为unity中hololens2的默认相机写一个脚本,对空旷房间地面进行识别,开启ar后自动将ar场景放置在地面上并将长宽拉伸至真实的20m,同时固定住ar场景,这样人就可以四处移动查看ar场景的每个部分
时间: 2024-05-16 12:16:25 浏览: 162
Unity_Detection2AR:在Unity Barracuda和ARFoundation中使用Yolo本地化3D场景中的2D图像对象检测
以下是一个简单的脚本示例,可用于Unity中Hololens 2的默认相机:
```csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.WSA.Input;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.XR.ARFoundation;
public class ARPlacementController : MonoBehaviour
{
public ARRaycastManager arRaycastManager;
public GameObject arObject;
public float arObjectScale = 20f;
private List<ARRaycastHit> arRaycastHits = new List<ARRaycastHit>();
private bool isPlaced = false;
// Start is called before the first frame update
void Start()
{
// Enable the default interaction manager.
InteractionManager interactionManager = InteractionManager.GetCurrent(null);
if (interactionManager != null)
{
interactionManager.StartedPrimary += OnInteractionStarted;
}
}
// Update is called once per frame
void Update()
{
if (!isPlaced)
{
Vector3 cameraPosition = Camera.main.transform.position;
Vector3 cameraDirection = Camera.main.transform.forward;
if (arRaycastManager.Raycast(cameraPosition, cameraDirection, arRaycastHits, TrackableType.Planes))
{
Pose placementPose = arRaycastHits[0].pose;
// Place the AR object at the detected plane and scale to real-world size.
arObject.transform.position = placementPose.position;
arObject.transform.rotation = placementPose.rotation;
arObject.transform.localScale = Vector3.one * arObjectScale;
// Lock the AR object in place.
arObject.GetComponent<Rigidbody>().isKinematic = true;
isPlaced = true;
}
}
}
private void OnInteractionStarted(InteractionSourceKind sourceKind)
{
if (isPlaced)
{
// Allow the AR object to be moved and rotated once it has been placed.
arObject.GetComponent<Rigidbody>().isKinematic = false;
}
}
}
```
在这个脚本中,我们使用了AR Foundation和AR Subsystems来进行AR跟踪。首先,我们在Start()函数中启用默认的Interaction Manager,以便我们可以检测到手势输入。在Update()函数中,我们使用AR Raycast Manager来检测相机视角下的平面,并将AR场景对象放置在检测到的平面上。在放置AR场景对象后,我们锁定它的位置并将其缩放至真实的20米。一旦AR场景对象被放置并锁定,我们允许它被移动和旋转,这样人们就可以在AR场景周围自由移动了。
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