new Stack<GameObject>();
- /// <summary>
- /// All active RectTransforms within GameObjects that were instantiated to the prefab and that currently represent a detected object.
- /// Key is the object's objectID.
- /// </summary>
- private Dictionary<int, RectTransform> liveBBoxes = new Dictionary<int, RectTransform>();
- /// <summary>
- /// List of all 2D masks created in a frame. Used so that they can all be disposed of in the frame afterward.
- /// </summary>
- private List<Texture2D> lastFrameMasks = new List<Texture2D>();
- private void Start()
- {
- if (!zedManager)
- {
- zedManager = FindObjectOfType<ZEDManager>();
- }
- zedManager.OnObjectDetection += Visualize2DBoundingBoxes;
- zedManager.OnZEDReady += OnZEDReady;
- if (!canvas) //If we don't have a canvas in the scene, we need one.
- {
- GameObject canvasgo = new GameObject("Canvas - " + zedManager.name);
- canvas = canvasgo.AddComponent<Canvas>();
- }
- lastShowObjectMaskValue = showObjectMask;
- }
- private void OnZEDReady()
- {
- if (startObjectDetectionAutomatically && !zedManager.IsObjectDetectionRunning)
- {
- zedManager.StartObjectDetection();
- }
- //Enforce some specific settings on the canvas that are needed for things to line up.
- canvas.renderMode = RenderMode.ScreenSpaceCamera;
- canvas.worldCamera = zedManager.GetLeftCamera();
- //Canvas needs to have its plane distance set within the camera's view frustum.
- canvas.planeDistance = 1;
- CanvasScaler scaler = canvas.GetComponent<CanvasScaler>();
- if (!scaler)
- {
- scaler = canvas.gameObject.AddComponent<CanvasScaler>();
- }
- scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
- scaler.referenceResolution = new Vector2(zedManager.zedCamera.ImageWidth, zedManager.zedCamera.ImageHeight);
- }
- //TEST
- private void Update()
- {
- //zedManager.GetLeftCamera().ResetProjectionMatrix();
- }
- /// <summary>
- /// Given a frame of object detections, positions a canvas object to represent every visible object
- /// to encompass the object within the 2D image from the ZED.
- /// <para>Called from ZEDManager.OnObjectDetection each time there's a new detection frame available.</para>
- /// </summary>
- public void Visualize2DBoundingBoxes(DetectionFrame dframe)
- {
- //Clear any masks that were displayed last frame, to avoid memory leaks.
- DestroyLastFrameMaskTextures();
- //Debug.Log("Received frame with " + dframe.detectedObjects.Count + " objects.");
- //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();
- List<DetectedObject> newobjects = dframe.GetFilteredObjectList(showONTracked, showSEARCHINGTracked, showOFFTracked);
- //Test just setting box to first available.
- foreach (DetectedObject dobj in newobjects)
- {
- //Remove the ID from the list we'll use to clear no-longer-visible boxes.
- if (activeids.Contains(dobj.id)) activeids.Remove(dobj.id);
- //Get the relevant box. This function will create a new one if it wasn't designated yet.
- RectTransform bbox = GetBBoxForObject(dobj);
- BBox2DHandler idtext = bbox.GetComponentInChildren<BBox2DHandler>();
- if (idtext)
- {
- float disttobox = Vector3.Distance(dobj.detectingZEDManager.GetLeftCameraTransform().position, dobj.Get3DWorldPosition());
- idtext.SetDistance(disttobox);
- }
- #if UNITY_2018_3_OR_NEWER
- float xmod = canvas.GetComponent<RectTransform>().rect.width / zedManager.zedCamera.ImageWidth;
- Rect objrect = dobj.Get2DBoundingBoxRect(xmod);
- #else
- Rect objrect = dobj.Get2DBoundingBoxRect();
- #endif
- //Adjust the size of the RectTransform to encompass the object.
- bbox.sizeDelta = new Vector2(objrect.width, objrect.height);
- bbox.anchoredPosition = new Vector2(objrect.x, objrect.y);
- /*
- #if UNITY_2018_3_OR_NEWER
- float xmod = canvas.GetComponent<RectTransform>().rect.width / zedManager.zedCamera.ImageWidth;
- bbox.anchoredPosition = new Vector2(bbox.anchoredPosition.x * xmod, bbox.anchoredPosition.y);
- bbox.sizeDelta *= xmod;
- #endif
- */
- //Apply the mask.
- if (showObjectMask)
- {
- //Make a new image for this new mask.
- Texture2D maskimage;
- if (dobj.GetMaskTexture(out maskimage, false))
- {
- idtext.SetMaskImage(maskimage); //Apply to 2D bbox.
- lastFrameMasks.Add(maskimage); //Cache the texture so it's deleted next time we update our objects.
- }
- }
- }
- //Remove boxes for objects that the ZED can no longer see.
- foreach (int id in activeids)
- {
- ReturnBoxToPool(id, liveBBoxes[id]);
- }
- SortActiveObjectsByDepth(); //Sort all object transforms so that ones with further depth appear behind objects that are closer.
- }
- /// <summary>
- /// Returs the RectTransform within 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 RectTransform GetBBoxForObject(DetectedObject dobj)
- {
- if (!liveBBoxes.ContainsKey(dobj.id))
- {
- GameObject newbox = GetAvailableBBox();
- newbox.transform.SetParent(canvas.transform, false);
- newbox.name = "Object #" + dobj.id;
- Color col;
- if (idColorDict.ContainsKey(dobj.id))
- {
- col = idColorDict[dobj.id];
- }
- else
- {
- col = GetNextColor();
- idColorDict.Add(dobj.id, col);
- }
- BBox2DHandler boxhandler = newbox.GetComponent<BBox2DHandler>();
- if (boxhandler)
- {
- boxhandler.SetColor(col);
- boxhandler.SetID(dobj.id);
- }
- RectTransform newrecttrans = newbox.GetComponent<RectTransform>();
- if (!newrecttrans)
- {
- Debug.LogError("BBox prefab needs a RectTransform in the root object.");
- return null;
- }
- liveBBoxes[dobj.id] = newrecttrans;
- return newrecttrans;
- }
- 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 RectTransform's 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, RectTransform bbox)
- {
- bbox.gameObject.SetActive(false);
- bbox.name = "Unused";
- bboxPool.Push(bbox.gameObject);
- 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;
- }
- /// <summary>
- /// Sorts all objects in the canvas based on their distance from the camera, so that closer objects overlap further objects.
- /// </summary>
- private void SortActiveObjectsByDepth()
- {
- List<BBox2DHandler> handlers = new List<BBox2DHandler>();
- foreach (Transform child in canvas.transform)
- {
- BBox2DHandler handler = child.GetComponent<BBox2DHandler>();
- if (handler) handlers.Add(handler);
- }
- handlers.Sort((x, y) => y.currentDistance.CompareTo(x.currentDistance));
- for (int i = 0; i < handlers.Count; i++)
- {
- handlers[i].transform.SetSiblingIndex(i);
- }
- }
- /// <summary>
- /// Destroys all textures added to the lastFrameMasks the last time Object Detection was called.
- /// Called when we're done using them (before updating with new data) to avoid memory leaks.
- /// </summary>
- private void DestroyLastFrameMaskTextures()
- {
- if (lastFrameMasks.Count > 0)
- {
- for (int i = 0; i < lastFrameMasks.Count; i++)
- {
- Destroy(lastFrameMasks[i]);
- }
- lastFrameMasks.Clear();
- }
- }
- private void OnValidate()
- {
- //If the user changes the showObjectMask setting to true, warn them if its ZEDManager has objectDetection2DMask set to false, because masks won't show up.
- if (Application.isPlaying && showObjectMask != lastShowObjectMaskValue)
- {
- lastShowObjectMaskValue = showObjectMask;
- if (!zedManager) zedManager = ZEDManager.GetInstance(sl.ZED_CAMERA_ID.CAMERA_ID_01);
- if(showObjectMask == true && zedManager != null && zedManager.objectDetection2DMask == false)
- {
- Debug.LogError("ZED2DObjectVisualizer has showObjectMask enabled, but its ZEDManager has objectDetection2DMask disabled. " +
- "objectDetection2DMask must be enabled when Object Detection is started or masks will not be visible.");
- }
- }
- }
- private void OnDestroy()
- {
- if (zedManager)
- {
- zedManager.OnObjectDetection -= Visualize2DBoundingBoxes;
- zedManager.OnZEDReady -= OnZEDReady;
- }
- DestroyLastFrameMaskTextures();
- }
- }
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