HoloLens开发——Locatable camera in Unity

参考:

https://developer.microsoft.com/en-us/windows/mixed-reality/locatable_camera_in_unity

http://www.cnblogs.com/mantgh/p/5667385.html

1.Capture a Photo to a File 捕获照片到文件

可通过HoloLens PC网页端打开文件搜索,找到相应APP下文件图像信息


2.Capture a Photo to a Texture2D 捕获文件到Texture2D对象

 // 进一步使用Texture2D对象,比如赋给材质神马的

在这里,可以在Unity中cube上的材质显示图片


源代码:


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VR.WSA.WebCam;
using System.Linq;






public class PhotoCaptureCamera : MonoBehaviour {


    PhotoCapture photoCaptureObject = null;
    void Start()
    {
        PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated);
    }




    void OnPhotoCaptureCreated(PhotoCapture captureObject)
    {
        photoCaptureObject = captureObject;


        Resolution cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).First();


        CameraParameters c = new CameraParameters();
        c.hologramOpacity = 0.0f;
        c.cameraResolutionWidth = cameraResolution.width;
        c.cameraResolutionHeight = cameraResolution.height;
        c.pixelFormat = CapturePixelFormat.BGRA32;


       // captureObject.StartPhotoModeAsync(c, false, OnPhotoModeStarted);
        captureObject.StartPhotoModeAsync(c,OnPhotoModeStarted);
    }


    void OnStoppedPhotoMode(PhotoCapture.PhotoCaptureResult result)
    {
        photoCaptureObject.Dispose();
        photoCaptureObject = null;
    }




    //Capture a Photo to a File 捕获照片到文件
    /*
    private void OnPhotoModeStarted(PhotoCapture.PhotoCaptureResult result)
    {
        if (result.success)
        {
            string filename = string.Format(@"CapturedImage{0}_n.jpg", Time.time);
            string filePath = System.IO.Path.Combine(Application.persistentDataPath, filename);


            photoCaptureObject.TakePhotoAsync(filePath, PhotoCaptureFileOutputFormat.JPG, OnCapturedPhotoToDisk);
        }
        else
        {
            Debug.LogError("Unable to start photo mode!");
        }
    }


    void OnCapturedPhotoToDisk(PhotoCapture.PhotoCaptureResult result)
    {
        if (result.success)
        {
            Debug.Log("Saved Photo to disk!");
            photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode);
        }
        else
        {
            Debug.Log("Failed to save Photo to disk");
        }


    }


    */


    //Capture a Photo to a Texture2D 捕获文件到Texture2D对象
    private void OnPhotoModeStarted(PhotoCapture.PhotoCaptureResult result)
    {
        if (result.success)
        {
            photoCaptureObject.TakePhotoAsync(OnCapturedPhotoToMemory);
        }
        else
        {
            Debug.LogError("Unable to start photo mode!");
        }
    }
    void OnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame)
    {
        if (result.success)
        {
            // 使用正确分辨率创建Texture2D对象
            Resolution cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).First();
            Texture2D targetTexture = new Texture2D(cameraResolution.width, cameraResolution.height);
            // 将图像数据拷贝到Texture2D对象中
            photoCaptureFrame.UploadImageDataToTexture(targetTexture);
            // 进一步使用Texture2D对象,比如赋给材质神马的
           
            // Create a gameobject that we can apply our texture to
            GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad);
            Renderer quadRenderer = quad.GetComponent<Renderer>() as Renderer;
            quadRenderer.material = new Material(Shader.Find("Custom/Unlit/UnlitTexture"));


            quad.transform.parent = this.transform;
            quad.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f);


            quadRenderer.material.SetTexture("_MainTex", targetTexture);
            




        }
        // 清理相机
        photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode);
    }


    //Capture a Photo and Interact with the Raw bytes 捕获照片并和原始数据交互
    /*
    void OnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame)
    {
        if (result.success)
        {
            List<byte> imageBufferList = new List<byte>();
            // 复制原始 IMFMediaBuffer 数据到空的list
            photoCaptureFrame.CopyRawImageDataIntoBuffer(imageBufferList);


            //本例使用 BGRA32 格式捕获照片.
            int stride = 4;
            float denominator = 1.0f / 255.0f;
            List<Color> colorArray = new List<Color>();
            for (int i = imageBufferList.Count - 1; i >= 0; i -= stride)
            {
                float a = (int)(imageBufferList[i - 0]) * denominator;
                float r = (int)(imageBufferList[i - 1]) * denominator;
                float g = (int)(imageBufferList[i - 2]) * denominator;
                float b = (int)(imageBufferList[i - 3]) * denominator;


                colorArray.Add(new Color(r, g, b, a));
            }
            // 接下来可以把list用做进一步的处理


        }
        photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode);
    }


    */




    // Update is called once per frame
    void Update () {

}
}

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