Пример #1
0
        // Save a photo and its location information to a file
        public static void OnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame frame)
        {
            // If photo was taken...
            if (result.success)
            {
                Resolution camRes = Constants.Camera.CameraResolution();

                // Generate blank texture canvas
                Texture2D targetTexture = new Texture2D(
                    camRes.width,         // Width of the texture
                    camRes.height,        // Height of the texture
                    TextureFormat.BGRA32, // Format of the texture (Hololens image format)
                    false                 // Don't mipmap the texture
                    );

                // Copy the raw image data into our target texture
                frame.UploadImageDataToTexture(targetTexture);

                // The image is flipped and MUST BE REORIENTED in a custom shader
                targetTexture = FlipTexture.FlipHorizontal(targetTexture);

                // Save the texture to a file
                targetTexture.name = Constants.Names.TextureAutoName + Constants.Names.TextureAutoSuffixInt;
                //SaveTexture.Save(targetTexture, RoomTexture.FileSuffixTypes.PNG, RoomTexture.RoomTextureFolderPath);
                SaveTexture.Save(targetTexture, Constants.Suffixes.ImageSuffixTypes.PNG, Constants.Folders.RoomTextureFolderPath);
                Destroy(targetTexture);

                // Save the camera location information to a file
                CameraLocation camLoc = new CameraLocation(frame);
                CameraLocation.Save(camLoc, Constants.Camera.CameraLocationAutoName + Constants.Names.TextureAutoSuffixInt);

                // Adjust the automatic tracker number for the texture/cameraLocation file
                Constants.Names.TextureAutoSuffixInt++;

                // Display to DisplayManager most recently saved photo and location
                DisplayManager.UpdateDisplay(targetTexture, camLoc);
            }
        }
Пример #2
0
        public static Texture2D AlphaClip(Texture2D tex)
        {
            // Safeguard against bad input
            bool debug = Constants.DebugStrings.DebugFlag;

            if (tex == null)
            {
                if (debug)
                {
                    Debug.Log("AlphaClip() encountered a null texture.");
                }

                throw new System.Exception(Constants.ErrorStrings.NullTexture);
            }

            // Run method
            if (debug)
            {
                // Display startup of method
                Debug.Log("Starting AlphaClip() method.");

                // Display texture info
                if (tex != null)
                {
                    Debug.Log("AlphaClip() received texture\n"
                              + "\tName: " + tex.name + "\n"
                              + "\tWidth: " + tex.width + "\n"
                              + "\tHeight: " + tex.height + "\n");
                }
            }

            // Texture format options limited because of Unity method
            Texture2D clippedTex = new Texture2D(tex.width, tex.height, TextureFormat.RGBA32, false, false);

            // Prevent texture from tiling in projector
            clippedTex.wrapMode = TextureWrapMode.Clamp;

            // Adjust the pixels
            Color[] pixels = tex.GetPixels();

            // Make horizontal edge pixels transparent
            for (int i = 0; i < clippedTex.width; i++)
            {
                // Overwrite the bottom row of pixels
                int bottomRowPixel = i;
                pixels[bottomRowPixel] = new Color(
                    pixels[bottomRowPixel].r, // Same red
                    pixels[bottomRowPixel].g, // Same green
                    pixels[bottomRowPixel].b, // Same blue
                    0                         // Make pixel transparent
                    );

                // Overwrite the top row of pixels
                int topRowPixel = clippedTex.width * (clippedTex.height - 1) + i;
                pixels[topRowPixel] = new Color(
                    pixels[topRowPixel].r, // Same red
                    pixels[topRowPixel].g, // Same green
                    pixels[topRowPixel].b, // Same blue
                    0                      // Make pixel transparent
                    );
            }

            // Make vertical edge pixels transparent
            for (int j = 0; j < clippedTex.height; j++)
            {
                //Debug.Log("j = " + j + "; index = " + (j * tex.width + tex.width - 1).ToString());

                // Overwrite the left column of pixels
                int leftColumnPixel = j * clippedTex.width;
                pixels[leftColumnPixel] = new Color(
                    pixels[leftColumnPixel].r, // Same red
                    pixels[leftColumnPixel].g, // Same green
                    pixels[leftColumnPixel].b, // Same blue
                    0                          // Make pixel transparent
                    );

                // Overwrite the right column of pixels
                int rightColumnPixel = j * clippedTex.width + clippedTex.width - 1;
                pixels[rightColumnPixel] = new Color(
                    pixels[rightColumnPixel].r, // Same red
                    pixels[rightColumnPixel].g, // Same green
                    pixels[rightColumnPixel].b, // Same blue
                    0                           // Make pixel transparent
                    );
            }

            // Set adjusted colors for new texture
            clippedTex.SetPixels(pixels);
            // Adjust name of texture to desired name
            clippedTex.name = FileNameTranslator.TextureToClippedTexture(tex.name);

            // ERROR TESTING REMOVE
            //clippedTex.name = tex.name;

            // Save the texture
            SaveTexture.Save(clippedTex, Constants.Suffixes.ImageSuffixTypes.PNG, Constants.Folders.ClippedRoomTextureFolderPath);

            if (debug)
            {
                Debug.Log("AlphaClip() has saved the clipped texture to " + Constants.Folders.ClippedRoomTextureFolderPath + ".");
            }

            // Reload the Unity Asset database
#if UNITY_EDITOR
            UnityEditor.AssetDatabase.Refresh();
#endif

            if (debug)
            {
                Debug.Log("AlphaClip() has refreshed the Asset database to show the new clipped texture.");
            }

            return(clippedTex);
        }