Unity Vuforia 动态生成识别图,返回识别图的监听
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 | using LitJson; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; using Vuforia; /* * 1.下载 XML Dat 文件到本地 (XML Dat 的路径和文件名要一样) * 2.根据本地XML路径动态生成Vuforial识别图 * 3.生成完毕后 会返回识别图的监听 IEnumerable<ObserverBehaviour> * 4.绑定监听 ObserverBehaviour */ public class VufroiaTrigger { public JsonData msg; public UserSceneItem usi; public string xmlFile; public string datFile; public static string LoaclxmlFile; public static string LoacldatFile; bool isData; bool isXML; public void init() { xmlFile = msg[ "vuforiaXML" ].ToString(); datFile = msg[ "vuforiaDat" ].ToString(); LoaclxmlFile = Application.persistentDataPath + "/StreamingAssets/Vuforia/GHZVuforia.xml" ; LoacldatFile = Application.persistentDataPath + "/StreamingAssets/Vuforia/GHZVuforia.dat" ; Debug.Log( " DGJ ===> " + LoaclxmlFile); Debug.Log( " DGJ ===> " + LoacldatFile); LoadManager.Instance.loadVuforia(xmlFile, datFile,( bool b)=> { isXML = true ; if (isData) { GameScene.Instance.StartCoroutine(loadVuforia()); } }, ( bool b) => { isData = true ; if (isXML) { GameScene.Instance.StartCoroutine(loadVuforia()); } }); } IEnumerator loadVuforia() { Debug.Log( "DGJ ===> 加载Database " + LoaclxmlFile); IEnumerable<ObserverBehaviour> observer = null ; observer = VuforiaBehaviour.Instance.ObserverFactory.CreateBehavioursFromDatabase(LoaclxmlFile); try { } catch (System.Exception e) { } yield return observer; // Create an Image Target from the database. if (observer != null ) { foreach ( string item2 in usi.SpotsList.Keys) { foreach ( var item111 in usi.SpotsList[item2].modelList.Keys) { for ( int ij = 0; ij < usi.SpotsList[item2].modelList[item111].materialList.Count; ij++) { Debug.Log( "測試===2=》" + usi.SpotsList[item2].modelList[item111].materialList[ij].name); Debug.Log( "測試===2=》" + usi.SpotsList[item2].id + "_" + DataManager.Instance.ProjectID.ToString() + "_" + usi.id); Debug.Log( "測試===2=》" + usi.SpotsList[item2].triggerImageMark); } } } foreach (ObserverBehaviour item in observer) { foreach ( string item2 in usi.SpotsList.Keys) { Debug.Log( "HJJVufroia 正在匹配" + item.TargetName+ "_" + usi.SpotsList[item2].triggerImageMark); if (item.TargetName == usi.SpotsList[item2].triggerImageMark) { Debug.Log( "HJJVufroia 场景匹配成功" + item.TargetName); usi.SpotsList[item2].setObVuforia(item); } } Debug.Log( "DGJ ===> " + item.gameObject.name); GameManager.Instance.listVuforia.Add(item.gameObject); } } UIManager.Instance.HideUI(UINameConfig.LoadingPanel); UserSceneUI.Instance.obj.GetComponent<UserChooseScene>().st.SetActive( true ); } IEnumerator loadVuforia2() { Debug.Log( "DGJ ===> 加载Database " + LoaclxmlFile); IEnumerable<ObserverBehaviour> observer = null ; // 加载识别图 observer = VuforiaBehaviour.Instance.ObserverFactory.CreateBehavioursFromDatabase(LoaclxmlFile); try { } catch (System.Exception e) { } yield return observer; // Create an Image Target from the database. if (observer != null ) { foreach (ObserverBehaviour item in observer) { foreach ( string item2 in usi.SpotsList.Keys) { Debug.Log( "HJJVufroia 正在匹配" + item.TargetName + "_" + usi.SpotsList[item2].triggerImageMark); if (item.TargetName == usi.SpotsList[item2].triggerImageMark) { Debug.Log( "HJJVufroia 场景匹配成功" + item.TargetName); usi.SpotsList[item2].setObVuforia(item); /* setObVuforia 大致方法 this.obVuforia = obVuforia; Debug.Log("添加Vuforia监听" + obVuforia.TargetName + " 景点===》" + name); this.obVuforia.OnTargetStatusChanged += OnTargetStatusChanged; obVuforia.gameObject.name = "ImageTarget_" + obVuforia.TargetName; obVuforia.gameObject.AddComponent<TurnOffBehaviour>(); if (obVuforia.gameObject.GetComponent<DefaultObserverEventHandler>()) { GameObject.Destroy(obVuforia.gameObject.GetComponent<DefaultObserverEventHandler>()); } obVuforia.gameObject.AddComponent<DefaultObserverEventHandler>(); DefaultObserverEventHandler imageaction = obVuforia.gameObject.GetComponent<DefaultObserverEventHandler>(); obj = new GameObject("Cube"); obj.transform.parent = imageaction.transform; obj.transform.localEulerAngles = new Vector3(90, 0, 0); obj.transform.localPosition = Vector3.zero; */ } } Debug.Log( "DGJ ===> " + item.gameObject.name); GameManager.Instance.listVuforia.Add(item.gameObject); } } UIManager.Instance.HideUI(UINameConfig.LoadingPanel); UserSceneUI.Instance.obj.GetComponent<UserChooseScene>().st.SetActive( true ); } } |
在相机上可以动态添加
OpenXRCamera.Instance.head.gameObject.AddComponent<VuforiaBehaviour>();
OpenXRCamera.Instance.head.gameObject.AddComponent<DefaultInitializationErrorHandler>();
目前的缺点:
二次加载识别图的时候,已经加载过的识别图监听会返回报错,需要自己维护一个表 做判断, 如果有重复的话不要删除当前的监听物体,卸载掉原监听事件,新增新的监听事件(目前还是理论,没有实际测过)
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2019-01-04 c#第一周的游戏