MyZED3DObjectVisualizer.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 Assets.Logging;
  6. using Assets.StreetLight.Poco;
  7. using Assets.ZED.SDK.Helpers.Scripts;
  8. using UnityEngine;
  9. /// <summary>
  10. /// For the ZED 3D Object Detection sample.
  11. /// Listens for new object detections (via the ZEDManager.OnObjectDetection event) and moves + resizes cube prefabs
  12. /// to represent them.
  13. /// <para>Works by instantiating a pool of prefabs, and each frame going through the DetectedFrame received from the event
  14. /// to make sure each detected object has a representative GameObject. Also disables GameObjects whose objects are no
  15. /// longer visible and returns them to the pool.</para>
  16. /// </summary>
  17. public class MyZED3DObjectVisualizer : MonoBehaviour
  18. {
  19. /// <summary>
  20. /// Prefab object that's instantiated to represent detected objects.
  21. /// This class expects the object to have the default Unity cube as a mesh - otherwise, it may be scaled incorrectly.
  22. /// It also expects a BBox3DHandler component in the root object, but you won't have errors if it lacks one.
  23. /// </summary>
  24. [Space(5)]
  25. [Header("Box Appearance")]
  26. [Tooltip("Prefab object that's instantiated to represent detected objects. " +
  27. "This class expects the object to have the default Unity cube as a mesh - otherwise, it may be scaled incorrectly.\r\n" +
  28. "It also expects a BBox3DHandler component in the root object, but you won't have errors if it lacks one. ")]
  29. public GameObject boundingBoxPrefab;
  30. /// <summary>
  31. /// The colors that will be cycled through when assigning colors to new bounding boxes.
  32. /// </summary>
  33. [Tooltip("The colors that will be cycled through when assigning colors to new bounding boxes. ")]
  34. //[ColorUsage(true, true)] //Uncomment to enable HDR colors in versions of Unity that support it.
  35. public List<Color> boxColors = new List<Color>()
  36. {
  37. new Color(.231f, .909f, .69f, 1),
  38. new Color(.098f, .686f, .816f, 1),
  39. new Color(.412f, .4f, .804f, 1),
  40. new Color(1, .725f, 0f, 1),
  41. new Color(.989f, .388f, .419f, 1)
  42. };
  43. /// <summary>
  44. /// 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.
  45. /// If false, the boxes are calculated from known bounds to face Z = 1.
  46. /// </summary>
  47. [Space(5)]
  48. [Header("Box Transform")]
  49. [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. " +
  50. "'False' has more parity with the SDK and will generally result in more accurate boxes.")]
  51. public bool boxesFaceCamera = false;
  52. /// <summary>
  53. /// If true, transforms the localScale of the root bounding box transform to match the detected 3D bounding box.
  54. /// </summary>
  55. [Tooltip("If true, transforms the localScale of the root bounding box transform to match the detected 3D bounding box. ")]
  56. public bool transformBoxScale = true;
  57. /// <summary>
  58. /// If true, and transformBoxScale is also true, modifies the center and Y bounds of each detected bounding box so that its
  59. /// bottom is at floor level (Y = 0) while keeping the other corners at the same place.
  60. /// </summary>
  61. [Tooltip("If true, and transformBoxScale is also true, modifies the center and Y bounds of each detected bounding box so that its " +
  62. "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.")]
  63. public bool transformBoxToTouchFloor = true;
  64. /// <summary>
  65. /// 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.
  66. /// </summary>
  67. [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. ")]
  68. [LabelOverride("Box Center Always On Floor")]
  69. public bool floorBBoxPosition = false;
  70. /// <summary>
  71. /// Display bounding boxes of objects that are actively being tracked by object tracking, where valid positions are known.
  72. /// </summary>
  73. [Space(5)]
  74. [Header("Filters")]
  75. [Tooltip("Display bounding boxes of objects that are actively being tracked by object tracking, where valid positions are known. ")]
  76. public bool showONTracked = true;
  77. /// <summary>
  78. /// Display bounding boxes of objects that were actively being tracked by object tracking, but that were lost very recently.
  79. /// </summary>
  80. [Tooltip("Display bounding boxes of objects that were actively being tracked by object tracking, but that were lost very recently.")]
  81. public bool showSEARCHINGTracked = false;
  82. /// <summary>
  83. /// Display bounding boxes of objects that are visible but not actively being tracked by object tracking (usually because object tracking is disabled in ZEDManager).
  84. /// </summary>
  85. [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).")]
  86. public bool showOFFTracked = false;
  87. /// <summary>
  88. /// How wide a bounding box has to be in order to be displayed. Use this to remove tiny bounding boxes from partially-occluded objects.
  89. /// (If you have this issue, it can also be helpful to set showSEARCHINGTracked to OFF.)
  90. /// </summary>
  91. [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" +
  92. "(If you have this issue, it can also be helpful to set showSEARCHINGTracked to OFF.)")]
  93. public float minimumWidthToDisplay = 0.3f;
  94. /// <summary>
  95. /// When a detected object is first given a box and assigned a color, we store it so that if the object
  96. /// disappears and appears again later, it's assigned the same color.
  97. /// This is also solvable by making the color a function of the ID number itself, but then you can get
  98. /// repeat colors under certain conditions.
  99. /// </summary>
  100. private Dictionary<int, Color> idColorDict = new Dictionary<int, Color>();
  101. /// <summary>
  102. /// Pre-instantiated bbox prefabs currently not in use.
  103. /// </summary>
  104. private Stack<GameObject> bboxPool = new Stack<GameObject>();
  105. /// <summary>
  106. /// All active GameObjects that were instantiated to the prefab and that currently represent a detected object.
  107. /// Key is the object's objectID.
  108. /// </summary>
  109. private Dictionary<int, GameObject> liveBBoxes = new Dictionary<int, GameObject>();
  110. /// <summary>
  111. /// Used to know which of the available colors will be assigned to the next bounding box to be used.
  112. /// </summary>
  113. private int nextColorIndex = 0;
  114. PersonManager PersonManager => personManagerLazy.Value;
  115. Lazy<PersonManager> personManagerLazy;
  116. private void Awake()
  117. {
  118. personManagerLazy = new(FindObjectOfType<PersonManager>());
  119. }
  120. // Use this for initialization
  121. void Start()
  122. {
  123. }
  124. private void Update()
  125. {
  126. Visualize3DBoundingBoxes(PersonManager.Persons);
  127. }
  128. private void ZedManager_OnObjectDetection(DetectionFrame objFrame)
  129. {
  130. //Visualize3DBoundingBoxes(objFrame);
  131. UpdateMinMaxCoordinates(objFrame);
  132. }
  133. private void UpdateMinMaxCoordinates(DetectionFrame objFrame)
  134. {
  135. List<DetectedObject> newobjects = objFrame.GetFilteredObjectList(showONTracked, showSEARCHINGTracked, showOFFTracked);
  136. foreach (var detectedObject in newobjects)
  137. {
  138. Bounds objbounds = detectedObject.Get3DWorldBounds();
  139. if (objbounds.size.x < minimumWidthToDisplay || objbounds.size == Vector3.zero) { }
  140. {
  141. Vector3 obj_position = detectedObject.Get3DWorldPosition();
  142. minX = Math.Min(minX, obj_position.x);
  143. maxX = Math.Max(maxX, obj_position.x);
  144. minY = Math.Min(minY, obj_position.y);
  145. maxY = Math.Max(maxY, obj_position.y);
  146. minZ = Math.Min(minZ, obj_position.z);
  147. maxZ = Math.Max(maxZ, obj_position.z);
  148. }
  149. }
  150. }
  151. float maxX = 0.9971107f;
  152. float minX = -0.7968294f;
  153. float maxY = int.MinValue;
  154. float minY = int.MaxValue;
  155. float maxZ = 2.373606f;
  156. float minZ = 0.4380694f;
  157. /// <summary>
  158. /// Given a frame of object detections, positions a GameObject to represent every visible object
  159. /// in that object's actual 3D location within the world.
  160. /// <para>Called from ZEDManager.OnObjectDetection each time there's a new detection frame available.</para>
  161. /// </summary>
  162. private void Visualize3DBoundingBoxes(IEnumerable<Person> persons)
  163. {
  164. //Get a list of all active IDs from last frame, and we'll remove each box that's visible this frame.
  165. //At the end, we'll clear the remaining boxes, as those are objects no longer visible to the ZED.
  166. List<int> activeids = liveBBoxes.Keys.ToList();
  167. foreach (var person in persons)
  168. {
  169. //GameObject bump = GameObject.Find($"Bump{count}");
  170. //Bounds objbounds = dobj.Get3DWorldBounds();
  171. //Make sure the object is big enough to count. We filter out very small boxes.
  172. //if (objbounds.size.x < minimumWidthToDisplay || objbounds.size == Vector3.zero) { }
  173. //{
  174. //Remove the ID from the list we'll use to clear no-longer-visible boxes.
  175. if (activeids.Contains(person.Id)) activeids.Remove(person.Id);
  176. //Get the box and update its distance value.
  177. GameObject bbox = GetBBoxForObject(person);
  178. //Move the box into position.
  179. //Vector3 obj_position = dobj.Get3DWorldPosition();
  180. //if (!ZEDSupportFunctions.IsVector3NaN(obj_position))
  181. //{
  182. bbox.transform.position = new Vector3(person.WorldPosition.x, 0, person.WorldPosition.y);
  183. if (floorBBoxPosition)
  184. {
  185. bbox.transform.position = new Vector3(bbox.transform.position.x, 0, bbox.transform.position.z);
  186. }
  187. var x = bbox.transform.position.x;
  188. var totalDistance = maxX - minX;
  189. var distanceFromStart = x - minX;
  190. var ratio = distanceFromStart / totalDistance;
  191. var newX = -12 + ratio * 24;
  192. var z = bbox.transform.position.z;
  193. totalDistance = maxZ - minZ;
  194. distanceFromStart = z - minZ;
  195. ratio = distanceFromStart / totalDistance;
  196. var newZ = -6 + ratio * 12;
  197. bbox.transform.position = new Vector3(newX, 0, newZ);
  198. //bbox.transform.rotation = dobj.Get3DWorldRotation(boxesFaceCamera); //Rotate them.
  199. //}
  200. //Transform the box if desired.
  201. //if (transformBoxScale)
  202. //{
  203. // //We'll scale the object assuming that it's mesh is the default Unity cube, or something sized equally.
  204. // if (transformBoxToTouchFloor)
  205. // {
  206. // Vector3 startscale = objbounds.size;
  207. // float distfromfloor = bbox.transform.position.y - (objbounds.size.y / 2f);
  208. // bbox.transform.localScale = new Vector3(objbounds.size.x, objbounds.size.y + distfromfloor, objbounds.size.z);
  209. // Vector3 newpos = bbox.transform.position;
  210. // newpos.y -= (distfromfloor / 2f);
  211. // bbox.transform.position = newpos;
  212. // }
  213. // else
  214. // {
  215. // bbox.transform.localScale = objbounds.size;
  216. // }
  217. //}
  218. //Now that we've adjusted position, tell the handler on the prefab to adjust distance display..
  219. BBox3DHandler boxhandler = bbox.GetComponent<BBox3DHandler>();
  220. //if (boxhandler)
  221. //{
  222. // float disttobox = Vector3.Distance(dobj.detectingZEDManager.GetLeftCameraTransform().position, dobj.Get3DWorldPosition());
  223. // boxhandler.SetDistance(disttobox);
  224. // boxhandler.UpdateBoxUVScales();
  225. // boxhandler.UpdateLabelScaleAndPosition();
  226. //}
  227. //DrawDebugBox(dobj);
  228. // }
  229. //Remove boxes for objects that the ZED can no longer see.
  230. foreach (int id in activeids)
  231. {
  232. ReturnBoxToPool(id, liveBBoxes[id]);
  233. }
  234. }
  235. }
  236. /// <summary>
  237. /// Returs the GameObject (instantiated from boundingBoxPrefab) that represents the provided DetectedObject.
  238. /// If none exists, it retrieves one from the pool (or instantiates a new one if none is available) and
  239. /// sets it up with the proper ID and colors.
  240. /// </summary>
  241. private GameObject GetBBoxForObject(Person dobj)
  242. {
  243. if (!liveBBoxes.ContainsKey(dobj.Id))
  244. {
  245. GameObject newbox = GetAvailableBBox();
  246. newbox.name = "Object #" + dobj.Id;
  247. BBox3DHandler boxhandler = newbox.GetComponent<BBox3DHandler>();
  248. Color col;
  249. if (idColorDict.ContainsKey(dobj.Id))
  250. {
  251. col = idColorDict[dobj.Id];
  252. }
  253. else
  254. {
  255. col = GetNextColor();
  256. idColorDict.Add(dobj.Id, col);
  257. }
  258. if (boxhandler)
  259. {
  260. boxhandler.SetColor(col);
  261. boxhandler.SetID(dobj.Id.ToString());
  262. }
  263. liveBBoxes[dobj.Id] = newbox;
  264. return newbox;
  265. }
  266. else return liveBBoxes[dobj.Id];
  267. }
  268. /// <summary>
  269. /// Gets an available GameObject (instantiated from boundingBoxPrefab) from the pool,
  270. /// or instantiates a new one if none are available.
  271. /// </summary>
  272. /// <returns></returns>
  273. private GameObject GetAvailableBBox()
  274. {
  275. if (bboxPool.Count == 0)
  276. {
  277. GameObject newbbox = Instantiate(boundingBoxPrefab);
  278. newbbox.transform.SetParent(transform, false);
  279. bboxPool.Push(newbbox);
  280. }
  281. GameObject bbox = bboxPool.Pop();
  282. bbox.SetActive(true);
  283. return bbox;
  284. }
  285. /// <summary>
  286. /// Disables a GameObject that was being used to represent an object (of the given id) and puts it back
  287. /// into the pool for later use.
  288. /// </summary>
  289. private void ReturnBoxToPool(int id, GameObject bbox)
  290. {
  291. bbox.SetActive(false);
  292. bbox.name = "Unused";
  293. bboxPool.Push(bbox);
  294. if (liveBBoxes.ContainsKey(id))
  295. {
  296. liveBBoxes.Remove(id);
  297. }
  298. else
  299. {
  300. Debug.LogError("Tried to remove object ID " + id + " from active bboxes, but it wasn't in the dictionary.");
  301. }
  302. }
  303. /// <summary>
  304. /// Returns a color from the boxColors list.
  305. /// Colors are returned sequentially in order of their appearance in that list.
  306. /// </summary>
  307. /// <returns></returns>
  308. private Color GetNextColor()
  309. {
  310. if (boxColors.Count == 0)
  311. {
  312. return new Color(.043f, .808f, .435f, 1);
  313. }
  314. if (nextColorIndex >= boxColors.Count)
  315. {
  316. nextColorIndex = 0;
  317. }
  318. Color returncol = boxColors[nextColorIndex];
  319. nextColorIndex++;
  320. return returncol;
  321. }
  322. private void OnDestroy()
  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. }