示例#1
0
    /*
     * public void OnPhotoKeyWordDetected()
     * {
     *  //if it is capturing photo now, just return
     *  if (isCapturingPhoto)
     *  {
     *      return;
     *  }
     *
     *  isCapturingPhoto = true;
     *  //TextManager.Instance.setText("Taking picture...");
     *
     *  photoCaptureObj.TakePhotoAsync(OnPhotoCaptured);
     * }
     */

    void OnPhotoCaptured(UnityEngine.XR.WSA.WebCam.PhotoCapture.PhotoCaptureResult result, UnityEngine.XR.WSA.WebCam.PhotoCaptureFrame photoCaptureFrame)
    {
        //After the first photo, we want to lock in the current exposure and white balance settings.
        if (lockCameraSettings && currentPhoto == 1)
        {
#if WINDOWS_UWP
            unsafe {
                //This is how you access a COM object.
                VideoDeviceController vdm = (VideoDeviceController)Marshal.GetObjectForIUnknown(photoCaptureObj.GetUnsafePointerToVideoDeviceController());
                //Locks current exposure for all future images
                vdm.ExposureControl.SetAutoAsync(false); //Figureout how to better handle the Async
                //Locks the current WhiteBalance for all future images
                vdm.WhiteBalanceControl.SetPresetAsync(ColorTemperaturePreset.Manual);
            }
#endif
        }
        //temp to store the matrix
        Matrix4x4 cameraToWorldMatrix;

        photoCaptureFrame.TryGetCameraToWorldMatrix(out cameraToWorldMatrix);
        Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

        Matrix4x4 projectionMatrix;
        photoCaptureFrame.TryGetProjectionMatrix(out projectionMatrix);

#if UNITY_EDITOR
        projectionMatrix = GetDummyProjectionMatrix();
#endif

        projectionMatrixList.Add(projectionMatrix);
        worldToCameraMatrixList.Add(worldToCameraMatrix);

        m_Texture = new Texture2D(m_CameraParameters.cameraResolutionWidth, m_CameraParameters.cameraResolutionHeight, TextureFormat.RGBA32, false);
        photoCaptureFrame.UploadImageDataToTexture(m_Texture);

        m_Texture.wrapMode = TextureWrapMode.Clamp;

        m_Texture = ResizeTexture(m_Texture, TEXTURE_WIDTH, TEXTURE_HEIGHT);

        //textureList.Add(m_Texture);
        photoCaptureFrame.Dispose();

        //save room to png
        bytes = m_Texture.EncodeToPNG();
        //write to LocalState folder
        File.WriteAllBytes(Application.persistentDataPath + "/Room" + (currentPhoto + 1) + ".png", bytes);

        m_Texture.Compress(true);
        Graphics.CopyTexture(m_Texture, 0, 0, textureArray, currentPhoto + 1, 0);

        if (OnTextureUpdated != null)
        {
            OnTextureUpdated();
        }
        currentPhoto    += 1;
        isCapturingPhoto = false;
        Resources.UnloadUnusedAssets();
    }
示例#2
0
    void onCapturedPhotoToMemory(UnityEngine.XR.WSA.WebCam.PhotoCapture.PhotoCaptureResult result, UnityEngine.XR.WSA.WebCam.PhotoCaptureFrame photoCaptureFrame)
    {
        if (!result.success)
        {
            Debug.LogError("Error CapturedPhotoToMemory");
            return;
        }

        // 撮影画像の取得
        List <byte> buffer = new List <byte>();

        photoCaptureFrame.CopyRawImageDataIntoBuffer(buffer);
        photoCapture.StopPhotoModeAsync(onStoppedPhotoMode);

        // QR照準内のみを切り取る
        List <byte> trimmedBuffer = trimmingQrSight(buffer, 4);

        // QR照準内の画像を保存
        Texture2D tex = createTexture(trimmedBuffer, cameraParameters.cameraResolutionWidth, cameraParameters.cameraResolutionHeight);

        saveToFile(tex);

        if (callback != null)
        {
            callback(new List <byte>(trimmedBuffer), cameraParameters.cameraResolutionWidth, cameraParameters.cameraResolutionHeight);
        }
    }
示例#3
0
    //カメラの設定 ここまで。
    private void OnCapturedPhotoToMemory(UnityEngine.XR.WSA.WebCam.PhotoCapture.PhotoCaptureResult result, UnityEngine.XR.WSA.WebCam.PhotoCaptureFrame photoCaptureFrame)
    {
        if (result.success)
        {
            List <byte> imageBufferList = new List <byte>();
            // Copy the raw IMFMediaBuffer data into our empty byte list.
            photoCaptureFrame.CopyRawImageDataIntoBuffer(imageBufferList);

            DisplayImage(imageBufferList.ToArray());                                        //画像表示処理呼び出し
            StartCoroutine(GetVisionDataFromImages(imageBufferList.ToArray()));             //API呼び出し
        }

        photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode);
    }
示例#4
0
 public IntPtr GetUnsafePointerToBuffer()
 {
     return(PhotoCaptureFrame.GetUnsafePointerToBuffer(this.m_NativePtr));
 }
示例#5
0
    // Capture de l'image
    void OnCapturedPhotoToMemory(UnityEngine.XR.WSA.WebCam.PhotoCapture.PhotoCaptureResult result, UnityEngine.XR.WSA.WebCam.PhotoCaptureFrame photoCaptureFrame)
    {
        if (result.success)
        {
            Debug.Log("photo captured");
            List <byte> imageBufferList = new List <byte>();
            photoCaptureFrame.CopyRawImageDataIntoBuffer(imageBufferList);

            var cameraToWorldMatrix = new Matrix4x4();
            photoCaptureFrame.TryGetCameraToWorldMatrix(out cameraToWorldMatrix);

            camera_pos_ = cameraToWorldMatrix.MultiplyPoint3x4(new Vector3(0, 0, -1));
            camera_rot_ = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

            Matrix4x4 projectionMatrix;
            photoCaptureFrame.TryGetProjectionMatrix(Camera.main.nearClipPlane, Camera.main.farClipPlane, out projectionMatrix);
            Matrix4x4 pixelToCameraMatrix = projectionMatrix.inverse;

            status.GetComponent <TextMesh>().text = "photo captured, processing...";
            status.transform.position             = camera_pos_;
            status.transform.rotation             = camera_rot_;

            StartCoroutine(PostToServer(imageBufferList.ToArray(), cameraToWorldMatrix, pixelToCameraMatrix));
        }
        photo_capture_.StopPhotoModeAsync(OnStoppedPhotoMode);
    }