控制Vuforia识别的方法

我想需要的时候再开启Vuforia识别图片的功能,识别后再关上,以免影响Hololens的性能。成功实现了,主界面配置如下:

 PositionTest按钮是克隆生成cube的,VuforiaControl按钮是控制Vuforia开关的。

imagetarget的设置界面如下,目标发现时执行creatcube函数,里面如果直接克隆生成cube的话会有异常(坐标没更新),所以设置个发现的标记flag就行了(具体参加主代码):

 

挂在PositionTest按钮上的主代码GetCyclinderPosition.cs如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Vuforia;

public class GetCyclinderPosition : MonoBehaviour
{
//    private static GetCyclinderPosition instance;
    public VuforiaBehaviour vuforia;
    public GameObject VuImageTarget;
    bool vuforiacontrolflag = false;
    bool detectedflag = false;
/*    private void Awake()
    {
        instance=this;
    }*/
    // Start is called before the first frame update
    void Start()
    {
        vuforia = GameObject.Find("MixedRealityPlayspace/ARCamera").GetComponent<VuforiaBehaviour>();
//        vuforia.enabled = false;
    }

 
    public void getcylinderposition()//随便测试cylinder的位置而已,现在不用了,保留吧
    {
        Vector3 cylinder1position = GameObject.FindGameObjectWithTag("Cylinder1").transform.position;
        Debug.Log($"cylinder1 is {cylinder1position}");
    }
    public void getcubeposition()
    {
        Vector3 cubeposition = GameObject.FindGameObjectWithTag("cube1").transform.position;
        Debug.Log($"cube is {cubeposition}");
 //       Vector3 modelposition = GameObject.FindGameObjectWithTag("ModelTarget").transform.position;
 //       Debug.Log($"modeltarget is {modelposition}");
        
    }
    public void VuforiaControl()
    {
        vuforiacontrolflag = !vuforiacontrolflag;

        if (vuforiacontrolflag)
        {
            vuforia.enabled = true;
            VuImageTarget.SetActive(true);
            Debug.Log("vuforia.enabled = true;");
        }
        else
        {
            vuforia.enabled = false;
            VuImageTarget.SetActive(false);
           
            Debug.Log("vuforia.enabled = false;");
        }
    }
    public void Creatcube()// Excuted when marker is found
    {
        detectedflag = true;

    }
    public void Creatcube2()
    {
        //       Vector3 cubeposition = GameObject.FindGameObjectWithTag("cube1").transform.position;
        //       Quaternion cuberotation = GameObject.FindGameObjectWithTag("cube1").transform.rotation;
        Vector3 markerposition = GameObject.Find("ImageTarget2").transform.position;//ImageTarget2 
        Quaternion markerrotation = GameObject.Find("ImageTarget2").transform.rotation;

        Debug.Log($"markerposition is ({markerposition.x},{markerposition.y},{markerposition.z}),markerrotation is ({markerrotation.eulerAngles.x},{markerrotation.eulerAngles.y},{markerrotation.eulerAngles.z})");
//        Vector3 markerpositionloc = GameObject.Find("ImageTarget2").transform.localPosition;//一级目录的local跟global是一样的,子物体不同,子物体的local值是永远不变的
 //       Quaternion markerrotationloc = GameObject.Find("ImageTarget2").transform.localRotation;
 //       Debug.Log($"markerpositionloc is ({markerpositionloc.x},{markerpositionloc.y},{markerpositionloc.z}),markerrotationloc is ({markerrotationloc.eulerAngles.x},{markerrotationloc.eulerAngles.y},{markerrotationloc.eulerAngles.z})");

        GameObject targetobject = GameObject.Find("ImageTarget2/Cubetest");
        Vector3 cubeposition = new Vector3(markerposition.x+ targetobject.transform.localPosition.x, markerposition.y+ targetobject.transform.localPosition.y, markerposition.z+ targetobject.transform.localPosition.z);
        Quaternion cuberotation = targetobject.transform.rotation;
        Debug.Log($"cubeposition is ({cubeposition.x},{cubeposition.y},{cubeposition.z}),cuberotation is ({cuberotation.eulerAngles.x},{cuberotation.eulerAngles.y},{cuberotation.eulerAngles.z})");
        Debug.Log($"cube local position is ({targetobject.transform.localPosition.x},{targetobject.transform.localPosition.y},{targetobject.transform.localPosition.z}),cube local rotation is ({targetobject.transform.localRotation.eulerAngles.x},{targetobject.transform.localRotation.eulerAngles.y},{targetobject.transform.localRotation.eulerAngles.z})");
        GameObject newcube = GameObject.Instantiate(targetobject, cubeposition, cuberotation);
        //    newcube.name = "newcube";
        Debug.Log("cube is created!");
        detectedflag = false;
        if (vuforiacontrolflag)
        {
            vuforia.enabled = false;
            VuImageTarget.SetActive(false);
            vuforiacontrolflag = false;
        }
            
        //       Vector3 modelposition = GameObject.FindGameObjectWithTag("ModelTarget").transform.position;
        //       Debug.Log($"modeltarget is {modelposition}");

        /*      
              Vector3 markerposition = GameObject.FindGameObjectWithTag("Plane").transform.position;
              Quaternion markerrotation = GameObject.FindGameObjectWithTag("Plane").transform.rotation;
              Debug.Log($"markerposition is {markerposition},markerrotation is {markerrotation}");
              Vector3 markerpositionloc = GameObject.FindGameObjectWithTag("Plane").transform.localPosition;
              Quaternion markerrotationloc = GameObject.FindGameObjectWithTag("Plane").transform.localRotation;
              Debug.Log($"markerpositionloc is {markerpositionloc},markerrotationloc is {markerrotationloc}");

              GameObject targetobject = GameObject.FindGameObjectWithTag("cube2");
              Vector3 cubeposition = targetobject.transform.position;
              Quaternion cuberotation = targetobject.transform.rotation;
              Debug.Log($"cubeposition is {cubeposition},cuberotation is {cuberotation}");
              Debug.Log($"cube local position is {targetobject.transform.localPosition},cube local rotation is {targetobject.transform.localRotation}");
              GameObject newcube;

              newcube = GameObject.Instantiate(targetobject, cubeposition, cuberotation);
              float xscale, yscale, zscale;
              xscale = GameObject.FindGameObjectWithTag("Plane").transform.localScale.x*targetobject.transform.localScale.x;
              yscale= GameObject.FindGameObjectWithTag("Plane").transform.localScale.y * targetobject.transform.localScale.y;
              zscale= GameObject.FindGameObjectWithTag("Plane").transform.localScale.z * targetobject.transform.localScale.z;
              newcube.transform.localScale =new Vector3(xscale, yscale, zscale);
              // newcube = GameObject.Instantiate(targetobject);
              //       newcube.transform.parent = GameObject.FindGameObjectWithTag("Plane").transform;
              newcube.name = "newcube2";
              Debug.Log("cube2 is created!");
         */

    }
}

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