ZED3DObjectVisualizer.cs 17 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEngine;
  6. using UnityEngine.UIElements;
  7. /// <summary>
  8. /// For the ZED 3D Object Detection sample.
  9. /// Listens for new object detections (via the ZEDManager.OnObjectDetection event) and moves + resizes cube prefabs
  10. /// to represent them.
  11. /// <para>Works by instantiating a pool of prefabs, and each frame going through the DetectedFrame received from the event
  12. /// to make sure each detected object has a representative GameObject. Also disables GameObjects whose objects are no
  13. /// longer visible and returns them to the pool.</para>
  14. /// </summary>
  15. public class ZED3DObjectVisualizer : MonoBehaviour
  16. {
  17. /// <summary>
  18. /// The scene's ZEDManager.
  19. /// If you want to visualize detections from multiple ZEDs at once you will need multiple ZED3DObjectVisualizer commponents in the scene.
  20. /// </summary>
  21. [Tooltip("The scene's ZEDManager.\r\n" +
  22. "If you want to visualize detections from multiple ZEDs at once you will need multiple ZED3DObjectVisualizer commponents in the scene. ")]
  23. IZEDManager ZedManager => zedManagerLazy.Value;
  24. Lazy<IZEDManager> zedManagerLazy;
  25. /// <summary>
  26. /// 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. /// </summary>
  29. [Tooltip("If true, the ZED Object Detection manual will be started as soon as the ZED is initiated. " +
  30. "This avoids having to press the Start Object Detection button in ZEDManager's Inspector.")]
  31. public bool startObjectDetectionAutomatically = true;
  32. /// <summary>
  33. /// Prefab object that's instantiated to represent detected objects.
  34. /// This class expects the object to have the default Unity cube as a mesh - otherwise, it may be scaled incorrectly.
  35. /// It also expects a BBox3DHandler component in the root object, but you won't have errors if it lacks one.
  36. /// </summary>
  37. [Space(5)]
  38. [Header("Box Appearance")]
  39. [Tooltip("Prefab object that's instantiated to represent detected objects. " +
  40. "This class expects the object to have the default Unity cube as a mesh - otherwise, it may be scaled incorrectly.\r\n" +
  41. "It also expects a BBox3DHandler component in the root object, but you won't have errors if it lacks one. ")]
  42. public GameObject boundingBoxPrefab;
  43. /// <summary>
  44. /// The colors that will be cycled through when assigning colors to new bounding boxes.
  45. /// </summary>
  46. [Tooltip("The colors that will be cycled through when assigning colors to new bounding boxes. ")]
  47. //[ColorUsage(true, true)] //Uncomment to enable HDR colors in versions of Unity that support it.
  48. public List<Color> boxColors = new List<Color>()
  49. {
  50. new Color(.231f, .909f, .69f, 1),
  51. new Color(.098f, .686f, .816f, 1),
  52. new Color(.412f, .4f, .804f, 1),
  53. new Color(1, .725f, 0f, 1),
  54. new Color(.989f, .388f, .419f, 1)
  55. };
  56. /// <summary>
  57. /// 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.
  58. /// If false, the boxes are calculated from known bounds to face Z = 1.
  59. /// </summary>
  60. [Space(5)]
  61. [Header("Box Transform")]
  62. [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. " +
  63. "'False' has more parity with the SDK and will generally result in more accurate boxes.")]
  64. public bool boxesFaceCamera = false;
  65. /// <summary>
  66. /// If true, transforms the localScale of the root bounding box transform to match the detected 3D bounding box.
  67. /// </summary>
  68. [Tooltip("If true, transforms the localScale of the root bounding box transform to match the detected 3D bounding box. ")]
  69. public bool transformBoxScale = true;
  70. /// <summary>
  71. /// 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.
  73. /// </summary>
  74. [Tooltip("If true, and transformBoxScale is also true, modifies the center and Y bounds of each detected bounding box so that its " +
  75. "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.")]
  76. public bool transformBoxToTouchFloor = true;
  77. /// <summary>
  78. /// 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.
  79. /// </summary>
  80. [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. ")]
  81. [LabelOverride("Box Center Always On Floor")]
  82. public bool floorBBoxPosition = false;
  83. /// <summary>
  84. /// Display bounding boxes of objects that are actively being tracked by object tracking, where valid positions are known.
  85. /// </summary>
  86. [Space(5)]
  87. [Header("Filters")]
  88. [Tooltip("Display bounding boxes of objects that are actively being tracked by object tracking, where valid positions are known. ")]
  89. public bool showONTracked = true;
  90. /// <summary>
  91. /// Display bounding boxes of objects that were actively being tracked by object tracking, but that were lost very recently.
  92. /// </summary>
  93. [Tooltip("Display bounding boxes of objects that were actively being tracked by object tracking, but that were lost very recently.")]
  94. public bool showSEARCHINGTracked = false;
  95. /// <summary>
  96. /// Display bounding boxes of objects that are visible but not actively being tracked by object tracking (usually because object tracking is disabled in ZEDManager).
  97. /// </summary>
  98. [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).")]
  99. public bool showOFFTracked = false;
  100. /// <summary>
  101. /// How wide a bounding box has to be in order to be displayed. Use this to remove tiny bounding boxes from partially-occluded objects.
  102. /// (If you have this issue, it can also be helpful to set showSEARCHINGTracked to OFF.)
  103. /// </summary>
  104. [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" +
  105. "(If you have this issue, it can also be helpful to set showSEARCHINGTracked to OFF.)")]
  106. public float minimumWidthToDisplay = 0.3f;
  107. /// <summary>
  108. /// When a detected object is first given a box and assigned a color, we store it so that if the object
  109. /// disappears and appears again later, it's assigned the same color.
  110. /// This is also solvable by making the color a function of the ID number itself, but then you can get
  111. /// repeat colors under certain conditions.
  112. /// </summary>
  113. private Dictionary<int, Color> idColorDict = new Dictionary<int, Color>();
  114. /// <summary>
  115. /// Pre-instantiated bbox prefabs currently not in use.
  116. /// </summary>
  117. private Stack<GameObject> bboxPool = new Stack<GameObject>();
  118. /// <summary>
  119. /// All active GameObjects that were instantiated to the prefab and that currently represent a detected object.
  120. /// Key is the object's objectID.
  121. /// </summary>
  122. private Dictionary<int, GameObject> liveBBoxes = new Dictionary<int, GameObject>();
  123. /// <summary>
  124. /// Used to know which of the available colors will be assigned to the next bounding box to be used.
  125. /// </summary>
  126. private int nextColorIndex = 0;
  127. private void Awake()
  128. {
  129. zedManagerLazy = new(() => FindObjectOfType<ZEDManager>());
  130. }
  131. void Start()
  132. {
  133. ZedManager.OnObjectDetection += ZedManager_OnObjectDetection;
  134. ZedManager.OnZEDReady += OnZEDReady;
  135. if (ZedManager.EstimateInitialPosition == false && transformBoxToTouchFloor == true)
  136. {
  137. Debug.Log("Estimate initial position is set to false. Then, transformBoxToTouchFloor is disable.");
  138. transformBoxToTouchFloor = false;
  139. }
  140. }
  141. private void ZedManager_OnObjectDetection(DetectionFrame objFrame)
  142. {
  143. Visualize3DBoundingBoxes(objFrame);
  144. }
  145. private void OnZEDReady()
  146. {
  147. if (startObjectDetectionAutomatically && !ZedManager.IsObjectDetectionRunning)
  148. {
  149. ZedManager.StartObjectDetection();
  150. }
  151. }
  152. /// <summary>
  153. /// Given a frame of object detections, positions a GameObject to represent every visible object
  154. /// in that object's actual 3D location within the world.
  155. /// <para>Called from ZEDManager.OnObjectDetection each time there's a new detection frame available.</para>
  156. /// </summary>
  157. private void Visualize3DBoundingBoxes(DetectionFrame dframe)
  158. {
  159. //Get a list of all active IDs from last frame, and we'll remove each box that's visible this frame.
  160. //At the end, we'll clear the remaining boxes, as those are objects no longer visible to the ZED.
  161. List<int> activeids = liveBBoxes.Keys.ToList();
  162. List<DetectedObject> newobjects = dframe.GetFilteredObjectList(showONTracked, showSEARCHINGTracked, showOFFTracked);
  163. foreach (DetectedObject dobj in newobjects)
  164. {
  165. Bounds objbounds = dobj.Get3DWorldBounds();
  166. //Make sure the object is big enough to count. We filter out very small boxes.
  167. if (objbounds.size.x < minimumWidthToDisplay || objbounds.size == Vector3.zero) continue;
  168. //Remove the ID from the list we'll use to clear no-longer-visible boxes.
  169. if (activeids.Contains(dobj.id)) activeids.Remove(dobj.id);
  170. //Get the box and update its distance value.
  171. GameObject bbox = GetBBoxForObject(dobj);
  172. //Move the box into position.
  173. Vector3 obj_position = dobj.Get3DWorldPosition();
  174. if (!ZEDSupportFunctions.IsVector3NaN(obj_position))
  175. {
  176. bbox.transform.position = obj_position;
  177. if (floorBBoxPosition)
  178. {
  179. bbox.transform.position = new Vector3(bbox.transform.position.x, 0, bbox.transform.position.z);
  180. }
  181. bbox.transform.rotation = dobj.Get3DWorldRotation(boxesFaceCamera); //Rotate them.
  182. }
  183. //Transform the box if desired.
  184. if (transformBoxScale)
  185. {
  186. //We'll scale the object assuming that it's mesh is the default Unity cube, or something sized equally.
  187. if (transformBoxToTouchFloor)
  188. {
  189. Vector3 startscale = objbounds.size;
  190. float distfromfloor = bbox.transform.position.y - (objbounds.size.y / 2f);
  191. bbox.transform.localScale = new Vector3(objbounds.size.x, objbounds.size.y + distfromfloor, objbounds.size.z);
  192. Vector3 newpos = bbox.transform.position;
  193. newpos.y -= (distfromfloor / 2f);
  194. bbox.transform.position = newpos;
  195. }
  196. else
  197. {
  198. bbox.transform.localScale = objbounds.size;
  199. }
  200. }
  201. //Now that we've adjusted position, tell the handler on the prefab to adjust distance display..
  202. BBox3DHandler boxhandler = bbox.GetComponent<BBox3DHandler>();
  203. if (boxhandler)
  204. {
  205. var position = dobj.Get3DWorldPosition();
  206. float disttobox = Vector3.Distance(dobj.detectingZEDManager.GetLeftCameraTransform().position, dobj.Get3DWorldPosition());
  207. boxhandler.SetDistance(disttobox);
  208. boxhandler.SetX(position.x);
  209. boxhandler.SetY(position.y);
  210. boxhandler.SetZ(position.z);
  211. boxhandler.UpdateBoxUVScales();
  212. boxhandler.UpdateLabelScaleAndPosition();
  213. Debug.Log($"Frame {dframe.frameCountAtDetection}, X: {position.x}, Y: {position.y}, Z: {position.z}");
  214. }
  215. //DrawDebugBox(dobj);
  216. }
  217. //Remove boxes for objects that the ZED can no longer see.
  218. foreach (int id in activeids)
  219. {
  220. ReturnBoxToPool(id, liveBBoxes[id]);
  221. }
  222. }
  223. /// <summary>
  224. /// Returs the GameObject (instantiated from boundingBoxPrefab) that represents the provided DetectedObject.
  225. /// If none exists, it retrieves one from the pool (or instantiates a new one if none is available) and
  226. /// sets it up with the proper ID and colors.
  227. /// </summary>
  228. private GameObject GetBBoxForObject(DetectedObject dobj)
  229. {
  230. if (!liveBBoxes.ContainsKey(dobj.id))
  231. {
  232. GameObject newbox = GetAvailableBBox();
  233. newbox.name = "Object #" + dobj.id;
  234. BBox3DHandler boxhandler = newbox.GetComponent<BBox3DHandler>();
  235. Color col;
  236. if (idColorDict.ContainsKey(dobj.id))
  237. {
  238. col = idColorDict[dobj.id];
  239. }
  240. else
  241. {
  242. col = GetNextColor();
  243. idColorDict.Add(dobj.id, col);
  244. }
  245. if (boxhandler)
  246. {
  247. boxhandler.SetColor(col);
  248. if (ZedManager.ObjectDetectionModel == sl.DETECTION_MODEL.CUSTOM_BOX_OBJECTS)
  249. {
  250. //boxhandler.SetID(dobj.rawObjectData.rawLabel.ToString());
  251. boxhandler.SetID(dobj.id.ToString());
  252. }
  253. else
  254. {
  255. boxhandler.SetID(dobj.id.ToString());
  256. }
  257. }
  258. liveBBoxes[dobj.id] = newbox;
  259. return newbox;
  260. }
  261. else return liveBBoxes[dobj.id];
  262. }
  263. /// <summary>
  264. /// Gets an available GameObject (instantiated from boundingBoxPrefab) from the pool,
  265. /// or instantiates a new one if none are available.
  266. /// </summary>
  267. /// <returns></returns>
  268. private GameObject GetAvailableBBox()
  269. {
  270. if (bboxPool.Count == 0)
  271. {
  272. GameObject newbbox = Instantiate(boundingBoxPrefab);
  273. newbbox.transform.SetParent(transform, false);
  274. bboxPool.Push(newbbox);
  275. }
  276. GameObject bbox = bboxPool.Pop();
  277. bbox.SetActive(true);
  278. return bbox;
  279. }
  280. /// <summary>
  281. /// Disables a GameObject that was being used to represent an object (of the given id) and puts it back
  282. /// into the pool for later use.
  283. /// </summary>
  284. private void ReturnBoxToPool(int id, GameObject bbox)
  285. {
  286. bbox.SetActive(false);
  287. bbox.name = "Unused";
  288. bboxPool.Push(bbox);
  289. if (liveBBoxes.ContainsKey(id))
  290. {
  291. liveBBoxes.Remove(id);
  292. }
  293. else
  294. {
  295. Debug.LogError("Tried to remove object ID " + id + " from active bboxes, but it wasn't in the dictionary.");
  296. }
  297. }
  298. /// <summary>
  299. /// Returns a color from the boxColors list.
  300. /// Colors are returned sequentially in order of their appearance in that list.
  301. /// </summary>
  302. /// <returns></returns>
  303. private Color GetNextColor()
  304. {
  305. if (boxColors.Count == 0)
  306. {
  307. return new Color(.043f, .808f, .435f, 1);
  308. }
  309. if (nextColorIndex >= boxColors.Count)
  310. {
  311. nextColorIndex = 0;
  312. }
  313. Color returncol = boxColors[nextColorIndex];
  314. nextColorIndex++;
  315. return returncol;
  316. }
  317. private void OnDestroy()
  318. {
  319. if (ZedManager != null)
  320. {
  321. ZedManager.OnObjectDetection -= ZedManager_OnObjectDetection;
  322. ZedManager.OnZEDReady -= OnZEDReady;
  323. }
  324. }
  325. /// <summary>
  326. /// Draws a bounding box in the Scene window. Useful for debugging a 3D bbox's position relative to it.
  327. /// </summary>
  328. private void DrawDebugBox(DetectedObject dobj)
  329. {
  330. //Test bbox orientation.
  331. Transform camtrans = dobj.detectingZEDManager.GetLeftCameraTransform();
  332. Vector3[] corners = dobj.rawObjectData.worldBoundingBox;
  333. Vector3[] rotcorners = new Vector3[8];
  334. //Vector3[] corners3d = new Vector3[8];
  335. Vector3[] corners3d = dobj.Get3DWorldCorners();
  336. for (int i = 0; i < 8; i++)
  337. {
  338. Vector3 fixrot = camtrans.InverseTransformPoint(corners[i]);
  339. rotcorners[i] = fixrot;
  340. }
  341. Debug.DrawLine(corners3d[0], corners3d[1], Color.red);
  342. Debug.DrawLine(corners3d[1], corners3d[2], Color.red);
  343. Debug.DrawLine(corners3d[2], corners3d[3], Color.red);
  344. Debug.DrawLine(corners3d[3], corners3d[0], Color.red);
  345. Debug.DrawLine(corners3d[4], corners3d[5], Color.red);
  346. Debug.DrawLine(corners3d[5], corners3d[6], Color.red);
  347. Debug.DrawLine(corners3d[6], corners3d[7], Color.red);
  348. Debug.DrawLine(corners3d[7], corners3d[4], Color.red);
  349. Debug.DrawLine(corners3d[0], corners3d[4], Color.red);
  350. Debug.DrawLine(corners3d[1], corners3d[5], Color.red);
  351. Debug.DrawLine(corners3d[2], corners3d[6], Color.red);
  352. Debug.DrawLine(corners3d[3], corners3d[7], Color.red);
  353. }
  354. }