AR设备使用Vuforia的优化
主要是设置识别的范围,在应用内检测当前识别图和我的距离,以及识别图和我的角度,当进入了规定的范围和角度后,
在进行定位功能。我目前用的是距离在两米内 摄像机和识别图的角度正负不超过30度的范围
VuforiaManager 管理
VuforialFindImageAction 识别图上,设置对应管理里的第几个VuforiaAnchor
VuforiaAnchor 定位的物体,注意旋转,Z轴要和Camera 看向物体的方向一致(反正180 自己测一下)
/****************************
summary:
****************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class VuforiaManager : MonoSingleton<VuforiaManager>
{
/// <summary>
/// 当前生成的场景
/// </summary>
public Transform sceneMap;
//[SerializeField]
//private List<Transform> list_ImageTargetObj;
[SerializeField]
public List<VuforiaAnchor> list_Anchor;
private VuforiaAnchor oldAnchor;
public Text text;
public bool isCorrect;
private void Start()
{
oldAnchor = null;
StartCoroutine(LoadARCamera());
isCorrect = false;
}
//private void Update()
//{
// if (oldAnchor != null)
// text.text = oldAnchor.transform.eulerAngles.x + " " + oldAnchor.transform.eulerAngles.y + " " + oldAnchor.transform.eulerAngles.z;
//}
public void TrackingFound(Transform targetObj , int num)
{
try
{
if (list_Anchor.Count < (num+1) || list_Anchor.Count < 1)
return;
SelectSceneAnchor(targetObj, num);
}
catch (System.Exception e)
{
Debug.LogError(e.Message);
}
}
public void TrackingLost(int num)
{
if (list_Anchor.Count < (num+1) || list_Anchor.Count < 1)
return;
list_Anchor[num].Close();
}
public void SelectSceneAnchor(Transform targetObj, int num)
{
if (oldAnchor == null)
{
oldAnchor = list_Anchor[num];
oldAnchor.Show(targetObj);
}
else if (oldAnchor == list_Anchor[num])
{
// oldTarget.DirectClose();
oldAnchor.ReplaceShow();
}
else if (oldAnchor != list_Anchor[num])
{
oldAnchor.DirectClose();
oldAnchor = list_Anchor[num];
oldAnchor.Show(targetObj);
// if(oldAnchor!=list_Anchor[num].gameObject)
}
}
public void ARCameraLoad()
{
// StartCoroutine(LoadARCamera());
}
IEnumerator LoadARCamera()
{
// yield return API_GSXR_Slam.SlamManager.IsRunning;
yield return new WaitForSeconds(2f);
GameObject.Instantiate(Resources.Load<GameObject>("ARCamera"));
}
}
/****************************
summary: 计算锚点差值,定位场景
****************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VuforiaAnchor : MonoBehaviour
{
private Transform targetObj = null;
private bool state = false;
private bool onlySet = true;
// private Collider[] coliders;
public Transform player;
private float y;
private Vector3 disPos;
private float dic;
private Vector3 dir;
private Vector3 cross;
private float dot;
private float deg;
private void Start()
{
// player = API_SVR.GetHead();
}
private void FixedUpdate()
{
/*
* 1.首次定位时直接整体 移动选择
* 2.后续矫正判断识别图和Player的公积和距离,在范围内再进行移动
*
*/
if (state && VuforiaManager.Instance.isCorrect)
{
if (player == null)
return;
if (onlySet)
{
onlySet = false;
y = targetObj.eulerAngles.y - transform.eulerAngles.y;
VuforiaManager.Instance.sceneMap.eulerAngles += new Vector3(0, y, 0);
disPos = targetObj.position - transform.position;
//Debug.Log(transform.position + " " + targetObj.position);
//Debug.Log(VuforiaManager.Instance.sceneMap.position);
//Debug.Log(" DisPos " + disPos);
VuforiaManager.Instance.sceneMap.position += disPos;
}
else
{
Vector3 disPos = targetObj.position - transform.position;
disPos = VuforiaManager.Instance.sceneMap.position + disPos;
VuforiaManager.Instance.sceneMap.position = Vector3.Lerp(VuforiaManager.Instance.sceneMap.position, disPos, Time.deltaTime * 10f);
}
}
}
// 首次定位
public void Show( Transform targetObj)
{
Debug.Log(" Show ");
this.targetObj = targetObj;
// StartCoroutine(Show(1));
state = true;
onlySet = true;
}
//再次定位
public void ReplaceShow()
{
state = true;
// onlySet = true;
// StartCoroutine(Show(1));
}
// 关闭
public void Close()
{
state = false;
}
// 强制关闭
public void DirectClose()
{
state = false;
}
public void PhysicsCollider()
{
//coliders = Physics.OverlapSphere(transform.position, 2.5f, 8);
//player = coliders[0].transform;
//if (coliders.Length>1)
//{
// Debug.LogError(" 检测玩家个数设置错误 ");
// return;
//}
}
IEnumerator Show(float timer)
{
yield return new WaitForSeconds(timer);
float y = targetObj.eulerAngles.y - transform.eulerAngles.y;
VuforiaManager.Instance.sceneMap.eulerAngles += new Vector3(0, y, 0);
Vector3 disPos = targetObj.position - transform.position;
Debug.Log(transform.position + " " + targetObj.position);
Debug.Log(VuforiaManager.Instance.sceneMap.position);
Debug.Log(" DisPos " + disPos);
VuforiaManager.Instance.sceneMap.position += disPos;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VuforialFindImageAction : DefaultTrackableEventHandler
{
public string Name;
// [HideInInspector]
public TargetObjDeg targetObj;
// [HideInInspector]
public int num;
[HideInInspector]
public int pointObj;
protected override void OnTrackingFound()
{
//if (VuforialMap.Instance != null)
// VuforialMap.Instance.TargetPointShow(this);
if (VuforiaManager.Instance != null)
{
Debug.Log(num);
// VuforialControl.Instance.TrackingFound(targetObj, num, pointObj);
VuforiaManager.Instance.TrackingFound(targetObj.transform, num);
targetObj.state = true;
}
base.OnTrackingFound();
}
protected override void OnTrackingLost()
{
// VuforialControl.Instance.TrackingLost(num);
if(VuforiaManager.Instance!=null)
{
Debug.Log(num);
VuforiaManager.Instance.TrackingLost(num);
targetObj.state = false;
}
//if (VuforialMap.Instance != null)
// VuforialMap.Instance.TargetPointClose(this);
base.OnTrackingLost();
}
}
public enum ShowObj
{
ScenicSpot = 0,
Rotue = 1,
obj3D = 2
}

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