一.环境
案例网址 : https://github.com/Unity-Technologies/arfoundation-samples.git
官方文档网址 : https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@2.2/api/UnityEngine.XR.ARFoundation.html
Unity版本 : 2019.3.0
SDK版本 :
二.案例解析
1.功能
获取光估计信息
2.项目结构分析
主要脚本在Directional Light :
3.代码解析
using UnityEngine;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// 一种组件,可用于访问AR设备所观察到的物理环境中最近接收到的光估计信息。
/// </summary>
[RequireComponent(typeof(Light))]
public class LightEstimation : MonoBehaviour
{
[SerializeField]
[Tooltip("The ARCameraManager which will produce frame events containing light estimation information.")]
ARCameraManager m_CameraManager;
/// <summary>
/// Get or set the <c>ARCameraManager</c>.
/// </summary>
public ARCameraManager cameraManager
{
get { return m_CameraManager; }
set
{
if (m_CameraManager == value)
return;
if (m_CameraManager != null)
m_CameraManager.frameReceived -= FrameChanged;
m_CameraManager = value;
if (m_CameraManager != null & enabled)
m_CameraManager.frameReceived += FrameChanged;
}
}
/// <summary>
///物理环境的估计亮度(如果可用)。
/// </summary>
public float? brightness { get; private set; }
/// <summary>
/// 物理环境的估计色温(如果可用)。
/// </summary>
public float? colorTemperature { get; private set; }
/// <summary>
/// 估计的物理环境的颜色校正值,如果可用。
/// </summary>
public Color? colorCorrection { get; private set; }
void Awake ()
{
m_Light = GetComponent<Light>();
}
void OnEnable()
{
//添加ARCameraFrameEventArgs每帧监听事件
if (m_CameraManager != null)
m_CameraManager.frameReceived += FrameChanged;
}
void OnDisable()
{
//移除监听事件
if (m_CameraManager != null)
m_CameraManager.frameReceived -= FrameChanged;
}
void FrameChanged(ARCameraFrameEventArgs args)
{
if (args.lightEstimation.averageBrightness.HasValue)
{
brightness = args.lightEstimation.averageBrightness.Value;
m_Light.intensity = brightness.Value;
}
if (args.lightEstimation.averageColorTemperature.HasValue)
{
colorTemperature = args.lightEstimation.averageColorTemperature.Value;
m_Light.colorTemperature = colorTemperature.Value;
}
if (args.lightEstimation.colorCorrection.HasValue)
{
colorCorrection = args.lightEstimation.colorCorrection.Value;
m_Light.color = colorCorrection.Value;
}
}
Light m_Light;
}
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