[洪流学堂]Hololens开发高级篇5:空间映射(Spatial mapping)
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本教程基于Unity2017.2及Visual Studio 2017
本教程编写时间:2017年12月16日
本文内容提要
空间映射让holograms了解周围环境,将真实世界和虚拟世界更好地结合在一起。本教程你将会学到:
- 扫描环境并将数据传输到你的开发设备
- 探索shader并用shader来展示你的空间
- 使用网格处理将房间网格划分为简单的平面
- 我们将研究比入门篇中更高级的放置技术,当一个hologram可以放置在环境中时提供反馈
- 学习遮挡效果,当你的hologram被真实世界物体挡住时,你仍然可以通过X光透视看到它!
准备工作
- 安装好Hololens模拟器开发环境
- 已完成Hololens入门篇的学习
资源下载
请先下载官方教程的资源
原地址
如果下载有困难,百度云地址
0 创建工程
- 将下载资源的解压出来
- 打开Unitiy,创建新工程,命名为 Planetarium, 选择 3D,点击Create Project
- Edit > Project Settings > Player,在Inspector面板中,点击Windows Store图标
- 展开XR Settings,勾选Virtual Reality Supported复选框,确认Windows Mixed Reality在下面的列表中
- 展开Publishing Settings,在Capabilities中选中
- InternetClientServer
- PrivateNetworkClientServer
- Microphone
- SpatialPerception
- 在Other Settings里面,找到Scripting Backend设置为.NET
- Assets > Import Package > Custom Package,导入刚解压出来的HolographicAcademy-Holograms-230-SpatialMapping\Starting\Planetarium.unitypackage
- 在Hierarchy中,删除Main Camera
- 将Project面板中,HoloToolkit-SpatialMapping-230\Utilities\Prefabs 文件夹下的 Main Camera 拖到Hierarchy空白处
- 删除Hierarchy中的Directional Light物体
- 将Project面板中,Holograms文件夹下的Cursor拖到Hierarchy中
- 在Hierarchy面板选中 Cursor 物体,在Inspector面板的上部Layer下拉菜单中选择 Edit Layers,将 User Layer 31 命名为 “SpatialMapping”
- 保存场景到 Scenes\Planetarium.unity
1 扫描
目标
- 学习SurfaceObserver及其设置如何影响体验和性能。
- 创建一个房间扫描来收集你的房间网格。
步骤
- Project面板下 HoloToolkit-SpatialMapping-230\SpatialMapping\Prefabs 文件夹中找到 SpatialMapping prefab
- 将 SpatialMapping prefab拖到 Hierarchy 的空白处
编译部署(第一部分)
- File > Build Settings, 点击 Add Open Scenes 将当前场景添加到build
- 选择Universal Windows Platform,点击Switch Platform按钮
- Target device设置为Hololens,选中Unity C# Projects
- 在Build Settings面板,点击Build,新建
App
文件夹并选择该文件夹 - Build完成后,打开App文件夹下的解决方案,将Debug改为Release,ARM改为x86,并选中Hololens Emulator
- 点击调试 > 开始执行(不调试)或者Ctrl+F5(注意:模拟器启动慢可能会引起部署超时,这时候不要关闭模拟器,直接再次Ctrl+F5即可)
- Target device设置为Hololens,选中Unity C# Projects
编译部署第二部分
现在我们来看下空间映射如何影响性能。
- 在Unity中,选择 Window> Profiler。
- 点击 Add Profiler > GPU。
- 点击 Active Profiler >
- 输入您的HoloLens 的IP地址,模拟器的地址看下图图示获得
- 点击 Connect
- 观察GPU渲染每帧所花费的毫秒数。
- 返回到Visual Studio并打开SpatialMappingObserver.cs。可以在 Assembly-CSharp (Universal Windows) 项目的 HoloToolkit-SpatialMapping-230\SpatialMapping\Scripts 文件夹中找到它。
- 找到 Awake() 函数,并添加以下代码:TrianglesPerCubicMeter = 1200;
- 将项目重新部署到您的设备,然后重新连接分析器。观察渲染每帧的毫秒数的变化。(每帧耗时应该有所升高)
保存房间模型并在Unity中加载
最后,保存房间网格并将其加载到Unity中。
- 返回到Visual Studio 删除上一节中在Awake()函数中添加的TrianglesPerCubicMeter代码。
- 将项目重新部署。现在我们应该每立方米显示500个三角形。
- 打开浏览器并输入HoloLens IP地址进入 Windows Device Protal。模拟器可以直接点击右侧工具栏中的Device Protal按钮(从下往上第二个)进入。
- 在左侧面板中选择3D View。
- 在 Spatial mapping 下,点击 Update 按钮。
- 可以看到 HoloLens 扫描过的区域显示在窗口中。
- 要保存房间扫描数据,点击Save按钮,浏览器会下载模型文件。
- 打开你的下载文件夹找到保存的房间模型 SpatialMapping.obj。
- 将 SpatialMapping.obj 复制到Unity项目的Assets文件夹中。
- 在Unity中,在 Hierarchy 面板中选择 SpatialMapping 物体的 Object Surface Observer (Script) 组件
- 将 Room Model 属性设置为刚加入工程的 SpatialMapping.obj
- 在Unity中运行下, SpatialMapping组件应该会加载网格模型
- 切换到场景视图可以查看线框显示的整个房间模型。
注意:下一次在Unity中进入Play模式时,默认会加载这个房间网格。
2 可视化
目标
- 学习shader基础
- 将周围环境可视化
步骤
- 在Hierarchy米娜版那种,选额 SpatialMapping物体上面的 Spatial Mapping Manager (Script) 组件
- 将 Surface Material 属性搜索设置为 BlueLinesOnWalls 材质
- BlueLinesOnWalls 是一个简单的像素着色器,实现以下功能:
- 将顶点的位置转换为世界坐标
- 通过顶点的发现判断像素是否垂直
- 设置像素的颜色
编译部署
- 在Unity中进入Play模式,蓝线将在房间网格的所有垂直表面上显示(从我们保存的扫描数据中自动加载)
- 切到 Scene 面板,查看整个房间网格是如何显示的
- 调整 BlueLinesOnWalls 的一些属性,看看显示效果如何变化:
- 调整LineScale值以使线条显得更粗或更薄
- 调整LinesPerMeter值以更改每个墙上显示的线条数
- 部署到Hololens模拟器看看
Unity预览材质非常方便,但是开发时一定要到真机上看下效果
处理
目标
- 学习处理空间映射数据以便在应用程序中使用
- 分析空间映射数据以找到平面并去除三角形。
- 使用平面进行hologram放置
步骤
- 将 Holograms 文件夹下的 SpatialProcessing prefab拖到场景中
SpatialProcessing prefab包含处理空间映射数据的组件。SurfaceMeshesToPlanes.cs根据空间映射数据找到并生成平面。我们将在我们的应用中使用平面来代表墙壁,地板和天花板。这个prefab还包括RemoveSurfaceVertices.cs,它可以从空间映射网格中删除顶点。这可以用来在网格中创建孔,或去除不再需要的多余三角形(因为可以使用平面代替)。 - 将 Holograms 文件夹下的 SpaceCollection prefab拖到场景中
- 打开 SpatialProcessing 上的 PlaySpaceManager 脚本
PlaySpaceManager.cs包含针对本程序的代码。我们需要在脚本中添加以下功能:- 超过扫描时间限制(10秒)后停止采集空间映射数据。
- 处理空间映射数据:
- 使用SurfaceMeshesToPlanes将墙壁,地板,天花板等用平面表示。
- 使用RemoveSurfaceVertices去除落在平面内的三角形。
- 在场景中生成hologram的集合,并将它们放置在靠近用户的墙壁和地板上。
- 根据 PlaySpaceManager.cs 中注释标记补全代码,最终完整代码如下
using System.Collections.Generic;using UnityEngine;using UnityEngine.Windows.Speech;using Academy.HoloToolkit.Unity;/// <summary>/// The SurfaceManager class allows applications to scan the environment for a specified amount of time /// and then process the Spatial Mapping Mesh (find planes, remove vertices) after that time has expired./// </summary>public class PlaySpaceManager : Singleton<PlaySpaceManager>{ [Tooltip("When checked, the SurfaceObserver will stop running after a specified amount of time.")] public bool limitScanningByTime = true; [Tooltip("How much time (in seconds) that the SurfaceObserver will run after being started; used when 'Limit Scanning By Time' is checked.")] public float scanTime = 30.0f; [Tooltip("Material to use when rendering Spatial Mapping meshes while the observer is running.")] public Material defaultMaterial; [Tooltip("Optional Material to use when rendering Spatial Mapping meshes after the observer has been stopped.")] public Material secondaryMaterial; [Tooltip("Minimum number of floor planes required in order to exit scanning/processing mode.")] public uint minimumFloors = 1; [Tooltip("Minimum number of wall planes required in order to exit scanning/processing mode.")] public uint minimumWalls = 1; /// <summary> /// Indicates if processing of the surface meshes is complete. /// </summary> private bool meshesProcessed = false; /// <summary> /// GameObject initialization. /// </summary> private void Start() { // Update surfaceObserver and storedMeshes to use the same material during scanning. SpatialMappingManager.Instance.SetSurfaceMaterial(defaultMaterial); // Register for the MakePlanesComplete event. SurfaceMeshesToPlanes.Instance.MakePlanesComplete += SurfaceMeshesToPlanes_MakePlanesComplete; } /// <summary> /// Called once per frame. /// </summary> private void Update() { // Check to see if the spatial mapping data has been processed // and if we are limiting how much time the user can spend scanning. if (!meshesProcessed && limitScanningByTime) { // If we have not processed the spatial mapping data // and scanning time is limited... // Check to see if enough scanning time has passed // since starting the observer. if (limitScanningByTime && ((Time.time - SpatialMappingManager.Instance.StartTime) < scanTime)) { // If we have a limited scanning time, then we should wait until // enough time has passed before processing the mesh. } else { // The user should be done scanning their environment, // so start processing the spatial mapping data... /* TODO: 3.a DEVELOPER CODING EXERCISE 3.a */ // 3.a: Check if IsObserverRunning() is true on the // SpatialMappingManager.Instance. if(SpatialMappingManager.Instance.IsObserverRunning()) { // 3.a: If running, Stop the observer by calling // StopObserver() on the SpatialMappingManager.Instance. SpatialMappingManager.Instance.StopObserver(); } // 3.a: Call CreatePlanes() to generate planes. CreatePlanes(); // 3.a: Set meshesProcessed to true. meshesProcessed = true; } } } /// <summary> /// Handler for the SurfaceMeshesToPlanes MakePlanesComplete event. /// </summary> /// <param name="source">Source of the event.</param> /// <param name="args">Args for the event.</param> private void SurfaceMeshesToPlanes_MakePlanesComplete(object source, System.EventArgs args) { /* TODO: 3.a DEVELOPER CODING EXERCISE 3.a */ // Collection of floor and table planes that we can use to set horizontal items on. List<GameObject> horizontal = new List<GameObject>(); // Collection of wall planes that we can use to set vertical items on. List<GameObject> vertical = new List<GameObject>(); // 3.a: Get all floor and table planes by calling // SurfaceMeshesToPlanes.Instance.GetActivePlanes(). // Assign the result to the 'horizontal' list. horizontal = SurfaceMeshesToPlanes.Instance.GetActivePlanes(PlaneTypes.Table | PlaneTypes.Floor); // 3.a: Get all wall planes by calling // SurfaceMeshesToPlanes.Instance.GetActivePlanes(). // Assign the result to the 'vertical' list. vertical = SurfaceMeshesToPlanes.Instance.GetActivePlanes(PlaneTypes.Wall); // Check to see if we have enough horizontal planes (minimumFloors) // and vertical planes (minimumWalls), to set holograms on in the world. if (horizontal.Count >= minimumFloors && vertical.Count >= minimumWalls) { // We have enough floors and walls to place our holograms on... // 3.a: Let's reduce our triangle count by removing triangles // from SpatialMapping meshes that intersect with our active planes. // Call RemoveVertices(). // Pass in all activePlanes found by SurfaceMeshesToPlanes.Instance. RemoveVertices(SurfaceMeshesToPlanes.Instance.ActivePlanes); // 3.a: We can indicate to the user that scanning is over by // changing the material applied to the Spatial Mapping meshes. // Call SpatialMappingManager.Instance.SetSurfaceMaterial(). // Pass in the secondaryMaterial. SpatialMappingManager.Instance.SetSurfaceMaterial(secondaryMaterial); // 3.a: We are all done processing the mesh, so we can now // initialize a collection of Placeable holograms in the world // and use horizontal/vertical planes to set their starting positions. // Call SpaceCollectionManager.Instance.GenerateItemsInWorld(). // Pass in the lists of horizontal and vertical planes that we found earlier. SpaceCollectionManager.Instance.GenerateItemsInWorld(horizontal, vertical); } else { // We do not have enough floors/walls to place our holograms on... // 3.a: Re-enter scanning mode so the user can find more surfaces by // calling StartObserver() on the SpatialMappingManager.Instance. SpatialMappingManager.Instance.StartObserver(); // 3.a: Re-process spatial data after scanning completes by // re-setting meshesProcessed to false. meshesProcessed = false; } } /// <summary> /// Creates planes from the spatial mapping surfaces. /// </summary> private void CreatePlanes() { // Generate planes based on the spatial map. SurfaceMeshesToPlanes surfaceToPlanes = SurfaceMeshesToPlanes.Instance; if (surfaceToPlanes != null && surfaceToPlanes.enabled) { surfaceToPlanes.MakePlanes(); } } /// <summary> /// Removes triangles from the spatial mapping surfaces. /// </summary> /// <param name="boundingObjects"></param> private void RemoveVertices(IEnumerable<GameObject> boundingObjects) { RemoveSurfaceVertices removeVerts = RemoveSurfaceVertices.Instance; if (removeVerts != null && removeVerts.enabled) { removeVerts.RemoveSurfaceVerticesWithinBounds(boundingObjects); } } /// <summary> /// Called when the GameObject is unloaded. /// </summary> private void OnDestroy() { if (SurfaceMeshesToPlanes.Instance != null) { SurfaceMeshesToPlanes.Instance.MakePlanesComplete -= SurfaceMeshesToPlanes_MakePlanesComplete; } }}
编译部署
- 在部署到HoloLens之前,在 Unity 中运行预览一下
- 加载房间网格数据后,等待10秒钟处理数据。
- 处理完成后,地板,墙壁,天花板等将显示为平面。
- 所有的平面处理完成后,你应该看到太阳能系出现在靠近相机的地板上。
- 照相机附近的墙壁上也应该出现两张海报。如果在Game下看不到它们,请切换到 Scene 面板。
- 再次按下Play按钮退出Play模式。
- 部署到HoloLens。
- 等待空间映射数据的扫描和处理完成。
- 看到平面以后,试着找到世界中的太阳系和海报。
4 放置
目标
- 确定 hologram 是否放到了表面
- hologram能否放到表面,给用户提供反馈
步骤
- 选中 SpatialProcessing 物体,将 Surface Meshes To Planes (Script) 组件的 Draw Planes 属性设置为 Wall(可以先选Nothing清空所有)
打开Scripts文件夹下的Placeable脚本
Placeable脚本已经添加到找到平面后自动生成的海报和投影仪上。现在我们需要去掉一些代码的注释,这个脚本就能实现以下功能:- 通过射线检测判断一个hologram是否适合一个表面
- 通过表面的发现来判断表面是否平滑,能让hologram放平
- hologram放置的时候渲染一个边界立方体来显示hologram的真实大小
- 在hologram将被放到的地面或墙上投射阴影
- 如果hologram可以放置,阴影显示为绿色,否则显示为红色
- 根据表面的类型(水平或垂直)重新旋转hologram
- 将hologram平滑地放置在选定的表面上,避免跳跃或捕捉情况。
根据提示删掉代码的注释,最终代码如下:
using System.Collections.Generic;using UnityEngine;using Academy.HoloToolkit.Unity;/// <summary>/// Enumeration containing the surfaces on which a GameObject/// can be placed. For simplicity of this sample, only one/// surface type is allowed to be selected./// </summary>public enum PlacementSurfaces{ // Horizontal surface with an upward pointing normal. Horizontal = 1, // Vertical surface with a normal facing the user. Vertical = 2,}/// <summary>/// The Placeable class implements the logic used to determine if a GameObject/// can be placed on a target surface. Constraints for placement include:/// * No part of the GameObject's box collider impacts with another object in the scene/// * The object lays flat (within specified tolerances) against the surface/// * The object would not fall off of the surface if gravity were enabled./// This class also provides the following visualizations./// * A transparent cube representing the object's box collider./// * Shadow on the target surface indicating whether or not placement is valid./// </summary>public class Placeable : MonoBehaviour{ [Tooltip("The base material used to render the bounds asset when placement is allowed.")] public Material PlaceableBoundsMaterial = null; [Tooltip("The base material used to render the bounds asset when placement is not allowed.")] public Material NotPlaceableBoundsMaterial = null; [Tooltip("The material used to render the placement shadow when placement it allowed.")] public Material PlaceableShadowMaterial = null; [Tooltip("The material used to render the placement shadow when placement it not allowed.")] public Material NotPlaceableShadowMaterial = null; [Tooltip("The type of surface on which the object can be placed.")] public PlacementSurfaces PlacementSurface = PlacementSurfaces.Horizontal; [Tooltip("The child object(s) to hide during placement.")] public List<GameObject> ChildrenToHide = new List<GameObject>(); /// <summary> /// Indicates if the object is in the process of being placed. /// </summary> public bool IsPlacing { get; private set; } // The most recent distance to the surface. This is used to // locate the object when the user's gaze does not intersect // with the Spatial Mapping mesh. private float lastDistance = 2.0f; // The distance away from the target surface that the object should hover prior while being placed. private float hoverDistance = 0.15f; // Threshold (the closer to 0, the stricter the standard) used to determine if a surface is flat. private float distanceThreshold = 0.02f; // Threshold (the closer to 1, the stricter the standard) used to determine if a surface is vertical. private float upNormalThreshold = 0.9f; // Maximum distance, from the object, that placement is allowed. // This is used when raycasting to see if the object is near a placeable surface. private float maximumPlacementDistance = 5.0f; // Speed (1.0 being fastest) at which the object settles to the surface upon placement. private float placementVelocity = 0.06f; // Indicates whether or not this script manages the object's box collider. private bool managingBoxCollider = false; // The box collider used to determine of the object will fit in the desired location. // It is also used to size the bounding cube. private BoxCollider boxCollider = null; // Visible asset used to show the dimensions of the object. This asset is sized // using the box collider's bounds. private GameObject boundsAsset = null; // Visible asset used to show the where the object is attempting to be placed. // This asset is sized using the box collider's bounds. private GameObject shadowAsset = null; // The location at which the object will be placed. private Vector3 targetPosition; /// <summary> /// Called when the GameObject is created. /// </summary> private void Awake() { targetPosition = gameObject.transform.position; // Get the object's collider. boxCollider = gameObject.GetComponent<BoxCollider>(); if (boxCollider == null) { // The object does not have a collider, create one and remember that // we are managing it. managingBoxCollider = true; boxCollider = gameObject.AddComponent<BoxCollider>(); boxCollider.enabled = false; } // Create the object that will be used to indicate the bounds of the GameObject. boundsAsset = GameObject.CreatePrimitive(PrimitiveType.Cube); boundsAsset.transform.parent = gameObject.transform; boundsAsset.SetActive(false); // Create a object that will be used as a shadow. shadowAsset = GameObject.CreatePrimitive(PrimitiveType.Quad); shadowAsset.transform.parent = gameObject.transform; shadowAsset.SetActive(false); } /// <summary> /// Called when our object is selected. Generally called by /// a gesture management component. /// </summary> public void OnSelect() { /* TODO: 4.a CODE ALONG 4.a */ if (!IsPlacing) { OnPlacementStart(); } else { OnPlacementStop(); } } /// <summary> /// Called once per frame. /// </summary> private void Update() { /* TODO: 4.a CODE ALONG 4.a */ if (IsPlacing) { // Move the object. Move(); // Set the visual elements. Vector3 targetPosition; Vector3 surfaceNormal; bool canBePlaced = ValidatePlacement(out targetPosition, out surfaceNormal); DisplayBounds(canBePlaced); DisplayShadow(targetPosition, surfaceNormal, canBePlaced); } else { // Disable the visual elements. boundsAsset.SetActive(false); shadowAsset.SetActive(false); // Gracefully place the object on the target surface. float dist = (gameObject.transform.position - targetPosition).magnitude; if (dist > 0) { gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, targetPosition, placementVelocity / dist); } else { // Unhide the child object(s) to make placement easier. for (int i = 0; i < ChildrenToHide.Count; i++) { ChildrenToHide[i].SetActive(true); } } } } /// <summary> /// Verify whether or not the object can be placed. /// </summary> /// <param name="position"> /// The target position on the surface. /// </param> /// <param name="surfaceNormal"> /// The normal of the surface on which the object is to be placed. /// </param> /// <returns> /// True if the target position is valid for placing the object, otherwise false. /// </returns> private bool ValidatePlacement(out Vector3 position, out Vector3 surfaceNormal) { Vector3 raycastDirection = gameObject.transform.forward; if (PlacementSurface == PlacementSurfaces.Horizontal) { // Placing on horizontal surfaces. // Raycast from the bottom face of the box collider. raycastDirection = -(Vector3.up); } // Initialize out parameters. position = Vector3.zero; surfaceNormal = Vector3.zero; Vector3[] facePoints = GetColliderFacePoints(); // The origin points we receive are in local space and we // need to raycast in world space. for (int i = 0; i < facePoints.Length; i++) { facePoints[i] = gameObject.transform.TransformVector(facePoints[i]) + gameObject.transform.position; } // Cast a ray from the center of the box collider face to the surface. RaycastHit centerHit; if (!Physics.Raycast(facePoints[0], raycastDirection, out centerHit, maximumPlacementDistance, SpatialMappingManager.Instance.LayerMask)) { // If the ray failed to hit the surface, we are done. return false; } // We have found a surface. Set position and surfaceNormal. position = centerHit.point; surfaceNormal = centerHit.normal; // Cast a ray from the corners of the box collider face to the surface. for (int i = 1; i < facePoints.Length; i++) { RaycastHit hitInfo; if (Physics.Raycast(facePoints[i], raycastDirection, out hitInfo, maximumPlacementDistance, SpatialMappingManager.Instance.LayerMask)) { // To be a valid placement location, each of the corners must have a similar // enough distance to the surface as the center point if (!IsEquivalentDistance(centerHit.distance, hitInfo.distance)) { return false; } } else { // The raycast failed to intersect with the target layer. return false; } } return true; } /// <summary> /// Determine the coordinates, in local space, of the box collider face that /// will be placed against the target surface. /// </summary> /// <returns> /// Vector3 array with the center point of the face at index 0. /// </returns> private Vector3[] GetColliderFacePoints() { // Get the collider extents. // The size values are twice the extents. Vector3 extents = boxCollider.size / 2; // Calculate the min and max values for each coordinate. float minX = boxCollider.center.x - extents.x; float maxX = boxCollider.center.x + extents.x; float minY = boxCollider.center.y - extents.y; float maxY = boxCollider.center.y + extents.y; float minZ = boxCollider.center.z - extents.z; float maxZ = boxCollider.center.z + extents.z; Vector3 center; Vector3 corner0; Vector3 corner1; Vector3 corner2; Vector3 corner3; if (PlacementSurface == PlacementSurfaces.Horizontal) { // Placing on horizontal surfaces. center = new Vector3(boxCollider.center.x, minY, boxCollider.center.z); corner0 = new Vector3(minX, minY, minZ); corner1 = new Vector3(minX, minY, maxZ); corner2 = new Vector3(maxX, minY, minZ); corner3 = new Vector3(maxX, minY, maxZ); } else { // Placing on vertical surfaces. center = new Vector3(boxCollider.center.x, boxCollider.center.y, maxZ); corner0 = new Vector3(minX, minY, maxZ); corner1 = new Vector3(minX, maxY, maxZ); corner2 = new Vector3(maxX, minY, maxZ); corner3 = new Vector3(maxX, maxY, maxZ); } return new Vector3[] { center, corner0, corner1, corner2, corner3 }; } /// <summary> /// Put the object into placement mode. /// </summary> public void OnPlacementStart() { // If we are managing the collider, enable it. if (managingBoxCollider) { boxCollider.enabled = true; } // Hide the child object(s) to make placement easier. for (int i = 0; i < ChildrenToHide.Count; i++) { ChildrenToHide[i].SetActive(false); } // Tell the gesture manager that it is to assume // all input is to be given to this object. GestureManager.Instance.OverrideFocusedObject = gameObject; // Enter placement mode. IsPlacing = true; } /// <summary> /// Take the object out of placement mode. /// </summary> /// <remarks> /// This method will leave the object in placement mode if called while /// the object is in an invalid location. To determine whether or not /// the object has been placed, check the value of the IsPlacing property. /// </remarks> public void OnPlacementStop() { // ValidatePlacement requires a normal as an out parameter. Vector3 position; Vector3 surfaceNormal; // Check to see if we can exit placement mode. if (!ValidatePlacement(out position, out surfaceNormal)) { return; } // The object is allowed to be placed. // We are placing at a small buffer away from the surface. targetPosition = position + (0.01f * surfaceNormal); OrientObject(true, surfaceNormal); // If we are managing the collider, disable it. if (managingBoxCollider) { boxCollider.enabled = false; } // Tell the gesture manager that it is to resume // its normal behavior. GestureManager.Instance.OverrideFocusedObject = null; // Exit placement mode. IsPlacing = false; } /// <summary> /// Positions the object along the surface toward which the user is gazing. /// </summary> /// <remarks> /// If the user's gaze does not intersect with a surface, the object /// will remain at the most recently calculated distance. /// </remarks> private void Move() { Vector3 moveTo = gameObject.transform.position; Vector3 surfaceNormal = Vector3.zero; RaycastHit hitInfo; bool hit = Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hitInfo, 20f, SpatialMappingManager.Instance.LayerMask); if (hit) { float offsetDistance = hoverDistance; // Place the object a small distance away from the surface while keeping // the object from going behind the user. if (hitInfo.distance <= hoverDistance) { offsetDistance = 0f; } moveTo = hitInfo.point + (offsetDistance * hitInfo.normal); lastDistance = hitInfo.distance; surfaceNormal = hitInfo.normal; } else { // The raycast failed to hit a surface. In this case, keep the object at the distance of the last // intersected surface. moveTo = Camera.main.transform.position + (Camera.main.transform.forward * lastDistance); } // Follow the user's gaze. float dist = Mathf.Abs((gameObject.transform.position - moveTo).magnitude); gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, moveTo, placementVelocity / dist); // Orient the object. // We are using the return value from Physics.Raycast to instruct // the OrientObject function to align to the vertical surface if appropriate. OrientObject(hit, surfaceNormal); } /// <summary> /// Orients the object so that it faces the user. /// </summary> /// <param name="alignToVerticalSurface"> /// If true and the object is to be placed on a vertical surface, /// orient parallel to the target surface. If false, orient the object /// to face the user. /// </param> /// <param name="surfaceNormal"> /// The target surface's normal vector. /// </param> /// <remarks> /// The aligntoVerticalSurface parameter is ignored if the object /// is to be placed on a horizontalSurface /// </remarks> private void OrientObject(bool alignToVerticalSurface, Vector3 surfaceNormal) { Quaternion rotation = Camera.main.transform.localRotation; // If the user's gaze does not intersect with the Spatial Mapping mesh, // orient the object towards the user. if (alignToVerticalSurface && (PlacementSurface == PlacementSurfaces.Vertical)) { // We are placing on a vertical surface. // If the normal of the Spatial Mapping mesh indicates that the // surface is vertical, orient parallel to the surface. if (Mathf.Abs(surfaceNormal.y) <= (1 - upNormalThreshold)) { rotation = Quaternion.LookRotation(-surfaceNormal, Vector3.up); } } else { rotation.x = 0f; rotation.z = 0f; } gameObject.transform.rotation = rotation; } /// <summary> /// Displays the bounds asset. /// </summary> /// <param name="canBePlaced"> /// Specifies if the object is in a valid placement location. /// </param> private void DisplayBounds(bool canBePlaced) { // Ensure the bounds asset is sized and positioned correctly. boundsAsset.transform.localPosition = boxCollider.center; boundsAsset.transform.localScale = boxCollider.size; boundsAsset.transform.rotation = gameObject.transform.rotation; // Apply the appropriate material. if (canBePlaced) { boundsAsset.GetComponent<Renderer>().sharedMaterial = PlaceableBoundsMaterial; } else { boundsAsset.GetComponent<Renderer>().sharedMaterial = NotPlaceableBoundsMaterial; } // Show the bounds asset. boundsAsset.SetActive(true); } /// <summary> /// Displays the placement shadow asset. /// </summary> /// <param name="position"> /// The position at which to place the shadow asset. /// </param> /// <param name="surfaceNormal"> /// The normal of the surface on which the asset will be placed /// </param> /// <param name="canBePlaced"> /// Specifies if the object is in a valid placement location. /// </param> private void DisplayShadow(Vector3 position, Vector3 surfaceNormal, bool canBePlaced) { // Rotate and scale the shadow so that it is displayed on the correct surface and matches the object. float rotationX = 0.0f; if (PlacementSurface == PlacementSurfaces.Horizontal) { rotationX = 90.0f; shadowAsset.transform.localScale = new Vector3(boxCollider.size.x, boxCollider.size.z, 1); } else { shadowAsset.transform.localScale = boxCollider.size; } Quaternion rotation = Quaternion.Euler(rotationX, gameObject.transform.rotation.eulerAngles.y, 0); shadowAsset.transform.rotation = rotation; // Apply the appropriate material. if (canBePlaced) { shadowAsset.GetComponent<Renderer>().sharedMaterial = PlaceableShadowMaterial; } else { shadowAsset.GetComponent<Renderer>().sharedMaterial = NotPlaceableShadowMaterial; } // Show the shadow asset as appropriate. if (position != Vector3.zero) { // Position the shadow a small distance from the target surface, along the normal. shadowAsset.transform.position = position + (0.01f * surfaceNormal); shadowAsset.SetActive(true); } else { shadowAsset.SetActive(false); } } /// <summary> /// Determines if two distance values should be considered equivalent. /// </summary> /// <param name="d1"> /// Distance to compare. /// </param> /// <param name="d2"> /// Distance to compare. /// </param> /// <returns> /// True if the distances are within the desired tolerance, otherwise false. /// </returns> private bool IsEquivalentDistance(float d1, float d2) { float dist = Mathf.Abs(d1 - d2); return (dist <= distanceThreshold); } /// <summary> /// Called when the GameObject is unloaded. /// </summary> private void OnDestroy() { // Unload objects we have created. Destroy(boundsAsset); boundsAsset = null; Destroy(shadowAsset); shadowAsset = null; }}
编译部署
- 部署到HoloLens。
- 等待空间映射数据的扫描和处理完成。
- 当你看到太阳系时,凝视下面的投影仪,用select手势来移动它。在选中投影仪的同时,投影仪周围将出现一个边界立方体。
- 移动你的头凝视在房间的另一个位置。投影仪会跟随你的目光。当投影仪下方的阴影变红时,不能将hologram放置在该表面上。当投影仪下方的阴影变为绿色时,可以用select手势放置。
- 找到并选择一个墙上的全息海报,将其移动到一个新的位置。请注意,您不能将海报放在地板或天花板上,并且在您移动时它会保持正确朝向。
5 遮挡
目标
- 判断hologram是否被空间映射网格遮挡
- 使用不同的遮挡技术实现有趣的效果
步骤
首先,我们将允许空间映射网格遮挡hologram,但不遮挡真实世界
- 选中场景中SpatialProcessing物体,将Play Space Manager (Script)组件的Secondary Material属性设置为 Occlusion
然后我们给场景中的地球添加一个特殊的效果,当它被其他hologram(如太阳)或者空间映射网格遮挡时显示为蓝色高亮效果
- 在Holograms文件夹,展开SolarSystem,点击Earch,将他的shader改为 Custom > OcclusionRim。这个shader可以使他被遮挡时显示蓝色高亮描边
最后,给太阳系加上一个X光透视效果。我们需要编辑PlanetOcclusion.cs (Scripts\SolarSystem folder) 来实现以下功能:
1. 判断一个星球是否被 SpatialMapping 层(房间网格和平面)遮挡
2. 当星球被遮挡时,使用线框显示
3. 星球没被遮挡时,隐藏线框显示
根据PlanetOcclusion.cs中的注释提示补全代码,最终代码如下:
using UnityEngine;using Academy.HoloToolkit.Unity;/// <summary>/// Determines when the occluded version of the planet should be visible./// This script allows us to do selective occlusion, so the occlusionObject/// will only be rendered when a Spatial Mapping surface is occluding the planet,/// not when another hologram is responsible for the occlusion./// </summary>public class PlanetOcclusion : MonoBehaviour{ [Tooltip("Object to display when the planet is occluded.")] public GameObject occlusionObject; /// <summary> /// Points to raycast to when checking for occlusion. /// </summary> private Vector3[] checkPoints; // Use this for initialization void Start() { occlusionObject.SetActive(false); // Set the check points to use when testing for occlusion. MeshFilter filter = gameObject.GetComponent<MeshFilter>(); Vector3 extents = filter.mesh.bounds.extents; Vector3 center = filter.mesh.bounds.center; Vector3 top = new Vector3(center.x, center.y + extents.y, center.z); Vector3 left = new Vector3(center.x - extents.x, center.y, center.z); Vector3 right = new Vector3(center.x + extents.x, center.y, center.z); Vector3 bottom = new Vector3(center.x, center.y - extents.y, center.z); checkPoints = new Vector3[] { center, top, left, right, bottom }; } // Update is called once per frame void Update() { /* TODO: 5.a DEVELOPER CODING EXERCISE 5.a */ // Check to see if any of the planet's boundary points are occluded. for (int i = 0; i < checkPoints.Length; i++) { // 5.a: Convert the current checkPoint to world coordinates. // Call gameObject.transform.TransformPoint(checkPoints[i]). // Assign the result to a new Vector3 variable called 'checkPt'. Vector3 checkPt = gameObject.transform.TransformPoint(checkPoints[i]); // 5.a: Call Vector3.Distance() to calculate the distance // between the Main Camera's position and 'checkPt'. // Assign the result to a new float variable called 'distance'. float distance = Vector3.Distance(Camera.main.transform.position, checkPt); // 5.a: Take 'checkPt' and subtract the Main Camera's position from it. // Assign the result to a new Vector3 variable called 'direction'. Vector3 direction = checkPt - Camera.main.transform.position; // Used to indicate if the call to Physics.Raycast() was successful. bool raycastHit = false; // 5.a: Check if the planet is occluded by a spatial mapping surface. // Call Physics.Raycast() with the following arguments: // - Pass in the Main Camera's position as the origin. // - Pass in 'direction' for the direction. // - Pass in 'distance' for the maxDistance. // - Pass in SpatialMappingManager.Instance.LayerMask as layerMask. // Assign the result to 'raycastHit'. raycastHit = Physics.Raycast(Camera.main.transform.position, direction, distance, SpatialMappingManager.Instance.LayerMask); if (raycastHit) { // 5.a: Our raycast hit a surface, so the planet is occluded. // Set the occlusionObject to active. occlusionObject.SetActive(true); // At least one point is occluded, so break from the loop. break; } else { // 5.a: The Raycast did not hit, so the planet is not occluded. // Deactivate the occlusionObject. occlusionObject.SetActive(false); } } }}
编译部署
- 部署到Hololens
- 等待空间映射数据的扫描和处理完成(你应该看到墙上出现蓝线)。
- 找到并选择太阳系的投影仪,然后投影仪放在墙上或柜台后面。
- 您可以将海报或投影仪放在物体后面来查看基本遮挡。
- 找到地球,每当它在另一个全息图或面后面,应该有一个蓝色的高光效果。
- 观看行星移动到房间的墙壁或其他表面之后。你现在有X光透视,可以看到他们的线框骨架!
总结
恭喜!你现在已经完成空间映射高级篇的学习。
- 知道如何扫描您的环境并将空间映射数据加载到Unity。
- 了解着色器的基础知识以及如何使用材质让世界有不同效果。
- 了解了寻找平面和从网格中去除三角形的新处理技术。
- 可以将全息图移动并放置在有意义的表面上。
- 了解不同的遮挡技术,并掌握X光透视超能力!
洪流学堂,最科学的Unity3d学习路线,让你快人一步掌握Unity3d开发核心技术!
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