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adriadri6972 d3d9c5f833 upload project
2025-07-31 15:21:08 +02:00

213 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.Serialization;
namespace UnityEngine.XR.ARFoundation
{
/// <summary>
/// The manager for the human body subsystem.
/// </summary>
/// <remarks>
/// Related information: <a href="xref:arfoundation-body-tracking">Body tracking</a>
/// </remarks>
[DisallowMultipleComponent]
[DefaultExecutionOrder(ARUpdateOrder.k_HumanBodyManager)]
[AddComponentMenu("XR/AR Foundation/AR Human Body Manager")]
[HelpURL("features/body-tracking")]
public sealed class ARHumanBodyManager :
ARTrackableManager<XRHumanBodySubsystem, XRHumanBodySubsystemDescriptor, XRHumanBodySubsystem.Provider, XRHumanBody, ARHumanBody>
{
[SerializeField, FormerlySerializedAs("m_HumanBodyPose2DEstimationEnabled")]
[Tooltip("Whether to estimate the 2D pose for any human bodies detected.")]
bool m_Pose2D = true;
/// <summary>
/// Whether 2D human pose estimation is enabled. While
/// <see cref="pose2DRequested"/> tells you whether 2D pose
/// estimation has been requested, this property tells you
/// whether 2D pose estimation is currently active in the subsystem.
/// </summary>
public bool pose2DEnabled => subsystem?.pose2DEnabled ?? false;
/// <summary>
/// Whether 2D human pose estimation is requested.
/// </summary>
/// <value>
/// <c>true</c> if 2D human pose estimation is requested. Otherwise, <c>false</c>.
/// </value>
public bool pose2DRequested
{
get => subsystem?.pose2DRequested ?? m_Pose2D;
set
{
m_Pose2D = value;
if (enabled && subsystem != null)
{
subsystem.pose2DRequested = value;
}
}
}
[SerializeField, FormerlySerializedAs("m_HumanBodyPose3DEstimationEnabled")]
[Tooltip("Whether to estimate the 3D pose for any human bodies detected.")]
bool m_Pose3D = true;
/// <summary>
/// Whether 3D human pose estimation is requested.
/// </summary>
/// <value>
/// <c>true</c> if 3D human pose estimation is requested. Otherwise, <c>false</c>.
/// </value>
public bool pose3DRequested
{
get => subsystem?.pose3DRequested ?? m_Pose3D;
set
{
m_Pose3D = value;
if (enabled && subsystem != null)
{
subsystem.pose3DRequested = value;
}
}
}
/// <summary>
/// Whether 3D human pose estimation is enabled.
/// </summary>
public bool pose3DEnabled => subsystem?.pose3DEnabled ?? false;
[SerializeField, FormerlySerializedAs("m_HumanBodyPose3DScaleEstimationEnabled")]
[Tooltip("Whether to estimate the 3D pose for any human bodies detected.")]
bool m_Pose3DScaleEstimation = false;
/// <summary>
/// Whether 3D human body scale estimation is requested.
/// </summary>
/// <value>
/// <c>true</c> if 3D human body scale estimation is requested. Otherwise, <c>false</c>.
/// </value>
public bool pose3DScaleEstimationRequested
{
get => subsystem?.pose3DScaleEstimationRequested ?? m_Pose3DScaleEstimation;
set
{
m_Pose3DScaleEstimation = value;
if (enabled && subsystem != null)
{
subsystem.pose3DScaleEstimationRequested = value;
}
}
}
/// <summary>
/// Whether 3D human body scale estimation is enabled.
/// </summary>
public bool pose3DScaleEstimationEnabled => subsystem?.pose3DScaleEstimationEnabled ?? false;
/// <summary>
/// The Prefab object to instantiate at the location of the human body origin.
/// </summary>
/// <value>
/// The Prefab object to instantiate at the location of the human body origin.
/// </value>
public GameObject humanBodyPrefab { get => m_HumanBodyPrefab; set => m_HumanBodyPrefab = value; }
[SerializeField]
[Tooltip("The prefab to instantiate at the origin for the detected human body if human body pose estimation is enabled.")]
GameObject m_HumanBodyPrefab;
/// <summary>
/// The name for any generated GameObjects.
/// </summary>
/// <value>
/// The name for any generated GameObjects.
/// </value>
protected override string gameObjectName => "ARHumanBody";
/// <summary>
/// The event that is fired when a change to the detected human bodies is reported.
/// </summary>
[Obsolete("humanBodiesChanged has been deprecated in AR Foundation version 6.0. Use trackablesChanged instead.", false)]
public event Action<ARHumanBodiesChangedEventArgs> humanBodiesChanged;
/// <summary>
/// Gets the Prefab object to instantiate at the location of the trackable.
/// </summary>
/// <returns>
/// A GameObject to instantiate at the location of the trackable, or <c>null</c>.
/// </returns>
protected override GameObject GetPrefab() => m_HumanBodyPrefab;
/// <summary>
/// Get the human body matching the trackable identifier.
/// </summary>
/// <param name="trackableId">The trackable identifier for querying a human body trackable.</param>
/// <returns>
/// The human body trackable, if found. Otherwise, <c>null</c>.
/// </returns>
public ARHumanBody GetHumanBody(TrackableId trackableId) => m_Trackables.TryGetValue(trackableId, out ARHumanBody humanBody) ? humanBody : null;
/// <summary>
/// Gets the human body pose 2D joints for the current frame.
/// </summary>
/// <param name="allocator">The allocator to use for the returned array memory.</param>
/// <returns>
/// The array of body pose 2D joints.
/// </returns>
/// <remarks>
/// The returned array might be empty if the system is not enabled for human body pose 2D or if the system
/// does not detect a human in the camera image.
/// </remarks>
/// <exception cref="System.NotSupportedException">Thrown if the implementation does not support human body
/// pose 2D.</exception>
public NativeArray<XRHumanBodyPose2DJoint> GetHumanBodyPose2DJoints(Allocator allocator)
=> ((subsystem == null) ? new NativeArray<XRHumanBodyPose2DJoint>(0, allocator)
: subsystem.GetHumanBodyPose2DJoints(allocator));
/// <summary>
/// Callback before the subsystem is started (but after it is created).
/// </summary>
protected override void OnBeforeStart()
{
subsystem.pose2DRequested = m_Pose2D;
subsystem.pose3DRequested = m_Pose3D;
subsystem.pose3DScaleEstimationRequested = m_Pose3DScaleEstimation;
}
/// <summary>
/// Callback as the manager is being destroyed.
/// </summary>
protected override void OnDestroy()
{
base.OnDestroy();
m_Trackables.Clear();
}
/// <summary>
/// Callback after the session relative data has been set to update the skeleton for the human body.
/// </summary>
/// <param name="arBody">The human body trackable being updated.</param>
/// <param name="xrBody">The raw human body data from the subsystem.</param>
protected override void OnAfterSetSessionRelativeData(ARHumanBody arBody, XRHumanBody xrBody)
=> arBody.UpdateSkeleton(subsystem);
/// <summary>
/// Callback when the trackable deltas are being reported.
/// </summary>
/// <param name="added">The list of human bodies added to the set of trackables.</param>
/// <param name="updated">The list of human bodies updated in the set of trackables.</param>
/// <param name="removed">The list of human bodies removed to the set of trackables.</param>
[Obsolete("OnTrackablesChanged() has been deprecated in AR Foundation version 6.0.", false)]
protected override void OnTrackablesChanged(List<ARHumanBody> added, List<ARHumanBody> updated, List<ARHumanBody> removed)
{
if (humanBodiesChanged != null)
{
using (new ScopedProfiler("OnHumanBodiesChanged"))
humanBodiesChanged?.Invoke(new ARHumanBodiesChangedEventArgs(added, updated, removed));
}
}
}
}