コード例 #1
0
 /// <summary>
 /// Renders the latest frame.
 /// </summary>
 /// <param name="cameraId">Camera identifier.</param>
 public static void RenderLatestFrame(TangoEnums.TangoCameraId cameraId)
 {
     double timestamp = 0.0f;
     int returnValue = VideoOverlayAPI.TangoService_updateTexture(cameraId, ref timestamp);
     if (returnValue != Common.ErrorType.TANGO_SUCCESS)
     {
         Debug.Log("VideoOverlayProvider.UpdateTexture() Texture was not updated by camera!");
     }
 }
コード例 #2
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 /// <summary>
 /// Get the camera/sensor intrinsics.
 /// </summary>
 /// <param name="cameraId">Camera identifier.</param>
 /// <param name="intrinsics">Camera intrinsics data.</param>
 public static void GetIntrinsics(TangoEnums.TangoCameraId cameraId, [Out] TangoCameraIntrinsics intrinsics)
 {
     int returnValue = VideoOverlayAPI.TangoService_getCameraIntrinsics(cameraId, intrinsics);
     
     if (returnValue != Common.ErrorType.TANGO_SUCCESS)
     {
         Debug.Log("IntrinsicsProviderAPI.TangoService_getCameraIntrinsics() failed!");
     }
 }
コード例 #3
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 /// <summary>
 /// Connects the texture.
 /// </summary>
 /// <param name="cameraId">Camera identifier.</param>
 /// <param name="textureId">Texture identifier.</param>
 public static void ConnectTexture(TangoEnums.TangoCameraId cameraId, int textureId)
 {
     int returnValue = VideoOverlayAPI.TangoService_connectTextureId(cameraId, textureId);
     
     if (returnValue != Common.ErrorType.TANGO_SUCCESS)
     {
         Debug.Log("VideoOverlayProvider.ConnectTexture() Texture was not connected to camera!");
     }
 }
コード例 #4
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 public static void ExperimentalConnectTexture(TangoEnums.TangoCameraId cameraId, int textureId, TangoService_onUnityFrameAvailable onUnityFrameAvailable)
 {
     int returnValue = VideoOverlayAPI.TangoService_Experimental_connectTextureIdUnity(cameraId, (uint)textureId, callbackContext, onUnityFrameAvailable);
     
     if (returnValue != Common.ErrorType.TANGO_SUCCESS)
     {
         Debug.Log("VideoOverlayProvider.ConnectTexture() Texture was not connected to camera!");
     }
 }
コード例 #5
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		/// <summary>
		/// Sets the callback for notifications when image data is ready.
		/// </summary>
		/// <param name="cameraId">Camera identifier.</param>
		/// <param name="onImageAvailable">On image available callback handler.</param>
		public static void SetCallback(TangoEnums.TangoCameraId cameraId, TangoService_onImageAvailable onImageAvailable)
		{
			int returnValue = VideoOverlayAPI.TangoService_connectOnFrameAvailable(cameraId, callbackContext, onImageAvailable);
			if(returnValue == Tango.Common.ErrorType.TANGO_SUCCESS)
			{
				Debug.Log(CLASS_NAME + ".SetCallback() Callback was set.");
			}
			else
			{
				Debug.Log(CLASS_NAME + ".SetCallback() Callback was not set!");
			}

		}
コード例 #6
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 public static extern int TangoService_Experimental_connectTextureIdUnity(TangoEnums.TangoCameraId id, 
                                                                          uint tex, 
                                                                          IntPtr context, 
                                                                          TangoService_onUnityFrameAvailable onUnityFrameAvailable);
コード例 #7
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 public static int TangoService_Experimental_connectTextureIdUnity(
     TangoEnums.TangoCameraId id, UInt32 texture_y, UInt32 texture_Cb, UInt32 texture_Cr, 
     IntPtr context, APIOnTextureAvailable callback)
 {
     return Common.ErrorType.TANGO_SUCCESS;
 }
コード例 #8
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 public static int TangoService_getCameraIntrinsics(
     TangoEnums.TangoCameraId cameraId, [Out] TangoCameraIntrinsics intrinsics)
 {
     return Common.ErrorType.TANGO_SUCCESS;
 }
コード例 #9
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 public static int TangoService_updateTexture(TangoEnums.TangoCameraId cameraId, ref double timestamp)
 {
     return Common.ErrorType.TANGO_SUCCESS;
 }
コード例 #10
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 public static extern int TangoService_connectOnTextureAvailable(
     TangoEnums.TangoCameraId cameraId, IntPtr ContextMenu, APIOnTextureAvailable callback);
コード例 #11
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 public static extern int TangoService_getCameraIntrinsics(
     TangoEnums.TangoCameraId cameraId, [Out] TangoCameraIntrinsics intrinsics);
コード例 #12
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 public static extern int TangoService_updateTexture(
     TangoEnums.TangoCameraId cameraId, ref double timestamp);
コード例 #13
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 public static int TangoService_Experimental_connectTextureIdUnity(TangoEnums.TangoCameraId id, 
                                                                   uint tex, 
                                                                   IntPtr context, 
                                                                   TangoService_onUnityFrameAvailable onUnityFrameAvailable)
 {
     return Tango.Common.ErrorType.TANGO_SUCCESS;
 }
コード例 #14
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 public static int TangoService_connectOnFrameAvailable(TangoEnums.TangoCameraId cameraId,
                                                        IntPtr context,
                                                        [In,Out] TangoService_onImageAvailable onImageAvailable)
 {
     return Tango.Common.ErrorType.TANGO_SUCCESS;
 }
コード例 #15
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 public static int TangoService_connectTextureId(TangoEnums.TangoCameraId cameraId, int textureHandle)
 {
     return Tango.Common.ErrorType.TANGO_SUCCESS;
 }
コード例 #16
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 /// <summary>
 /// Connect a callback to a camera for texture updates.
 /// </summary>
 /// <param name="cameraId">
 /// The ID of the camera to connect this texture to.  Only <code>TANGO_CAMERA_COLOR</code> and
 /// <code>TANGO_CAMERA_FISHEYE</code> are supported.
 /// </param>
 /// <param name="callback">Function called when a new frame is available from the camera.</param>
 internal static void SetCallback(TangoEnums.TangoCameraId cameraId, APIOnTextureAvailable callback)
 {
     int returnValue = API.TangoService_connectOnTextureAvailable(cameraId, IntPtr.Zero, callback);
     if (returnValue == Common.ErrorType.TANGO_SUCCESS)
     {
         Debug.Log(CLASS_NAME + ".SetCallback(OnTextureAvailable) Callback was set.");
     }
     else
     {
         Debug.Log(CLASS_NAME + ".SetCallback(OnTextureAvailable) Callback was not set!");
     }
 }
コード例 #17
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        /// <summary>
        /// Clear all camera callbacks.
        /// </summary>
        /// <param name="cameraId">Camera identifier.</param>
        internal static void ClearCallback(TangoEnums.TangoCameraId cameraId)
        {
            int returnValue = API.TangoService_Experimental_connectTextureIdUnity(cameraId, 0, 0, 0, 
                                                                                  IntPtr.Zero, null);
            if (returnValue == Common.ErrorType.TANGO_SUCCESS)
            {
                Debug.Log(CLASS_NAME + ".ClearCallback() Unity callback was cleared.");
            }
            else
            {
                Debug.Log(CLASS_NAME + ".ClearCallback() Unity callback was not cleared!");
            }

            returnValue = API.TangoService_connectOnFrameAvailable(cameraId, IntPtr.Zero, null);
            if (returnValue == Common.ErrorType.TANGO_SUCCESS)
            {
                Debug.Log(CLASS_NAME + ".ClearCallback() Frame callback was cleared.");
            }
            else
            {
                Debug.Log(CLASS_NAME + ".ClearCallback() Frame callback was not cleared!");
            }
            
            returnValue = API.TangoService_connectOnTextureAvailable(cameraId, IntPtr.Zero, null);
            if (returnValue == Common.ErrorType.TANGO_SUCCESS)
            {
                Debug.Log(CLASS_NAME + ".ClearCallback() Texture callback was cleared.");
            }
            else
            {
                Debug.Log(CLASS_NAME + ".ClearCallback() Texture callback was not cleared!");
            }
        }
コード例 #18
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        /// <summary>
        /// Handle the callback sent by the Tango Service
        /// when a new image is sampled.
        /// </summary>
        /// <param name="cameraId">Camera identifier.</param>
        /// <param name="callbackContext">Callback context.</param>
        /// <param name="imageBuffer">Image buffer.</param>
        protected void _OnImageAvailable(IntPtr callbackContext,
    	                                 TangoEnums.TangoCameraId cameraId, 
    	                                 TangoImageBuffer imageBuffer)
        {
            m_previousCameraId = cameraId;

            if(m_previousImageBuffer.data == null)
            {
                m_previousImageBuffer.data = new byte[imageBuffer.width * imageBuffer.height * 2];
            }

            m_previousImageBuffer.width = imageBuffer.width;
            m_previousImageBuffer.height = imageBuffer.height;
            m_previousImageBuffer.stride = imageBuffer.stride;
            m_previousImageBuffer.timestamp = imageBuffer.timestamp;
            m_previousImageBuffer.format = imageBuffer.format;
            m_previousImageBuffer.frame_number = imageBuffer.frame_number;

            Marshal.Copy(imageBuffer.data, m_previousImageBuffer.data, 0, m_previousImageBuffer.data.Length);

            m_shouldSendEvent = true;
        }
コード例 #19
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 public static extern int TangoService_updateTextureExternalOes(
     TangoEnums.TangoCameraId cameraId, UInt32 glTextureId, out double timestamp);
コード例 #20
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ファイル: TangoARScreen.cs プロジェクト: ekumenlabs/Garkanoid
    /// <summary>
    /// This will be called when a new frame is available from the camera.
    ///
    /// The first scan-line of the color image is reserved for metadata instead of image pixels.
    /// </summary>
    /// <param name="cameraId">Camera identifier.</param>
    public void OnExperimentalTangoImageAvailable(TangoEnums.TangoCameraId cameraId)
    {
        if (cameraId == TangoEnums.TangoCameraId.TANGO_CAMERA_COLOR)
        {
            m_screenUpdateTime = VideoOverlayProvider.RenderLatestFrame(TangoEnums.TangoCameraId.TANGO_CAMERA_COLOR);

            // Rendering the latest frame changes a bunch of OpenGL state.  Ensure Unity knows the current OpenGL state.
            GL.InvalidateState();
        }
    }
コード例 #21
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 public static extern int TangoService_connectOnFrameAvailable(
     TangoEnums.TangoCameraId cameraId, IntPtr context, 
     [In, Out] APIOnImageAvailable callback);
コード例 #22
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        /// <summary>
        /// DEPRECATED: Update the texture that has been connected to camera referenced by TangoCameraId with the latest image
        /// from the camera.
        /// </summary>
        /// <returns>The timestamp of the image that has been pushed to the connected texture.</returns>
        /// <param name="cameraId">
        /// The ID of the camera to connect this texture to.  Only <c>TANGO_CAMERA_COLOR</c> is supported.
        /// </param>
        public static double RenderLatestFrame(TangoEnums.TangoCameraId cameraId)
        {
#if UNITY_EDITOR
            if (m_emulatedExpId_Y != null && m_emulatedExpId_CbCr != null)
            {
                m_emulatedExpId_Y.DiscardContents();
                m_emulatedExpId_CbCr.DiscardContents();
                Graphics.Blit(m_emulatedColorRenderTexture, m_emulatedExpId_Y, m_yuvFilterY);
                Graphics.Blit(m_emulatedColorRenderTexture, m_emulatedExpId_CbCr, m_yuvFilterCbCr);
            }

            return m_lastColorEmulationTime;
#else

            double timestamp = 0.0;
            int returnValue = API.TangoService_updateTexture(cameraId, ref timestamp);
            if (returnValue != Common.ErrorType.TANGO_SUCCESS)
            {
                Debug.Log("VideoOverlayProvider.UpdateTexture() Texture was not updated by camera!");
            }
            
            return timestamp;
#endif
        }
コード例 #23
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 public static extern int TangoService_Experimental_connectTextureIdUnity(
     TangoEnums.TangoCameraId id, UInt32 texture_y, UInt32 texture_Cb, UInt32 texture_Cr, IntPtr context, 
     APIOnTextureAvailable callback);
コード例 #24
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        /// <summary>
        /// Update the AR screen's texture to the most recent state of the specified camera.
        /// </summary>
        /// <returns>The timestamp of the image that has been pushed to the AR screen's texture.</returns>
        /// <param name="cameraId">
        /// The ID of the camera to connect this texture to.  Only <c>TANGO_CAMERA_COLOR</c> is supported.
        /// </param>
        public static double UpdateARScreen(TangoEnums.TangoCameraId cameraId)
        {
#if UNITY_EDITOR
            if (m_emulatedARScreenTexture != null)
            {
                m_emulatedARScreenTexture.DiscardContents();
                Graphics.Blit(m_emulatedColorRenderTexture, m_emulatedARScreenTexture);
            }

            return m_lastColorEmulationTime;
#else
            double timestamp = 0.0;
            uint tex = API.TangoUnity_getArTexture();
            int returnValue = API.TangoService_updateTextureExternalOes(cameraId, tex, out timestamp);
            
            if (returnValue != Common.ErrorType.TANGO_SUCCESS)
            {
                Debug.Log("Unable to update texture. " + Environment.StackTrace);
            }

            // Rendering the latest frame changes a bunch of OpenGL state.  Ensure Unity knows the current OpenGL 
            // state.
            GL.InvalidateState();

            return timestamp;
#endif
        }
コード例 #25
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 public static int TangoService_updateTextureExternalOes(
     TangoEnums.TangoCameraId cameraId, UInt32 glTextureId, out double timestamp)
 {
     timestamp = 0;
     return Common.ErrorType.TANGO_SUCCESS;
 }
コード例 #26
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        /// <summary>
        /// Get the intrinsic calibration parameters for a given camera, this also aligns the camera intrinsics based
        /// on device orientation. 
        /// 
        /// For example, if the device orientation is portrait and camera intrinsics is in
        /// landscape. This function will inverse the intrinsic x and y, and report intrinsics in portrait mode.
        /// 
        /// The intrinsics are as specified by the TangoCameraIntrinsics struct.  Intrinsics are read from the
        /// on-device intrinsics file (typically <code>/sdcard/config/calibration.xml</code>, but to ensure 
        /// compatibility applications should only access these parameters via the API), or default internal model 
        /// parameters corresponding to the device are used if the calibration.xml file is not found.
        /// </summary>
        /// <param name="cameraId">The camera ID to retrieve the calibration intrinsics for.</param>
        /// <param name="alignedIntrinsics">
        /// A TangoCameraIntrinsics filled with calibration intrinsics for the camera, this intrinsics is also
        /// aligned with device orientation.
        /// </param>
        public static void GetDeviceOientationAlignedIntrinsics(TangoEnums.TangoCameraId cameraId,
                                                                TangoCameraIntrinsics alignedIntrinsics)
        {
            TangoCameraIntrinsics intrinsics = new TangoCameraIntrinsics();
            GetIntrinsics(TangoEnums.TangoCameraId.TANGO_CAMERA_COLOR, intrinsics);

            float intrinsicsRatio = (float)intrinsics.width / (float)intrinsics.height;

            bool isLandscape = (AndroidHelper.GetDefaultOrientation() +
                                (int)AndroidHelper.GetDisplayRotation()) % 2 == 0;

            // If the intrinsics ratio and camera render ratio don't agree with each other, we invert the intrinsics
            // reading to align to camera render orientation.
            if ((!isLandscape && intrinsicsRatio > 1.0f) || (isLandscape && intrinsicsRatio < 1.0f))
            {
                alignedIntrinsics.cx = intrinsics.cy;
                alignedIntrinsics.cy = intrinsics.cx;
                alignedIntrinsics.fx = intrinsics.fy;
                alignedIntrinsics.fy = intrinsics.fx;
                alignedIntrinsics.height = intrinsics.width;
                alignedIntrinsics.width = intrinsics.height;
            }
            else
            {
                alignedIntrinsics.cx = intrinsics.cx;
                alignedIntrinsics.cy = intrinsics.cy;
                alignedIntrinsics.fx = intrinsics.fx;
                alignedIntrinsics.fy = intrinsics.fy;
                alignedIntrinsics.height = intrinsics.height;
                alignedIntrinsics.width = intrinsics.width;
            }

            alignedIntrinsics.distortion0 = intrinsics.distortion0;
            alignedIntrinsics.distortion1 = intrinsics.distortion1;
            alignedIntrinsics.distortion2 = intrinsics.distortion2;
            alignedIntrinsics.distortion3 = intrinsics.distortion3;
            alignedIntrinsics.distortion4 = intrinsics.distortion4;
            alignedIntrinsics.camera_id = intrinsics.camera_id;
            alignedIntrinsics.calibration_type = intrinsics.calibration_type;
        }
コード例 #27
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 public static int TangoService_connectOnTextureAvailable(
     TangoEnums.TangoCameraId cameraId, IntPtr context, APIOnTextureAvailable callback)
 {
     return Common.ErrorType.TANGO_SUCCESS;
 }
コード例 #28
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        /// <summary>
        /// Get the intrinsic calibration parameters for a given camera.
        /// 
        /// The intrinsics are as specified by the TangoCameraIntrinsics struct.  Intrinsics are read from the
        /// on-device intrinsics file (typically <code>/sdcard/config/calibration.xml</code>, but to ensure 
        /// compatibility applications should only access these parameters via the API), or default internal model 
        /// parameters corresponding to the device are used if the calibration.xml file is not found.
        /// </summary>
        /// <param name="cameraId">The camera ID to retrieve the calibration intrinsics for.</param>
        /// <param name="intrinsics">A TangoCameraIntrinsics filled with calibration intrinsics for the camera.</param>
        public static void GetIntrinsics(TangoEnums.TangoCameraId cameraId, TangoCameraIntrinsics intrinsics)
        {
            int returnValue = API.TangoService_getCameraIntrinsics(cameraId, intrinsics);

#if UNITY_EDITOR
            // In editor, base 'intrinsics' off of properties of emulation camera.
            if (cameraId == TangoEnums.TangoCameraId.TANGO_CAMERA_COLOR && EmulatedEnvironmentRenderHelper.m_emulationCamera != null)
            {
                // Instantiate any resources that we haven't yet.
                _InternResourcesForEmulation();

                EmulatedEnvironmentRenderHelper.m_emulationCamera.targetTexture = m_emulatedColorRenderTexture;

                intrinsics.width = (uint)EMULATED_CAMERA_WIDTH;
                intrinsics.height = (uint)EMULATED_CAMERA_HEIGHT;

                float fov = EmulatedEnvironmentRenderHelper.m_emulationCamera.fieldOfView;
                float focalLengthInPixels = (1 / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad)) * (intrinsics.height * 0.5f);
                intrinsics.fy = intrinsics.fx = focalLengthInPixels;
                intrinsics.cx = intrinsics.width / 2f;
                intrinsics.cy = intrinsics.height / 2f;
            }
#endif
            
            if (returnValue != Common.ErrorType.TANGO_SUCCESS)
            {
                Debug.Log("IntrinsicsProviderAPI.TangoService_getCameraIntrinsics() failed!");
            }
        }
コード例 #29
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 /// <summary>
 /// Construct readable string from TangoPoseStatusType.
 /// </summary>
 /// <returns>Printable string.</returns>
 /// <param name="status">Tango pose status.</param>
 private string _GetLoggingStringFromPoseStatus(TangoEnums.TangoPoseStatusType status)
 {
     string statusString = string.Empty;
     switch (status)
     {
     case TangoEnums.TangoPoseStatusType.TANGO_POSE_INITIALIZING:
         statusString = "initializing";
         break;
     case TangoEnums.TangoPoseStatusType.TANGO_POSE_INVALID:
         statusString = "invalid";
         break;
     case TangoEnums.TangoPoseStatusType.TANGO_POSE_UNKNOWN:
         statusString = "unknown";
         break;
     case TangoEnums.TangoPoseStatusType.TANGO_POSE_VALID:
         statusString = "valid";
         break;
     default:
         statusString = "N/A";
         break;
     }
     return statusString;
 }
コード例 #30
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        /// <summary>
        /// DEPRECATED: Connect a Texture IDs to a camera.
        /// 
        /// The camera is selected via TangoCameraId.  Currently only TANGO_CAMERA_COLOR is supported.  The texture
        /// handles will be regenerated by the API on startup after which the application can use them, and will be
        /// packed RGBA8888 data containing bytes of the image (so a single RGBA8888 will pack 4 neighboring pixels).
        /// If the config flag experimental_image_pixel_format is set to HAL_PIXEL_FORMAT_YCrCb_420_SP, texture_y will
        /// pack 1280x720 pixels into a 320x720 RGBA8888 texture.  texture_Cb and texture_Cr will contain copies of
        /// the 2x2 downsampled interleaved UV planes packed similarly.  If experimental_image_pixel_format is set to
        /// HAL_PIXEL_FORMAT_YV12 then texture_y will have a stride of 1536 containing 1280 columns of data, packed
        /// similarly in a RGBA8888 texture. texture_Cb and texture_Cr will be 2x2 downsampled versions of the same.  
        /// See YV12 and NV21 formats for details.
        /// 
        /// Note: The first scan-line of the color image is reserved for metadata instead of image pixels.
        /// </summary>
        /// <param name="cameraId">
        /// The ID of the camera to connect this texture to.  Only TANGO_CAMERA_COLOR and TANGO_CAMERA_FISHEYE are
        /// supported.
        /// </param>
        /// <param name="textures">The texture IDs to use for the Y, Cb, and Cr planes.</param>
        /// <param name="callback">Callback method.</param>
        internal static void ExperimentalConnectTexture(
            TangoEnums.TangoCameraId cameraId, YUVTexture textures, APIOnTextureAvailable callback)
        {
#if UNITY_EDITOR
            if (cameraId == TangoEnums.TangoCameraId.TANGO_CAMERA_COLOR)
            {
                m_emulatedExpId_Y = (RenderTexture)textures.m_videoOverlayTextureY;
                m_emulatedExpId_CbCr = (RenderTexture)textures.m_videoOverlayTextureCb;
            }
#else
            int returnValue = API.TangoService_Experimental_connectTextureIdUnity(
                cameraId, 
                (uint)textures.m_videoOverlayTextureY.GetNativeTexturePtr().ToInt64(), 
                (uint)textures.m_videoOverlayTextureCb.GetNativeTexturePtr().ToInt64(), 
                (uint)textures.m_videoOverlayTextureCr.GetNativeTexturePtr().ToInt64(), 
                IntPtr.Zero, 
                callback);
            
            if (returnValue != Common.ErrorType.TANGO_SUCCESS)
            {
                Debug.Log("VideoOverlayProvider.ConnectTexture() Texture was not connected to camera!");
            }
#endif
        }