Unity3D 原生WebCamera实现摄像头显示
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<li class="tit">标签:</li>
- unity3d /
- 摄像头 /
- 游戏 /
今天为大家分享一下,如何通过WebCamera 调用外部的摄像头。
1.首先我们需要简单认识一下,unity有关摄像头需要用到的内置类;
WebCamDevice
官方文档:https://docs.unity3d.com/ScriptReference/WebCamDevice.html
WebCamTexture
官方文档:https://docs.unity3d.com/ScriptReference/WebCamTexture.html
2.新建一个unity3d 项目,在场景中新建Resources文件夹》Material文件夹,在文件夹中新建一个材质CameraPlane.mat;并且材质球的Shader:Unlit/Texture.
3.在场景中新建一个Camera,并且把对象重新命名为WebCamera,在WebCamera下面添加一个子对象Plane[PlaneMeshRender],注意点是:(1).plane的Rotation (X:90 Y:180 Z:0)如果不修改 ,显示的画面,会相反显示;(2).需要MeshRender,把第一步操作的材质球附加上。
4.到这一步,就是比较重点了,在WebCamera上附加一个WebCameraManager.cs 组件类,主要是处理调用外部摄像头,并且显示摄像的内容。
WebCameraManager.cs 代码如下:
- using System.Collections;[/align]using System.Collections.Generic;
- using UnityEngine;
- public class WebCameraManager : MonoBehaviour {
- public string DeviceName;
- public Vector2 CameraSize;
- public float CameraFPS;
- //接收返回的图片数据
- WebCamTexture _webCamera;
- public GameObject Plane;//作为显示摄像头的面板
- void OnGUI()
- {
- if(GUI.Button(new Rect(100,100,100,100),“Initialize Camera”))
- {
- StartCoroutine (”InitCameraCor”);
- }
- //添加一个按钮来控制摄像机的开和关
- if(GUI.Button(new Rect(100,250,100,100),“ON/OFF”))
- {
- if (_webCamera != null && Plane != null) {
- if (_webCamera.isPlaying)
- StopCamera ();
- else
- PlayCamera ();
- }
- }
- if(GUI.Button(new Rect(100,450,100,100),“Quit”)){
- Application.Quit();
- }
- }
- public void PlayCamera()
- {
- Plane.GetComponent<MeshRenderer> ().enabled = true;
- _webCamera.Play();
- }
- public void StopCamera()
- {
- Plane.GetComponent<MeshRenderer> ().enabled =false;
- _webCamera.Stop();
- }
- /// <summary>
- /// 初始化摄像头
- /// </summary>
- public IEnumerator InitCameraCor()
- {
- yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
- if (Application.HasUserAuthorization(UserAuthorization.WebCam))
- {
- WebCamDevice[] devices = WebCamTexture.devices;
- DeviceName= devices[0].name;
- _webCamera=new WebCamTexture(DeviceName,(int)CameraSize.x,(int)CameraSize.y,(int)CameraFPS);
- Plane.GetComponent<Renderer> ().material.mainTexture=_webCamera;
- Plane.transform.localScale = new Vector3 (1,1,1);
- _webCamera.Play();
- }
- }
- }
using System.Collections;[/align]using System.Collections.Generic; using UnityEngine; public class WebCameraManager : MonoBehaviour { public string DeviceName; public Vector2 CameraSize; public float CameraFPS; //接收返回的图片数据 WebCamTexture _webCamera; public GameObject Plane;//作为显示摄像头的面板 void OnGUI() { if(GUI.Button(new Rect(100,100,100,100),"Initialize Camera")) { StartCoroutine ("InitCameraCor"); } //添加一个按钮来控制摄像机的开和关 if(GUI.Button(new Rect(100,250,100,100),"ON/OFF")) { if (_webCamera != null && Plane != null) { if (_webCamera.isPlaying) StopCamera (); else PlayCamera (); } } if(GUI.Button(new Rect(100,450,100,100),"Quit")){ Application.Quit(); } } public void PlayCamera() { Plane.GetComponent<MeshRenderer> ().enabled = true; _webCamera.Play(); } public void StopCamera() { Plane.GetComponent<MeshRenderer> ().enabled =false; _webCamera.Stop(); } /// <summary> /// 初始化摄像头 /// </summary> public IEnumerator InitCameraCor() { yield return Application.RequestUserAuthorization(UserAuthorization.WebCam); if (Application.HasUserAuthorization(UserAuthorization.WebCam)) { WebCamDevice[] devices = WebCamTexture.devices; DeviceName= devices[0].name; _webCamera=new WebCamTexture(DeviceName,(int)CameraSize.x,(int)CameraSize.y,(int)CameraFPS); Plane.GetComponent<Renderer> ().material.mainTexture=_webCamera; Plane.transform.localScale = new Vector3 (1,1,1); _webCamera.Play(); } } }
5.最后直接运行看效果哈!
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