ZED3DObjectVisualizer.cs 18 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. var ball = (Ball)GameObject.Find("Sphere").GetComponent<Ball>();
  146. ball.Init();
  147. }
  148. /// <summary>
  149. /// Given a frame of object detections, positions a GameObject to represent every visible object
  150. /// in that object's actual 3D location within the world.
  151. /// <para>Called from ZEDManager.OnObjectDetection each time there's a new detection frame available.</para>
  152. /// </summary>
  153. private void Visualize3DBoundingBoxes(DetectionFrame dframe)
  154. {
  155. //Get a list of all active IDs from last frame, and we'll remove each box that's visible this frame.
  156. //At the end, we'll clear the remaining boxes, as those are objects no longer visible to the ZED.
  157. List<int> activeids = liveBBoxes.Keys.ToList();
  158. List<DetectedObject> newobjects = dframe.GetFilteredObjectList(showONTracked, showSEARCHINGTracked, showOFFTracked);
  159. int count = 1;
  160. foreach (var dobj in newobjects.Take(2))
  161. {
  162. GameObject bump = GameObject.Find($"Bump{count}");
  163. Bounds objbounds = dobj.Get3DWorldBounds();
  164. //Make sure the object is big enough to count. We filter out very small boxes.
  165. if (objbounds.size.x < minimumWidthToDisplay || objbounds.size == Vector3.zero) { }
  166. {
  167. //Remove the ID from the list we'll use to clear no-longer-visible boxes.
  168. if (activeids.Contains(dobj.id)) activeids.Remove(dobj.id);
  169. //Get the box and update its distance value.
  170. GameObject bbox = GetBBoxForObject(dobj);
  171. //Move the box into position.
  172. Vector3 obj_position = dobj.Get3DWorldPosition();
  173. Debug.Log($"count: {count}; X: {obj_position.x}; Y: {obj_position.y}; Z: {obj_position.z};");
  174. if (!ZEDSupportFunctions.IsVector3NaN(obj_position))
  175. {
  176. bbox.transform.position = obj_position;
  177. if (obj_position.z > 3 && obj_position.z < 4)
  178. {
  179. var scale = obj_position.z - 3;
  180. var newZ = scale * 8 - 4;
  181. bump.transform.position = new Vector3(bump.transform.position.x, bump.transform.position.y, newZ);
  182. }
  183. if (floorBBoxPosition)
  184. {
  185. bbox.transform.position = new Vector3(bbox.transform.position.x, 0, bbox.transform.position.z);
  186. }
  187. bbox.transform.rotation = dobj.Get3DWorldRotation(boxesFaceCamera); //Rotate them.
  188. }
  189. //Transform the box if desired.
  190. if (transformBoxScale)
  191. {
  192. //We'll scale the object assuming that it's mesh is the default Unity cube, or something sized equally.
  193. if (transformBoxToTouchFloor)
  194. {
  195. Vector3 startscale = objbounds.size;
  196. float distfromfloor = bbox.transform.position.y - (objbounds.size.y / 2f);
  197. bbox.transform.localScale = new Vector3(objbounds.size.x, objbounds.size.y + distfromfloor, objbounds.size.z);
  198. Vector3 newpos = bbox.transform.position;
  199. newpos.y -= (distfromfloor / 2f);
  200. bbox.transform.position = newpos;
  201. }
  202. else
  203. {
  204. bbox.transform.localScale = objbounds.size;
  205. }
  206. }
  207. //Now that we've adjusted position, tell the handler on the prefab to adjust distance display..
  208. BBox3DHandler boxhandler = bbox.GetComponent<BBox3DHandler>();
  209. if (boxhandler)
  210. {
  211. float disttobox = Vector3.Distance(dobj.detectingZEDManager.GetLeftCameraTransform().position, dobj.Get3DWorldPosition());
  212. boxhandler.SetDistance(disttobox);
  213. boxhandler.UpdateBoxUVScales();
  214. boxhandler.UpdateLabelScaleAndPosition();
  215. }
  216. //DrawDebugBox(dobj);
  217. }
  218. //Remove boxes for objects that the ZED can no longer see.
  219. foreach (int id in activeids)
  220. {
  221. ReturnBoxToPool(id, liveBBoxes[id]);
  222. }
  223. count++;
  224. }
  225. }
  226. /// <summary>
  227. /// Returs the GameObject (instantiated from boundingBoxPrefab) that represents the provided DetectedObject.
  228. /// If none exists, it retrieves one from the pool (or instantiates a new one if none is available) and
  229. /// sets it up with the proper ID and colors.
  230. /// </summary>
  231. private GameObject GetBBoxForObject(DetectedObject dobj)
  232. {
  233. if (!liveBBoxes.ContainsKey(dobj.id))
  234. {
  235. GameObject newbox = GetAvailableBBox();
  236. newbox.name = "Object #" + dobj.id;
  237. BBox3DHandler boxhandler = newbox.GetComponent<BBox3DHandler>();
  238. Color col;
  239. if (idColorDict.ContainsKey(dobj.id))
  240. {
  241. col = idColorDict[dobj.id];
  242. }
  243. else
  244. {
  245. col = GetNextColor();
  246. idColorDict.Add(dobj.id, col);
  247. }
  248. if (boxhandler)
  249. {
  250. boxhandler.SetColor(col);
  251. if (zedManager.objectDetectionModel == sl.DETECTION_MODEL.CUSTOM_BOX_OBJECTS)
  252. {
  253. //boxhandler.SetID(dobj.rawObjectData.rawLabel.ToString());
  254. boxhandler.SetID(dobj.id.ToString());
  255. }
  256. else
  257. {
  258. boxhandler.SetID(dobj.id.ToString());
  259. }
  260. }
  261. liveBBoxes[dobj.id] = newbox;
  262. return newbox;
  263. }
  264. else return liveBBoxes[dobj.id];
  265. }
  266. /// <summary>
  267. /// Gets an available GameObject (instantiated from boundingBoxPrefab) from the pool,
  268. /// or instantiates a new one if none are available.
  269. /// </summary>
  270. /// <returns></returns>
  271. private GameObject GetAvailableBBox()
  272. {
  273. if (bboxPool.Count == 0)
  274. {
  275. GameObject newbbox = Instantiate(boundingBoxPrefab);
  276. newbbox.transform.SetParent(transform, false);
  277. bboxPool.Push(newbbox);
  278. }
  279. GameObject bbox = bboxPool.Pop();
  280. bbox.SetActive(true);
  281. return bbox;
  282. }
  283. /// <summary>
  284. /// Disables a GameObject that was being used to represent an object (of the given id) and puts it back
  285. /// into the pool for later use.
  286. /// </summary>
  287. private void ReturnBoxToPool(int id, GameObject bbox)
  288. {
  289. bbox.SetActive(false);
  290. bbox.name = "Unused";
  291. bboxPool.Push(bbox);
  292. if (liveBBoxes.ContainsKey(id))
  293. {
  294. liveBBoxes.Remove(id);
  295. }
  296. else
  297. {
  298. Debug.LogError("Tried to remove object ID " + id + " from active bboxes, but it wasn't in the dictionary.");
  299. }
  300. }
  301. /// <summary>
  302. /// Returns a color from the boxColors list.
  303. /// Colors are returned sequentially in order of their appearance in that list.
  304. /// </summary>
  305. /// <returns></returns>
  306. private Color GetNextColor()
  307. {
  308. if (boxColors.Count == 0)
  309. {
  310. return new Color(.043f, .808f, .435f, 1);
  311. }
  312. if (nextColorIndex >= boxColors.Count)
  313. {
  314. nextColorIndex = 0;
  315. }
  316. Color returncol = boxColors[nextColorIndex];
  317. nextColorIndex++;
  318. return returncol;
  319. }
  320. private void OnDestroy()
  321. {
  322. if (zedManager)
  323. {
  324. zedManager.OnObjectDetection -= Visualize3DBoundingBoxes;
  325. zedManager.OnZEDReady -= OnZEDReady;
  326. }
  327. }
  328. /// <summary>
  329. /// Draws a bounding box in the Scene window. Useful for debugging a 3D bbox's position relative to it.
  330. /// </summary>
  331. private void DrawDebugBox(DetectedObject dobj)
  332. {
  333. //Test bbox orientation.
  334. Transform camtrans = dobj.detectingZEDManager.GetLeftCameraTransform();
  335. Vector3[] corners = dobj.rawObjectData.worldBoundingBox;
  336. Vector3[] rotcorners = new Vector3[8];
  337. //Vector3[] corners3d = new Vector3[8];
  338. Vector3[] corners3d = dobj.Get3DWorldCorners();
  339. for (int i = 0; i < 8; i++)
  340. {
  341. Vector3 fixrot = camtrans.InverseTransformPoint(corners[i]);
  342. rotcorners[i] = fixrot;
  343. }
  344. Debug.DrawLine(corners3d[0], corners3d[1], Color.red);
  345. Debug.DrawLine(corners3d[1], corners3d[2], Color.red);
  346. Debug.DrawLine(corners3d[2], corners3d[3], Color.red);
  347. Debug.DrawLine(corners3d[3], corners3d[0], Color.red);
  348. Debug.DrawLine(corners3d[4], corners3d[5], Color.red);
  349. Debug.DrawLine(corners3d[5], corners3d[6], Color.red);
  350. Debug.DrawLine(corners3d[6], corners3d[7], Color.red);
  351. Debug.DrawLine(corners3d[7], corners3d[4], Color.red);
  352. Debug.DrawLine(corners3d[0], corners3d[4], Color.red);
  353. Debug.DrawLine(corners3d[1], corners3d[5], Color.red);
  354. Debug.DrawLine(corners3d[2], corners3d[6], Color.red);
  355. Debug.DrawLine(corners3d[3], corners3d[7], Color.red);
  356. }
  357. }