如何使用 Unity 在 ARcore 增强图像场景中为不同图像显示不同的预制件? [英] How to show different prefabs for different images in ARcore-Augmented Image scene using Unity?

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问题描述

我正在尝试为不同的图像增加不同的预制件,比如大约 20 个模型.目前在 AugmentedImage 示例场景中使用 2 个模型对 2 个图像进行测试.我已将脚本 AugmentedImageVisualizer.cs 添加到每个预制件中.我拖放了两个脚本的模型.在 AugmenetedImageExampleController.cs 中,我进行了以下更改.

Hi I am trying to augment different prefabs for different images say around 20 models.Currently testing with 2 models for 2 images in AugmentedImage sample scene.I have added the script AugmentedImageVisualizer.cs to each prefab.I drag and dropped the two models to the script.In the AugmenetedImageExampleController.cs I have made the following changes.

namespace GoogleARCore.Examples.AugmentedImage
{
    using System.Collections.Generic;
    using System.Runtime.InteropServices;
    using GoogleARCore;
    using UnityEngine;
    using UnityEngine.UI;

/// <summary>
/// Controller for AugmentedImage example.
/// </summary>
public class AugmentedImageExampleController : MonoBehaviour
{
    /// <summary>
    /// A prefab for visualizing an AugmentedImage.
    /// </summary>
    //  public AugmentedImageVisualizer AugmentedImageVisualizerPrefab;
    public List<AugmentedImageVisualizer> AugmentedImageVisualizerPrefab = new List<AugmentedImageVisualizer>();




    /// <summary>
    /// The overlay containing the fit to scan user guide.
    /// </summary>
    public GameObject FitToScanOverlay;

    private Dictionary<int, AugmentedImageVisualizer> m_Visualizers
        = new Dictionary<int, AugmentedImageVisualizer>();

    private List<AugmentedImage> m_TempAugmentedImages = new List<AugmentedImage>();

    /// <summary>
    /// The Unity Update method.
    /// </summary>
    public void Update()
    {


        // Exit the app when the 'back' button is pressed.
        if (Input.GetKey(KeyCode.Escape))
        {
            Application.Quit();
        }

        // Check that motion tracking is tracking.
        if (Session.Status != SessionStatus.Tracking)
        {
            return;
        }

        // Get updated augmented images for this frame.
        Session.GetTrackables<AugmentedImage>(m_TempAugmentedImages, TrackableQueryFilter.Updated);

        // Create visualizers and anchors for updated augmented images that are tracking and do not previously
        // have a visualizer. Remove visualizers for stopped images.
        foreach (var image in m_TempAugmentedImages)
        {
            AugmentedImageVisualizer visualizer = null;
            m_Visualizers.TryGetValue(image.DatabaseIndex, out visualizer);
            if (image.TrackingState == TrackingState.Tracking && visualizer == null)
            {
                // Create an anchor to ensure that ARCore keeps tracking this augmented image.
                Anchor anchor = image.CreateAnchor(image.CenterPose);
                visualizer = (AugmentedImageVisualizer)Instantiate(AugmentedImageVisualizerPrefab[image.DatabaseIndex], anchor.transform);
                visualizer.Image = image;
                m_Visualizers.Add(image.DatabaseIndex, visualizer);


            }
            else if (image.TrackingState == TrackingState.Stopped && visualizer != null)
            {
                m_Visualizers.Remove(image.DatabaseIndex);
                GameObject.Destroy(visualizer.gameObject);

            }

        }

        // Show the fit-to-scan overlay if there are no images that are Tracking.
        foreach (var visualizer in m_Visualizers.Values)
        {
            if (visualizer.Image.TrackingState == TrackingState.Tracking)
            {
                FitToScanOverlay.SetActive(false);
                return;
            }
        }

        FitToScanOverlay.SetActive(true);
    }
}
}

我的统一屏幕如下所示

将增强图像可视化器脚本添加到兔子预制件和猴子预制件的预制件中.下面给出的图像

Added Augmented Image Visualizer script to the prefabs to Rabbit prefab and Monkey prefab.Image given below

这是应该怎么做的?问题一旦出现模型就不会消失.所以当我显示下一张图像时,另一个模型会出现在它上面.如何在没有跟踪图像的情况下隐藏模型?

This is how it should be done?The problem once the model appears it will not disappear.So when I show the next image anther model comes on top of it.How to hide the model when the image is not tracked?

在 AugmentedImageControllerExample.cs 中,我们使用了下面的代码.我仍然不明白为什么模型在失去对图像的跟踪后没有消失.

In the AugmentedImageControllerExample.cs we are using the below code.Still I dont understand why the models are not disappearing after they lost tracking of the image.

else if (image.TrackingState == TrackingState.Stopped && visualizer != null)
            {
                m_Visualizers.Remove(image.DatabaseIndex);
                GameObject.Destroy(visualizer.gameObject);

            }

AugmentedImageVisualizer.cs 代码如下?我参考了这个 链接.

AugmentedImageVisualizer.cs code given below?I have referred this Link.

namespace GoogleARCore.Examples.AugmentedImage
{
    using System;
    using System.Collections.Generic;
    using System.Runtime.InteropServices;
    using GoogleARCore;
    using GoogleARCoreInternal;
    using UnityEngine;
    using UnityEngine.UI;

/// <summary>
/// Uses 4 frame corner objects to visualize an AugmentedImage.
/// </summary>
public class AugmentedImageVisualizer : MonoBehaviour
{
    /// <summary>
    /// The AugmentedImage to visualize.
    /// </summary>
    public AugmentedImage Image;


    public GameObject[] Models;





    private void Start()
    {

    }



    /// <summary>
    /// A model for the lower left corner of the frame to place when an image is detected.
    /// </summary>
    // public GameObject FrameLowerLeft;

    /// <summary>
    /// A model for the lower right corner of the frame to place when an image is detected.
    /// </summary>
    // public GameObject FrameLowerRight;

    /// <summary>
    /// A model for the upper left corner of the frame to place when an image is detected.
    /// </summary>
    // public GameObject FrameUpperLeft;

    /// <summary>
    /// A model for the upper right corner of the frame to place when an image is detected.
    /// </summary>
    //  public GameObject FrameUpperRight;

    /// <summary>
    /// The Unity Update method.
    /// </summary>
    public void Update()
    {
         if (Image == null || Image.TrackingState != TrackingState.Tracking)

        {
            Models[Image.DatabaseIndex].SetActive(false);

            //Models[0].SetActive(false);
            //Models[1].SetActive(false);

            return;
        }

        if (Image == null || Image.TrackingState == TrackingState.Stopped)
            {
            Models[Image.DatabaseIndex].SetActive(false);

            //Models[0].SetActive(false);
            //Models[1].SetActive(false);

            return;

             }

        if (Image == null || Image.TrackingState == TrackingState.Paused)
        {
            Models[Image.DatabaseIndex].SetActive(false);

            //Models[0].SetActive(false);
            //Models[1].SetActive(false);

            return;

        }



        Models[Image.DatabaseIndex].SetActive(true);


    }
}
}

推荐答案

问题是,在您的更新函数中,您始终将两个模型都设置为 active.但是您应该只将您正在跟踪的模型设置为活动状态!因此,就像评论中所说的那样,您应该使用 AugmentedImage nosrefern>一>.例如,您的 Models[0] 是对应于数据库中第一个 Image 的模型,而 Models[1] 对应于第二个 Image.所以,而不是:

The problem is, that in your update function you set always both models active true. But you should only set the model active you are tracking! So like said in the comment you should use the AugmentedImage DatabseIndex. For example your Models[0] is the model coresponding to the first Image in the Database and the Models[1] is coresponding to the second Image. So instead of:

// Wrong code, because you're always setting both models active
Models[0].SetActive(true);
Models[1].SetActive(true);

你可以写:

// Only set the tracking Image active
Models[Image.DatabaseIndex].SetActive(true);

另一件事在您的 if (Image != null && Image.TrackingState == TrackingState.Paused)if (Image != null && Image.TrackingState == TrackingState.Stopped) 您可以在停用模型后编写 return; ,这样您就可以退出更新功能并且不再将模型设置为活动状态.

Another thing is in your if (Image != null && Image.TrackingState == TrackingState.Paused) and if (Image != null && Image.TrackingState == TrackingState.Stopped) you could write a return; after deactivating your model, so that you quit your Update function and don't set the model active again.

这篇关于如何使用 Unity 在 ARcore 增强图像场景中为不同图像显示不同的预制件?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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