ZED3DObjectVisualizer.cs 17 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. }
  146. /// <summary>
  147. /// Given a frame of object detections, positions a GameObject to represent every visible object
  148. /// in that object's actual 3D location within the world.
  149. /// <para>Called from ZEDManager.OnObjectDetection each time there's a new detection frame available.</para>
  150. /// </summary>
  151. private void Visualize3DBoundingBoxes(DetectionFrame dframe)
  152. {
  153. //Get a list of all active IDs from last frame, and we'll remove each box that's visible this frame.
  154. //At the end, we'll clear the remaining boxes, as those are objects no longer visible to the ZED.
  155. List<int> activeids = liveBBoxes.Keys.ToList();
  156. List<DetectedObject> newobjects = dframe.GetFilteredObjectList(showONTracked, showSEARCHINGTracked, showOFFTracked);
  157. foreach (DetectedObject dobj in newobjects)
  158. {
  159. Bounds objbounds = dobj.Get3DWorldBounds();
  160. //Make sure the object is big enough to count. We filter out very small boxes.
  161. if (objbounds.size.x < minimumWidthToDisplay || objbounds.size == Vector3.zero) continue;
  162. //Remove the ID from the list we'll use to clear no-longer-visible boxes.
  163. if (activeids.Contains(dobj.id)) activeids.Remove(dobj.id);
  164. //Get the box and update its distance value.
  165. GameObject bbox = GetBBoxForObject(dobj);
  166. //Move the box into position.
  167. Vector3 obj_position = dobj.Get3DWorldPosition();
  168. if (!ZEDSupportFunctions.IsVector3NaN(obj_position))
  169. {
  170. bbox.transform.position = obj_position;
  171. if (floorBBoxPosition)
  172. {
  173. bbox.transform.position = new Vector3(bbox.transform.position.x, 0, bbox.transform.position.z);
  174. }
  175. bbox.transform.rotation = dobj.Get3DWorldRotation(boxesFaceCamera); //Rotate them.
  176. }
  177. //Transform the box if desired.
  178. if (transformBoxScale)
  179. {
  180. //We'll scale the object assuming that it's mesh is the default Unity cube, or something sized equally.
  181. if (transformBoxToTouchFloor)
  182. {
  183. Vector3 startscale = objbounds.size;
  184. float distfromfloor = bbox.transform.position.y - (objbounds.size.y / 2f);
  185. bbox.transform.localScale = new Vector3(objbounds.size.x, objbounds.size.y + distfromfloor, objbounds.size.z);
  186. Vector3 newpos = bbox.transform.position;
  187. newpos.y -= (distfromfloor / 2f);
  188. bbox.transform.position = newpos;
  189. }
  190. else
  191. {
  192. bbox.transform.localScale = objbounds.size;
  193. }
  194. }
  195. //Now that we've adjusted position, tell the handler on the prefab to adjust distance display..
  196. BBox3DHandler boxhandler = bbox.GetComponent<BBox3DHandler>();
  197. if (boxhandler)
  198. {
  199. float disttobox = Vector3.Distance(dobj.detectingZEDManager.GetLeftCameraTransform().position, dobj.Get3DWorldPosition());
  200. boxhandler.SetDistance(disttobox);
  201. boxhandler.UpdateBoxUVScales();
  202. boxhandler.UpdateLabelScaleAndPosition();
  203. }
  204. //DrawDebugBox(dobj);
  205. }
  206. //Remove boxes for objects that the ZED can no longer see.
  207. foreach (int id in activeids)
  208. {
  209. ReturnBoxToPool(id, liveBBoxes[id]);
  210. }
  211. }
  212. /// <summary>
  213. /// Returs the GameObject (instantiated from boundingBoxPrefab) that represents the provided DetectedObject.
  214. /// If none exists, it retrieves one from the pool (or instantiates a new one if none is available) and
  215. /// sets it up with the proper ID and colors.
  216. /// </summary>
  217. private GameObject GetBBoxForObject(DetectedObject dobj)
  218. {
  219. if (!liveBBoxes.ContainsKey(dobj.id))
  220. {
  221. GameObject newbox = GetAvailableBBox();
  222. newbox.name = "Object #" + dobj.id;
  223. BBox3DHandler boxhandler = newbox.GetComponent<BBox3DHandler>();
  224. Color col;
  225. if (idColorDict.ContainsKey(dobj.id))
  226. {
  227. col = idColorDict[dobj.id];
  228. }
  229. else
  230. {
  231. col = GetNextColor();
  232. idColorDict.Add(dobj.id, col);
  233. }
  234. if (boxhandler)
  235. {
  236. boxhandler.SetColor(col);
  237. if (zedManager.objectDetectionModel == sl.DETECTION_MODEL.CUSTOM_BOX_OBJECTS)
  238. {
  239. //boxhandler.SetID(dobj.rawObjectData.rawLabel.ToString());
  240. boxhandler.SetID(dobj.id.ToString());
  241. }
  242. else
  243. {
  244. boxhandler.SetID(dobj.id.ToString());
  245. }
  246. }
  247. liveBBoxes[dobj.id] = newbox;
  248. return newbox;
  249. }
  250. else return liveBBoxes[dobj.id];
  251. }
  252. /// <summary>
  253. /// Gets an available GameObject (instantiated from boundingBoxPrefab) from the pool,
  254. /// or instantiates a new one if none are available.
  255. /// </summary>
  256. /// <returns></returns>
  257. private GameObject GetAvailableBBox()
  258. {
  259. if (bboxPool.Count == 0)
  260. {
  261. GameObject newbbox = Instantiate(boundingBoxPrefab);
  262. newbbox.transform.SetParent(transform, false);
  263. bboxPool.Push(newbbox);
  264. }
  265. GameObject bbox = bboxPool.Pop();
  266. bbox.SetActive(true);
  267. return bbox;
  268. }
  269. /// <summary>
  270. /// Disables a GameObject that was being used to represent an object (of the given id) and puts it back
  271. /// into the pool for later use.
  272. /// </summary>
  273. private void ReturnBoxToPool(int id, GameObject bbox)
  274. {
  275. bbox.SetActive(false);
  276. bbox.name = "Unused";
  277. bboxPool.Push(bbox);
  278. if (liveBBoxes.ContainsKey(id))
  279. {
  280. liveBBoxes.Remove(id);
  281. }
  282. else
  283. {
  284. Debug.LogError("Tried to remove object ID " + id + " from active bboxes, but it wasn't in the dictionary.");
  285. }
  286. }
  287. /// <summary>
  288. /// Returns a color from the boxColors list.
  289. /// Colors are returned sequentially in order of their appearance in that list.
  290. /// </summary>
  291. /// <returns></returns>
  292. private Color GetNextColor()
  293. {
  294. if (boxColors.Count == 0)
  295. {
  296. return new Color(.043f, .808f, .435f, 1);
  297. }
  298. if (nextColorIndex >= boxColors.Count)
  299. {
  300. nextColorIndex = 0;
  301. }
  302. Color returncol = boxColors[nextColorIndex];
  303. nextColorIndex++;
  304. return returncol;
  305. }
  306. private void OnDestroy()
  307. {
  308. if (zedManager)
  309. {
  310. zedManager.OnObjectDetection -= Visualize3DBoundingBoxes;
  311. zedManager.OnZEDReady -= OnZEDReady;
  312. }
  313. }
  314. /// <summary>
  315. /// Draws a bounding box in the Scene window. Useful for debugging a 3D bbox's position relative to it.
  316. /// </summary>
  317. private void DrawDebugBox(DetectedObject dobj)
  318. {
  319. //Test bbox orientation.
  320. Transform camtrans = dobj.detectingZEDManager.GetLeftCameraTransform();
  321. Vector3[] corners = dobj.rawObjectData.worldBoundingBox;
  322. Vector3[] rotcorners = new Vector3[8];
  323. //Vector3[] corners3d = new Vector3[8];
  324. Vector3[] corners3d = dobj.Get3DWorldCorners();
  325. for (int i = 0; i < 8; i++)
  326. {
  327. Vector3 fixrot = camtrans.InverseTransformPoint(corners[i]);
  328. rotcorners[i] = fixrot;
  329. }
  330. Debug.DrawLine(corners3d[0], corners3d[1], Color.red);
  331. Debug.DrawLine(corners3d[1], corners3d[2], Color.red);
  332. Debug.DrawLine(corners3d[2], corners3d[3], Color.red);
  333. Debug.DrawLine(corners3d[3], corners3d[0], Color.red);
  334. Debug.DrawLine(corners3d[4], corners3d[5], Color.red);
  335. Debug.DrawLine(corners3d[5], corners3d[6], Color.red);
  336. Debug.DrawLine(corners3d[6], corners3d[7], Color.red);
  337. Debug.DrawLine(corners3d[7], corners3d[4], Color.red);
  338. Debug.DrawLine(corners3d[0], corners3d[4], Color.red);
  339. Debug.DrawLine(corners3d[1], corners3d[5], Color.red);
  340. Debug.DrawLine(corners3d[2], corners3d[6], Color.red);
  341. Debug.DrawLine(corners3d[3], corners3d[7], Color.red);
  342. }
  343. }