通过


HoloLens(第一代)空间 230:空间映射

重要

混合现实学院教程在制作时考虑到了 HoloLens(第一代)、Unity 2017 和混合现实沉浸式头戴显示设备。 因此,对于仍在寻求这些设备的开发指导的开发人员而言,我们觉得很有必要保留这些教程。 我们不会在这些教程中更新 HoloLens 2 所用的最新工具集或交互相关的内容,因此这些教程可能与较新版本的 Unity 不相符。 我们将维护这些教程,使之持续适用于支持的设备。 已经为 HoloLens 2 发布了一系列新教程

空间映射通过教授有关环境的全息影像,将现实世界和虚拟世界结合在一起。 在 MR 空间 230(Planetarium 项目)中,我们将了解如何:

  • 扫描环境,将数据从 HoloLens 传输到开发计算机。
  • 了解着色器并学习如何使用它们来可视化空间。
  • 使用网格处理将房间网格分解为简单的平面。
  • 不拘泥于在 MR 基础知识 101 中学到的放置技术,提供有关全息影像可在环境中放置的位置的反馈。
  • 了解遮挡效果,这样当全息影像位于真实对象后面时,仍可以使用 X 射线视觉来查看它!

设备支持

课程 HoloLens 沉浸式头戴显示设备
MR 空间 230:空间映射

开始之前

先决条件

项目文件

  • 下载项目所需的文件。 需要 Unity 2017.2 或更高版本。
    • 如果仍需要 Unity 5.6 支持,请使用此版本
    • 如果仍需要 Unity 5.5 支持,请使用此版本
    • 如果仍需要 Unity 5.4 支持,请使用此版本
  • 将文件解压缩到桌面或其他易于访问的位置。

注意

如果要在下载源代码之前查看它,可以在 GitHub 上查看

说明

  • 在 Visual Studio 中,需要在“工具”>“选项”>“调试”下禁用(取消选中)“启用仅我的代码”,以便在代码中命中断点

Unity 设置

  • 启动 “Unity”
  • 选择“新建”以创建新项目
  • 将项目命名为 “Planetarium”
  • 验证是否选择了 “3D” 设置
  • 单击“创建项目”。
  • Unity 启动后,请转到“编辑”>“项目设置”>“播放器”
  • 在“检查器”面板中,找到并选择绿色的“Windows Store”图标
  • 展开“其他设置”
  • 在“渲染”部分中,选中“支持的虚拟现实”选项
  • 验证 “Windows Holographic” 是否出现在“虚拟现实 SDK” 的列表中。 如果未显示,请在列表底部选择 + 按钮,然后选择“Windows Holographic”
  • 展开“发布设置”
  • 在“功能”部分,检查以下设置
    • InternetClientServer
    • PrivateNetworkClientServer
    • Microphone
    • SpatialPerception
  • 转到“编辑”>“项目设置”>“质量”
  • 在“检查器”面板的 Windows Store 图标下,选择“默认”行下的黑色下拉箭头,将默认设置更改为“非常低”
  • 转到“资产”>“导入包”>“自定义包”
  • 导航到“...\HolographicAcademy-Holograms-230-SpatialMapping\Starting”文件夹
  • 单击“Planetarium.unitypackage”
  • 单击“打开”。
  • 此时应出现“导入 Unity 包”窗口,单击“导入”按钮
  • 等待 Unity 导入完成此项目所需的所有资产。
  • 在“层次结构”面板中,删除“主相机”
  • 在“项目”面板的“HoloToolkit-SpatialMapping-230\Utilities\Prefabs”文件夹中,找到“主相机”对象
  • 将“主相机”预制件拖放到“层次结构”面板中
  • 在“层次结构”面板中,删除“定向光”对象
  • 在“项目”面板的“Holograms”文件夹中,找到“光标”对象
  • 将“光标”预制件拖放到“层次结构”中。
  • 在“层次结构”面板中,选择“光标”对象。
  • 在“检查器”面板中,单击“层”下拉列表,然后选择“编辑层…”
  • 将“用户层 31”命名为“SpatialMapping”
  • 保存新场景:“文件”>“将场景另存为…”
  • 单击“新建文件夹”并将文件夹命名为“Scenes”
  • 将文件命名为“Planetarium”,并将其保存到“Scenes”文件夹中

第 1 章 - 扫描

目标

  • 了解 SurfaceObserver 及其设置如何影响体验和性能。
  • 创建房间扫描体验以收集房间的网格。

说明

  • 在“项目”面板的“HoloToolkit-SpatialMapping-230\SpatialMapping\Prefabs”文件夹中,找到“SpatialMapping”预制件
  • 将“SpatialMapping”预制件拖放到“层次结构”面板中。

“生成并部署(第 1 部分)”

  • 在 Unity 中,选择“文件”>“生成设置”
  • 单击“添加开放式场景”将“Planetarium”场景添加到生成中
  • 在“平台”列表中选择“通用 Windows 平台”,然后单击“切换平台”
  • 将“SDK”设置为“通用 10”,并将“UWP 生成类型”设置为“D3D”
  • 选中“Unity C# 项目”
  • 单击“生成”
  • 创建名为“App”的新文件夹
  • 单击“App”文件夹
  • 按“选择文件夹”按钮
  • Unity 完成生成后,将出现一个文件资源管理器窗口。
  • 双击“App”文件夹,将其打开
  • 双击 “Planetarium.sln”,将项目加载到 Visual Studio 中
  • 在 Visual Studio 中,使用顶部工具栏,将“配置”更改为“发布”
  • 将“平台”更改为“x86”
  • 单击“本地计算机”右侧的下拉箭头,然后选择“远程计算机”
  • 在“地址”字段中输入设备的 IP 地址,并将“身份验证模式”更改为“通用(未加密协议)”
  • 单击“调试”>“开始执行(不调试)”或按 Ctrl+F5
  • 在 Visual Studio 中查看“输出”面板,了解生成和部署状态
  • 部署应用后,请在房间四处走动。 你将看到周围的图面被黑色和白色线框网格覆盖。
  • 扫描你周围的环境。 务必查看墙壁、天花板和地板。

生成并部署(第 2 部分)

现在,让我们了解空间映射如何影响性能。

  • 在 Unity 中,选择“窗口”>“探查器”
  • 单击“添加探查器”>“GPU”
  • 单击“活动探查器”><输入 IP>。
  • 输入 HoloLens 的“IP 地址”
  • 单击“连接”。
  • 观察 GPU 渲染帧所需的毫秒数。
  • 阻止应用程序在设备上运行。
  • 返回到 Visual Studio 并打开 “SpatialMappingObserver.cs”。 你将在 Assembly-CSharp(通用 Windows)项目的“HoloToolkit\SpatialMapping”文件夹中找到它。
  • 找到 “Awake()” 函数,并添加以下代码行:“TrianglesPerCubicMeter = 1200”;
  • 将项目重新部署到设备,然后“重新连接探查器”。 观察渲染帧的毫秒数变化。
  • 阻止应用程序在设备上运行。

“保存并在 Unity 中加载”

最后,保存房间网格,并将其加载到 Unity。

  • 返回 Visual Studio,并删除在上一部分于 “Awake()” 函数中添加的 “TrianglesPerCubicMeter” 行
  • 将项目重新部署到设备。 我们现在应该以每立方米 “500” 个三角形运行
  • 打开浏览器并输入 HoloLens IP 地址以导航到“Windows 设备门户”
  • 在左侧面板中选择“3D 视图”选项
  • 在“图面重构”下,选择“更新”按钮
  • 观察已在 HoloLens 上扫描的区域是否出现在显示窗口中。
  • 若要保存房间扫描,请按“保存”按钮
  • 打开“Downloads”文件夹以查找保存的房间模型 “SRMesh.obj”
  • 将 “SRMesh.obj” 复制到 Unity 项目的“Assets”文件夹
  • 在 Unity 中,选择“层次结构”面板中的 “SpatialMapping” 对象
  • 找到“对象图面观察器(脚本)”组件
  • 单击“房间模型”属性右侧的圆圈
  • 找到并选择 “SRMesh” 对象,然后关闭窗口
  • 验证“检查器”面板中“房间模型”属性现在是否设置为“SRMesh”
  • 按“播放”按钮进入 Unity 预览模式
  • SpatialMapping 组件将从保存的房间模型加载网格,以便你可以在 Unity 中使用它们。
  • 切换到“场景”视图,查看以线框着色器显示的所有房间模型
  • 再次按“播放”按钮退出预览模式

“注意”:下次进入 Unity 的预览模式时,它会默认加载保存的房间网格

第 2 章 - 可视化

目标

  • 了解着色器的基本知识。
  • 可视化你的环境。

说明

  • 在 Unity 的“层次结构”面板中,选择“SpatialMapping”对象
  • 在“检查器”面板中,找到“空间映射管理器(脚本)”组件
  • 单击“图面材料”属性右侧的圆圈
  • 找到并选择 “BlueLinesOnWalls” 材料并关闭窗口
  • 在“项目”面板的“Shaders”文件夹中,双击“BlueLinesOnWalls”,在 Visual Studio 中打开该着色器
  • 这是一个简单的像素(顶点到片段)着色器,用于完成以下任务:
    1. 将顶点的位置转换为世界空间。
    2. 检查顶点的法线,确定像素是否为垂直。
    3. 设置要渲染的像素的颜色。

生成和部署

  • 返回到 Unity,按“播放”以进入预览模式
  • 蓝线将渲染在房间网格的所有垂直图面上(从我们保存的扫描数据自动加载)。
  • 切换到“场景”选项卡以调整房间的视图,并查看整个房间网格在 Unity 中的显示方式
  • 在“项目”面板中,找到“Materials”文件夹,选择“BlueLinesOnWalls”材料
  • 修改某些属性,并查看更改在 Unity 编辑器中的显示方式。
    • 在“检查器”面板中,调整 “LineScale” 值,使线条显得更粗或更细
    • 在“检查器”面板中,调整 “LinesPerMeter” 值以更改每面墙壁上显示的线条数
  • 再次单击“播放”以退出预览模式
  • 生成并部署到 HoloLens,并观察着色器渲染在真实图面上的显示方式。

Unity 在预览材料方面表现出色,但在设备中签出渲染一般来说比较好。

第 3 章 - 处理

目标

  • 了解处理空间映射数据以在应用程序中使用的技术。
  • 分析空间映射数据以查找平面并删除三角形。
  • 使用平面进行全息影像放置。

说明

  • 在 Unity 的“项目”面板的“Holograms”文件夹中,找到“SpatialProcessing”对象
  • 将“SpatialProcessing”对象拖放到“层次结构”面板中。

SpatialProcessing 预制件包含用于处理空间映射数据的组件。 “SurfaceMeshesToPlanes.cs” 将根据空间映射数据查找并生成平面。 我们将在应用程序中使用平面来表示墙壁、地板和天花板。 此预制件还包含 “RemoveSurfaceVertices.cs”,可从空间映射网格中删除顶点。 这可用于在网格中创建孔,或删除不再需要的多余三角形(因为可改用平面)。

  • 在 Unity 的“项目”面板的“Holograms”文件夹中,找到“SpaceCollection”对象
  • 将“SpaceCollection”对象拖放到“层次结构”面板中
  • 在“层次结构”面板中,选择“SpatialProcessing”对象
  • 在“检查器”面板中,找到“播放空间管理器(脚本)”组件
  • 双击“PlaySpaceManager.cs”,在 Visual Studio 中打开它

PlaySpaceManager.cs 包含特定于应用程序的代码。 我们将向此脚本添加功能,以实现以下行为:

  1. 超过扫描时间限制(10 秒)后,停止收集空间映射数据。
  2. 处理空间映射数据:
    1. 使用 SurfaceMeshesToPlanes 创建将世界表示为平面(墙壁、地板、天花板等)的更简单表示形式。
    2. 使用 RemoveSurfaceVertices 可删除位于平面边界内的图面三角形。
  3. 生成世界中的全息影像集合,并将其放置在用户附近的墙壁和地板平面上。

完成 PlaySpaceManager.cs 中标记的编码练习,或从下面将脚本替换为完成的解决方案:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Windows.Speech;
using Academy.HoloToolkit.Unity;

/// <summary>
/// The SurfaceManager class allows applications to scan the environment for a specified amount of time 
/// and then process the Spatial Mapping Mesh (find planes, remove vertices) after that time has expired.
/// </summary>
public class PlaySpaceManager : Singleton<PlaySpaceManager>
{
    [Tooltip("When checked, the SurfaceObserver will stop running after a specified amount of time.")]
    public bool limitScanningByTime = true;

    [Tooltip("How much time (in seconds) that the SurfaceObserver will run after being started; used when 'Limit Scanning By Time' is checked.")]
    public float scanTime = 30.0f;

    [Tooltip("Material to use when rendering Spatial Mapping meshes while the observer is running.")]
    public Material defaultMaterial;

    [Tooltip("Optional Material to use when rendering Spatial Mapping meshes after the observer has been stopped.")]
    public Material secondaryMaterial;

    [Tooltip("Minimum number of floor planes required in order to exit scanning/processing mode.")]
    public uint minimumFloors = 1;

    [Tooltip("Minimum number of wall planes required in order to exit scanning/processing mode.")]
    public uint minimumWalls = 1;

    /// <summary>
    /// Indicates if processing of the surface meshes is complete.
    /// </summary>
    private bool meshesProcessed = false;

    /// <summary>
    /// GameObject initialization.
    /// </summary>
    private void Start()
    {
        // Update surfaceObserver and storedMeshes to use the same material during scanning.
        SpatialMappingManager.Instance.SetSurfaceMaterial(defaultMaterial);

        // Register for the MakePlanesComplete event.
        SurfaceMeshesToPlanes.Instance.MakePlanesComplete += SurfaceMeshesToPlanes_MakePlanesComplete;
    }

    /// <summary>
    /// Called once per frame.
    /// </summary>
    private void Update()
    {
        // Check to see if the spatial mapping data has been processed
        // and if we are limiting how much time the user can spend scanning.
        if (!meshesProcessed && limitScanningByTime)
        {
            // If we have not processed the spatial mapping data
            // and scanning time is limited...

            // Check to see if enough scanning time has passed
            // since starting the observer.
            if (limitScanningByTime && ((Time.time - SpatialMappingManager.Instance.StartTime) < scanTime))
            {
                // If we have a limited scanning time, then we should wait until
                // enough time has passed before processing the mesh.
            }
            else
            {
                // The user should be done scanning their environment,
                // so start processing the spatial mapping data...

                /* TODO: 3.a DEVELOPER CODING EXERCISE 3.a */

                // 3.a: Check if IsObserverRunning() is true on the
                // SpatialMappingManager.Instance.
                if(SpatialMappingManager.Instance.IsObserverRunning())
                {
                    // 3.a: If running, Stop the observer by calling
                    // StopObserver() on the SpatialMappingManager.Instance.
                    SpatialMappingManager.Instance.StopObserver();
                }

                // 3.a: Call CreatePlanes() to generate planes.
                CreatePlanes();

                // 3.a: Set meshesProcessed to true.
                meshesProcessed = true;
            }
        }
    }

    /// <summary>
    /// Handler for the SurfaceMeshesToPlanes MakePlanesComplete event.
    /// </summary>
    /// <param name="source">Source of the event.</param>
    /// <param name="args">Args for the event.</param>
    private void SurfaceMeshesToPlanes_MakePlanesComplete(object source, System.EventArgs args)
    {
        /* TODO: 3.a DEVELOPER CODING EXERCISE 3.a */

        // Collection of floor and table planes that we can use to set horizontal items on.
        List<GameObject> horizontal = new List<GameObject>();

        // Collection of wall planes that we can use to set vertical items on.
        List<GameObject> vertical = new List<GameObject>();

        // 3.a: Get all floor and table planes by calling
        // SurfaceMeshesToPlanes.Instance.GetActivePlanes().
        // Assign the result to the 'horizontal' list.
        horizontal = SurfaceMeshesToPlanes.Instance.GetActivePlanes(PlaneTypes.Table | PlaneTypes.Floor);

        // 3.a: Get all wall planes by calling
        // SurfaceMeshesToPlanes.Instance.GetActivePlanes().
        // Assign the result to the 'vertical' list.
        vertical = SurfaceMeshesToPlanes.Instance.GetActivePlanes(PlaneTypes.Wall);

        // Check to see if we have enough horizontal planes (minimumFloors)
        // and vertical planes (minimumWalls), to set holograms on in the world.
        if (horizontal.Count >= minimumFloors && vertical.Count >= minimumWalls)
        {
            // We have enough floors and walls to place our holograms on...

            // 3.a: Let's reduce our triangle count by removing triangles
            // from SpatialMapping meshes that intersect with our active planes.
            // Call RemoveVertices().
            // Pass in all activePlanes found by SurfaceMeshesToPlanes.Instance.
            RemoveVertices(SurfaceMeshesToPlanes.Instance.ActivePlanes);

            // 3.a: We can indicate to the user that scanning is over by
            // changing the material applied to the Spatial Mapping meshes.
            // Call SpatialMappingManager.Instance.SetSurfaceMaterial().
            // Pass in the secondaryMaterial.
            SpatialMappingManager.Instance.SetSurfaceMaterial(secondaryMaterial);

            // 3.a: We are all done processing the mesh, so we can now
            // initialize a collection of Placeable holograms in the world
            // and use horizontal/vertical planes to set their starting positions.
            // Call SpaceCollectionManager.Instance.GenerateItemsInWorld().
            // Pass in the lists of horizontal and vertical planes that we found earlier.
            SpaceCollectionManager.Instance.GenerateItemsInWorld(horizontal, vertical);
        }
        else
        {
            // We do not have enough floors/walls to place our holograms on...

            // 3.a: Re-enter scanning mode so the user can find more surfaces by
            // calling StartObserver() on the SpatialMappingManager.Instance.
            SpatialMappingManager.Instance.StartObserver();

            // 3.a: Re-process spatial data after scanning completes by
            // re-setting meshesProcessed to false.
            meshesProcessed = false;
        }
    }

    /// <summary>
    /// Creates planes from the spatial mapping surfaces.
    /// </summary>
    private void CreatePlanes()
    {
        // Generate planes based on the spatial map.
        SurfaceMeshesToPlanes surfaceToPlanes = SurfaceMeshesToPlanes.Instance;
        if (surfaceToPlanes != null && surfaceToPlanes.enabled)
        {
            surfaceToPlanes.MakePlanes();
        }
    }

    /// <summary>
    /// Removes triangles from the spatial mapping surfaces.
    /// </summary>
    /// <param name="boundingObjects"></param>
    private void RemoveVertices(IEnumerable<GameObject> boundingObjects)
    {
        RemoveSurfaceVertices removeVerts = RemoveSurfaceVertices.Instance;
        if (removeVerts != null && removeVerts.enabled)
        {
            removeVerts.RemoveSurfaceVerticesWithinBounds(boundingObjects);
        }
    }

    /// <summary>
    /// Called when the GameObject is unloaded.
    /// </summary>
    private void OnDestroy()
    {
        if (SurfaceMeshesToPlanes.Instance != null)
        {
            SurfaceMeshesToPlanes.Instance.MakePlanesComplete -= SurfaceMeshesToPlanes_MakePlanesComplete;
        }
    }
}

生成和部署

  • 部署到 HoloLens 之前,请按 Unity 中的“播放”按钮进入播放模式
  • 从文件加载房间网格后,请等待 10 秒钟,然后开始对空间映射网格进行处理。
  • 处理完成后,平面将显示为表示地板、墙壁、天花板等。
  • 找到所有平面后,你应该会看到太阳系出现在照相机附近的地板上。
  • 两张海报也应显示在照相机附近的墙上。 如果在“游戏”模式下无法看到它们,则切换到“场景”选项卡
  • 再次按“播放”按钮退出播放模式
  • 像往常一样生成并部署到 HoloLens。
  • 等待空间映射数据的扫描和处理完成。
  • 看到平面后,尝试在你的世界找到太阳系和海报。

第 4 章 - 放置

目标

  • 确定全息影像是否适合图面。
  • 当全息影像可以/无法适应图面时,向用户提供反馈。

说明

  • 在 Unity 的“层次结构”面板中,选择“SpatialProcessing”对象
  • 在“检查器”面板中,找到“图面网格到平面(脚本)”组件
  • 将“绘制平面”属性更改为“无”以清除选择
  • 将“绘制平面”属性更改为“墙壁”,以便仅渲染墙面
  • 在“项目”面板的“Scripts”文件夹中,双击“Placeable.cs”以在 Visual Studio 中将其打开

“Placeable”脚本已附加到平面查找完成后创建的海报和投影框。 我们只需取消注释某些代码,此脚本将实现以下内容:

  1. 通过从边界立方体的中心和四个角进行光线投射,确定全息影像是否适合图面。
  2. 检查图面法线,确定它是否足够光滑,以使全息影像可齐平放置。
  3. 在全息影像周围渲染边界立方体,以在放置时显示其实际大小。
  4. 在全息影像下方/后面投射阴影,以显示其在地板/墙壁上的放置位置。
  5. 如果无法将全息影像放置在图面上,则将阴影渲染为红色;如果可放置在该图面上,则渲染为绿色。
  6. 重新放置全息影像,使其与具有相关性的图面类型(垂直或水平)对齐。
  7. 将全息影像平滑地放在所选图面上,以避免跳转或贴靠行为。

取消注释以下编码练习中的所有代码,或在 “Placeable.cs” 中使用此已完成的解决方案

using System.Collections.Generic;
using UnityEngine;
using Academy.HoloToolkit.Unity;

/// <summary>
/// Enumeration containing the surfaces on which a GameObject
/// can be placed.  For simplicity of this sample, only one
/// surface type is allowed to be selected.
/// </summary>
public enum PlacementSurfaces
{
    // Horizontal surface with an upward pointing normal.
    Horizontal = 1,

    // Vertical surface with a normal facing the user.
    Vertical = 2,
}

/// <summary>
/// The Placeable class implements the logic used to determine if a GameObject
/// can be placed on a target surface. Constraints for placement include:
/// * No part of the GameObject's box collider impacts with another object in the scene
/// * The object lays flat (within specified tolerances) against the surface
/// * The object would not fall off of the surface if gravity were enabled.
/// This class also provides the following visualizations.
/// * A transparent cube representing the object's box collider.
/// * Shadow on the target surface indicating whether or not placement is valid.
/// </summary>
public class Placeable : MonoBehaviour
{
    [Tooltip("The base material used to render the bounds asset when placement is allowed.")]
    public Material PlaceableBoundsMaterial = null;

    [Tooltip("The base material used to render the bounds asset when placement is not allowed.")]
    public Material NotPlaceableBoundsMaterial = null;

    [Tooltip("The material used to render the placement shadow when placement it allowed.")]
    public Material PlaceableShadowMaterial = null;

    [Tooltip("The material used to render the placement shadow when placement it not allowed.")]
    public Material NotPlaceableShadowMaterial = null;

    [Tooltip("The type of surface on which the object can be placed.")]
    public PlacementSurfaces PlacementSurface = PlacementSurfaces.Horizontal;

    [Tooltip("The child object(s) to hide during placement.")]
    public List<GameObject> ChildrenToHide = new List<GameObject>();

    /// <summary>
    /// Indicates if the object is in the process of being placed.
    /// </summary>
    public bool IsPlacing { get; private set; }

    // The most recent distance to the surface.  This is used to 
    // locate the object when the user's gaze does not intersect
    // with the Spatial Mapping mesh.
    private float lastDistance = 2.0f;

    // The distance away from the target surface that the object should hover prior while being placed.
    private float hoverDistance = 0.15f;

    // Threshold (the closer to 0, the stricter the standard) used to determine if a surface is flat.
    private float distanceThreshold = 0.02f;

    // Threshold (the closer to 1, the stricter the standard) used to determine if a surface is vertical.
    private float upNormalThreshold = 0.9f;

    // Maximum distance, from the object, that placement is allowed.
    // This is used when raycasting to see if the object is near a placeable surface.
    private float maximumPlacementDistance = 5.0f;

    // Speed (1.0 being fastest) at which the object settles to the surface upon placement.
    private float placementVelocity = 0.06f;

    // Indicates whether or not this script manages the object's box collider.
    private bool managingBoxCollider = false;

    // The box collider used to determine of the object will fit in the desired location.
    // It is also used to size the bounding cube.
    private BoxCollider boxCollider = null;

    // Visible asset used to show the dimensions of the object. This asset is sized
    // using the box collider's bounds.
    private GameObject boundsAsset = null;

    // Visible asset used to show the where the object is attempting to be placed.
    // This asset is sized using the box collider's bounds.
    private GameObject shadowAsset = null;

    // The location at which the object will be placed.
    private Vector3 targetPosition;

    /// <summary>
    /// Called when the GameObject is created.
    /// </summary>
    private void Awake()
    {
        targetPosition = gameObject.transform.position;

        // Get the object's collider.
        boxCollider = gameObject.GetComponent<BoxCollider>();
        if (boxCollider == null)
        {
            // The object does not have a collider, create one and remember that
            // we are managing it.
            managingBoxCollider = true;
            boxCollider = gameObject.AddComponent<BoxCollider>();
            boxCollider.enabled = false;
        }

        // Create the object that will be used to indicate the bounds of the GameObject.
        boundsAsset = GameObject.CreatePrimitive(PrimitiveType.Cube);
        boundsAsset.transform.parent = gameObject.transform;
        boundsAsset.SetActive(false);

        // Create a object that will be used as a shadow.
        shadowAsset = GameObject.CreatePrimitive(PrimitiveType.Quad);
        shadowAsset.transform.parent = gameObject.transform;
        shadowAsset.SetActive(false);
    }

    /// <summary>
    /// Called when our object is selected.  Generally called by
    /// a gesture management component.
    /// </summary>
    public void OnSelect()
    {
        /* TODO: 4.a CODE ALONG 4.a */

        if (!IsPlacing)
        {
            OnPlacementStart();
        }
        else
        {
            OnPlacementStop();
        }
    }

    /// <summary>
    /// Called once per frame.
    /// </summary>
    private void Update()
    {
        /* TODO: 4.a CODE ALONG 4.a */

        if (IsPlacing)
        {
            // Move the object.
            Move();

            // Set the visual elements.
            Vector3 targetPosition;
            Vector3 surfaceNormal;
            bool canBePlaced = ValidatePlacement(out targetPosition, out surfaceNormal);
            DisplayBounds(canBePlaced);
            DisplayShadow(targetPosition, surfaceNormal, canBePlaced);
        }
        else
        {
            // Disable the visual elements.
            boundsAsset.SetActive(false);
            shadowAsset.SetActive(false);

            // Gracefully place the object on the target surface.
            float dist = (gameObject.transform.position - targetPosition).magnitude;
            if (dist > 0)
            {
                gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, targetPosition, placementVelocity / dist);
            }
            else
            {
                // Unhide the child object(s) to make placement easier.
                for (int i = 0; i < ChildrenToHide.Count; i++)
                {
                    ChildrenToHide[i].SetActive(true);
                }
            }
        }
    }

    /// <summary>
    /// Verify whether or not the object can be placed.
    /// </summary>
    /// <param name="position">
    /// The target position on the surface.
    /// </param>
    /// <param name="surfaceNormal">
    /// The normal of the surface on which the object is to be placed.
    /// </param>
    /// <returns>
    /// True if the target position is valid for placing the object, otherwise false.
    /// </returns>
    private bool ValidatePlacement(out Vector3 position, out Vector3 surfaceNormal)
    {
        Vector3 raycastDirection = gameObject.transform.forward;

        if (PlacementSurface == PlacementSurfaces.Horizontal)
        {
            // Placing on horizontal surfaces.
            // Raycast from the bottom face of the box collider.
            raycastDirection = -(Vector3.up);
        }

        // Initialize out parameters.
        position = Vector3.zero;
        surfaceNormal = Vector3.zero;

        Vector3[] facePoints = GetColliderFacePoints();

        // The origin points we receive are in local space and we 
        // need to raycast in world space.
        for (int i = 0; i < facePoints.Length; i++)
        {
            facePoints[i] = gameObject.transform.TransformVector(facePoints[i]) + gameObject.transform.position;
        }

        // Cast a ray from the center of the box collider face to the surface.
        RaycastHit centerHit;
        if (!Physics.Raycast(facePoints[0],
                        raycastDirection,
                        out centerHit,
                        maximumPlacementDistance,
                        SpatialMappingManager.Instance.LayerMask))
        {
            // If the ray failed to hit the surface, we are done.
            return false;
        }

        // We have found a surface.  Set position and surfaceNormal.
        position = centerHit.point;
        surfaceNormal = centerHit.normal;

        // Cast a ray from the corners of the box collider face to the surface.
        for (int i = 1; i < facePoints.Length; i++)
        {
            RaycastHit hitInfo;
            if (Physics.Raycast(facePoints[i],
                                raycastDirection,
                                out hitInfo,
                                maximumPlacementDistance,
                                SpatialMappingManager.Instance.LayerMask))
            {
                // To be a valid placement location, each of the corners must have a similar
                // enough distance to the surface as the center point
                if (!IsEquivalentDistance(centerHit.distance, hitInfo.distance))
                {
                    return false;
                }
            }
            else
            {
                // The raycast failed to intersect with the target layer.
                return false;
            }
        }

        return true;
    }

    /// <summary>
    /// Determine the coordinates, in local space, of the box collider face that 
    /// will be placed against the target surface.
    /// </summary>
    /// <returns>
    /// Vector3 array with the center point of the face at index 0.
    /// </returns>
    private Vector3[] GetColliderFacePoints()
    {
        // Get the collider extents.  
        // The size values are twice the extents.
        Vector3 extents = boxCollider.size / 2;

        // Calculate the min and max values for each coordinate.
        float minX = boxCollider.center.x - extents.x;
        float maxX = boxCollider.center.x + extents.x;
        float minY = boxCollider.center.y - extents.y;
        float maxY = boxCollider.center.y + extents.y;
        float minZ = boxCollider.center.z - extents.z;
        float maxZ = boxCollider.center.z + extents.z;

        Vector3 center;
        Vector3 corner0;
        Vector3 corner1;
        Vector3 corner2;
        Vector3 corner3;

        if (PlacementSurface == PlacementSurfaces.Horizontal)
        {
            // Placing on horizontal surfaces.
            center = new Vector3(boxCollider.center.x, minY, boxCollider.center.z);
            corner0 = new Vector3(minX, minY, minZ);
            corner1 = new Vector3(minX, minY, maxZ);
            corner2 = new Vector3(maxX, minY, minZ);
            corner3 = new Vector3(maxX, minY, maxZ);
        }
        else
        {
            // Placing on vertical surfaces.
            center = new Vector3(boxCollider.center.x, boxCollider.center.y, maxZ);
            corner0 = new Vector3(minX, minY, maxZ);
            corner1 = new Vector3(minX, maxY, maxZ);
            corner2 = new Vector3(maxX, minY, maxZ);
            corner3 = new Vector3(maxX, maxY, maxZ);
        }

        return new Vector3[] { center, corner0, corner1, corner2, corner3 };
    }

    /// <summary>
    /// Put the object into placement mode.
    /// </summary>
    public void OnPlacementStart()
    {
        // If we are managing the collider, enable it. 
        if (managingBoxCollider)
        {
            boxCollider.enabled = true;
        }

        // Hide the child object(s) to make placement easier.
        for (int i = 0; i < ChildrenToHide.Count; i++)
        {
            ChildrenToHide[i].SetActive(false);
        }

        // Tell the gesture manager that it is to assume
        // all input is to be given to this object.
        GestureManager.Instance.OverrideFocusedObject = gameObject;

        // Enter placement mode.
        IsPlacing = true;
    }

    /// <summary>
    /// Take the object out of placement mode.
    /// </summary>
    /// <remarks>
    /// This method will leave the object in placement mode if called while
    /// the object is in an invalid location.  To determine whether or not
    /// the object has been placed, check the value of the IsPlacing property.
    /// </remarks>
    public void OnPlacementStop()
    {
        // ValidatePlacement requires a normal as an out parameter.
        Vector3 position;
        Vector3 surfaceNormal;

        // Check to see if we can exit placement mode.
        if (!ValidatePlacement(out position, out surfaceNormal))
        {
            return;
        }

        // The object is allowed to be placed.
        // We are placing at a small buffer away from the surface.
        targetPosition = position + (0.01f * surfaceNormal);

        OrientObject(true, surfaceNormal);

        // If we are managing the collider, disable it. 
        if (managingBoxCollider)
        {
            boxCollider.enabled = false;
        }

        // Tell the gesture manager that it is to resume
        // its normal behavior.
        GestureManager.Instance.OverrideFocusedObject = null;

        // Exit placement mode.
        IsPlacing = false;
    }

    /// <summary>
    /// Positions the object along the surface toward which the user is gazing.
    /// </summary>
    /// <remarks>
    /// If the user's gaze does not intersect with a surface, the object
    /// will remain at the most recently calculated distance.
    /// </remarks>
    private void Move()
    {
        Vector3 moveTo = gameObject.transform.position;
        Vector3 surfaceNormal = Vector3.zero;
        RaycastHit hitInfo;

        bool hit = Physics.Raycast(Camera.main.transform.position,
                                Camera.main.transform.forward,
                                out hitInfo,
                                20f,
                                SpatialMappingManager.Instance.LayerMask);

        if (hit)
        {
            float offsetDistance = hoverDistance;

            // Place the object a small distance away from the surface while keeping 
            // the object from going behind the user.
            if (hitInfo.distance <= hoverDistance)
            {
                offsetDistance = 0f;
            }

            moveTo = hitInfo.point + (offsetDistance * hitInfo.normal);

            lastDistance = hitInfo.distance;
            surfaceNormal = hitInfo.normal;
        }
        else
        {
            // The raycast failed to hit a surface.  In this case, keep the object at the distance of the last
            // intersected surface.
            moveTo = Camera.main.transform.position + (Camera.main.transform.forward * lastDistance);
        }

        // Follow the user's gaze.
        float dist = Mathf.Abs((gameObject.transform.position - moveTo).magnitude);
        gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, moveTo, placementVelocity / dist);

        // Orient the object.
        // We are using the return value from Physics.Raycast to instruct
        // the OrientObject function to align to the vertical surface if appropriate.
        OrientObject(hit, surfaceNormal);
    }

    /// <summary>
    /// Orients the object so that it faces the user.
    /// </summary>
    /// <param name="alignToVerticalSurface">
    /// If true and the object is to be placed on a vertical surface, 
    /// orient parallel to the target surface.  If false, orient the object 
    /// to face the user.
    /// </param>
    /// <param name="surfaceNormal">
    /// The target surface's normal vector.
    /// </param>
    /// <remarks>
    /// The alignToVerticalSurface parameter is ignored if the object
    /// is to be placed on a horizontalSurface
    /// </remarks>
    private void OrientObject(bool alignToVerticalSurface, Vector3 surfaceNormal)
    {
        Quaternion rotation = Camera.main.transform.localRotation;

        // If the user's gaze does not intersect with the Spatial Mapping mesh,
        // orient the object towards the user.
        if (alignToVerticalSurface && (PlacementSurface == PlacementSurfaces.Vertical))
        {
            // We are placing on a vertical surface.
            // If the normal of the Spatial Mapping mesh indicates that the
            // surface is vertical, orient parallel to the surface.
            if (Mathf.Abs(surfaceNormal.y) <= (1 - upNormalThreshold))
            {
                rotation = Quaternion.LookRotation(-surfaceNormal, Vector3.up);
            }
        }
        else
        {
            rotation.x = 0f;
            rotation.z = 0f;
        }

        gameObject.transform.rotation = rotation;
    }

    /// <summary>
    /// Displays the bounds asset.
    /// </summary>
    /// <param name="canBePlaced">
    /// Specifies if the object is in a valid placement location.
    /// </param>
    private void DisplayBounds(bool canBePlaced)
    {
        // Ensure the bounds asset is sized and positioned correctly.
        boundsAsset.transform.localPosition = boxCollider.center;
        boundsAsset.transform.localScale = boxCollider.size;
        boundsAsset.transform.rotation = gameObject.transform.rotation;

        // Apply the appropriate material.
        if (canBePlaced)
        {
            boundsAsset.GetComponent<Renderer>().sharedMaterial = PlaceableBoundsMaterial;
        }
        else
        {
            boundsAsset.GetComponent<Renderer>().sharedMaterial = NotPlaceableBoundsMaterial;
        }

        // Show the bounds asset.
        boundsAsset.SetActive(true);
    }

    /// <summary>
    /// Displays the placement shadow asset.
    /// </summary>
    /// <param name="position">
    /// The position at which to place the shadow asset.
    /// </param>
    /// <param name="surfaceNormal">
    /// The normal of the surface on which the asset will be placed
    /// </param>
    /// <param name="canBePlaced">
    /// Specifies if the object is in a valid placement location.
    /// </param>
    private void DisplayShadow(Vector3 position,
                            Vector3 surfaceNormal,
                            bool canBePlaced)
    {
        // Rotate and scale the shadow so that it is displayed on the correct surface and matches the object.
        float rotationX = 0.0f;

        if (PlacementSurface == PlacementSurfaces.Horizontal)
        {
            rotationX = 90.0f;
            shadowAsset.transform.localScale = new Vector3(boxCollider.size.x, boxCollider.size.z, 1);
        }
        else
        {
            shadowAsset.transform.localScale = boxCollider.size;
        }

        Quaternion rotation = Quaternion.Euler(rotationX, gameObject.transform.rotation.eulerAngles.y, 0);
        shadowAsset.transform.rotation = rotation;

        // Apply the appropriate material.
        if (canBePlaced)
        {
            shadowAsset.GetComponent<Renderer>().sharedMaterial = PlaceableShadowMaterial;
        }
        else
        {
            shadowAsset.GetComponent<Renderer>().sharedMaterial = NotPlaceableShadowMaterial;
        }

        // Show the shadow asset as appropriate.
        if (position != Vector3.zero)
        {
            // Position the shadow a small distance from the target surface, along the normal.
            shadowAsset.transform.position = position + (0.01f * surfaceNormal);
            shadowAsset.SetActive(true);
        }
        else
        {
            shadowAsset.SetActive(false);
        }
    }

    /// <summary>
    /// Determines if two distance values should be considered equivalent. 
    /// </summary>
    /// <param name="d1">
    /// Distance to compare.
    /// </param>
    /// <param name="d2">
    /// Distance to compare.
    /// </param>
    /// <returns>
    /// True if the distances are within the desired tolerance, otherwise false.
    /// </returns>
    private bool IsEquivalentDistance(float d1, float d2)
    {
        float dist = Mathf.Abs(d1 - d2);
        return (dist <= distanceThreshold);
    }

    /// <summary>
    /// Called when the GameObject is unloaded.
    /// </summary>
    private void OnDestroy()
    {
        // Unload objects we have created.
        Destroy(boundsAsset);
        boundsAsset = null;
        Destroy(shadowAsset);
        shadowAsset = null;
    }
}

生成和部署

  • 与前面一样,生成项目并部署到 HoloLens。
  • 等待空间映射数据的扫描和处理完成。
  • 看到太阳系时,凝视下面的投影框并执行选择手势来移动它。 选中投影框时,投影框周围将出现一个边界立方体。
  • 移动头部,凝视房间中的不同位置。 投影框应随你的凝视移动。 当投影框下方的阴影变为红色时,你无法将全息影像放在该图面上。 当投影框下方的阴影变为绿色时,你可通过执行另一个选择手势来将全息影像放在该图面上。
  • 在墙上找到并选择其中一个全息海报,将其移动到新位置。 请注意,不能将海报放在地板或天花板上,并且当你四处移动时,它始终正确面向每面墙。

第 5 章 - 遮挡

目标

  • 确定全息影像是否被空间映射网格遮挡。
  • 应用不同的遮挡技术来实现有趣的效果。

说明

首先,我们将允许空间映射网格遮挡其他全息影像,而不遮挡现实世界:

  • 在“层次结构”面板中,选择“SpatialProcessing”对象
  • 在“检查器”面板中,找到“播放空间管理器(脚本)”组件
  • 单击“辅助材料”属性右侧的圆圈
  • 找到并选择“Occlusion”材料并关闭窗口

接下来,我们将向地球添加一个特殊行为,以便每当它被另一个全息影像(如太阳)或空间映射网格遮挡时,它都会有一个蓝色高亮颜色:

  • 在“项目”面板的“Holograms”文件夹中,展开“SolarSystem”对象
  • 单击“地球”
  • 在“检查器”面板中,找到地球的材料(底部组件)
  • 在“着色器”下拉列表中,将着色器更改为“自定义”>“OcclusionRim”。 每当另一个对象遮挡地球时,这都会在地球周围渲染蓝色高亮颜色。

最后,我们将为太阳系中的行星启用 X 射线视觉效果。 我们需要编辑 “PlanetOcclusion.cs”(在 Scripts\SolarSystem 文件夹中找到)以实现以下内容

  1. 确定行星是否被 SpatialMapping 层(房间网格和图面)遮挡。
  2. 每当行星被 SpatialMapping 层遮挡时,显示行星的线框表示形式。
  3. 当行星未被 SpatialMapping 层阻挡时,隐藏行星的线框表示形式。

遵循 PlanetOcclusion.cs 中的编码练习,或使用以下解决方案:

using UnityEngine;
using Academy.HoloToolkit.Unity;

/// <summary>
/// Determines when the occluded version of the planet should be visible.
/// This script allows us to do selective occlusion, so the occlusionObject
/// will only be rendered when a Spatial Mapping surface is occluding the planet,
/// not when another hologram is responsible for the occlusion.
/// </summary>
public class PlanetOcclusion : MonoBehaviour
{
    [Tooltip("Object to display when the planet is occluded.")]
    public GameObject occlusionObject;

    /// <summary>
    /// Points to raycast to when checking for occlusion.
    /// </summary>
    private Vector3[] checkPoints;

    // Use this for initialization
    void Start()
    {
        occlusionObject.SetActive(false);

        // Set the check points to use when testing for occlusion.
        MeshFilter filter = gameObject.GetComponent<MeshFilter>();
        Vector3 extents = filter.mesh.bounds.extents;
        Vector3 center = filter.mesh.bounds.center;
        Vector3 top = new Vector3(center.x, center.y + extents.y, center.z);
        Vector3 left = new Vector3(center.x - extents.x, center.y, center.z);
        Vector3 right = new Vector3(center.x + extents.x, center.y, center.z);
        Vector3 bottom = new Vector3(center.x, center.y - extents.y, center.z);

        checkPoints = new Vector3[] { center, top, left, right, bottom };
    }

    // Update is called once per frame
    void Update()
    {
        /* TODO: 5.a DEVELOPER CODING EXERCISE 5.a */

        // Check to see if any of the planet's boundary points are occluded.
        for (int i = 0; i < checkPoints.Length; i++)
        {
            // 5.a: Convert the current checkPoint to world coordinates.
            // Call gameObject.transform.TransformPoint(checkPoints[i]).
            // Assign the result to a new Vector3 variable called 'checkPt'.
            Vector3 checkPt = gameObject.transform.TransformPoint(checkPoints[i]);

            // 5.a: Call Vector3.Distance() to calculate the distance
            // between the Main Camera's position and 'checkPt'.
            // Assign the result to a new float variable called 'distance'.
            float distance = Vector3.Distance(Camera.main.transform.position, checkPt);

            // 5.a: Take 'checkPt' and subtract the Main Camera's position from it.
            // Assign the result to a new Vector3 variable called 'direction'.
            Vector3 direction = checkPt - Camera.main.transform.position;

            // Used to indicate if the call to Physics.Raycast() was successful.
            bool raycastHit = false;

            // 5.a: Check if the planet is occluded by a spatial mapping surface.
            // Call Physics.Raycast() with the following arguments:
            // - Pass in the Main Camera's position as the origin.
            // - Pass in 'direction' for the direction.
            // - Pass in 'distance' for the maxDistance.
            // - Pass in SpatialMappingManager.Instance.LayerMask as layerMask.
            // Assign the result to 'raycastHit'.
            raycastHit = Physics.Raycast(Camera.main.transform.position, direction, distance, SpatialMappingManager.Instance.LayerMask);

            if (raycastHit)
            {
                // 5.a: Our raycast hit a surface, so the planet is occluded.
                // Set the occlusionObject to active.
                occlusionObject.SetActive(true);

                // At least one point is occluded, so break from the loop.
                break;
            }
            else
            {
                // 5.a: The Raycast did not hit, so the planet is not occluded.
                // Deactivate the occlusionObject.
                occlusionObject.SetActive(false);
            }
        }
    }
}

生成和部署

  • 像往常一样将应用程序生成并部署到 HoloLens。
  • 等待空间映射数据的扫描和处理完成(你应看到蓝色线条显示在墙上)。
  • 找到并选择太阳系的投影框,然后将该框放在墙旁边或柜台后面。
  • 可以通过隐藏在图面后面来观察海报或投影框以查看基本遮挡。
  • 找到地球,每当它移动到另一个全息影像或图面后面时,都应该有一个蓝色高亮颜色效果。
  • 观察行星在房间的墙壁或其他图面后面移动。 现在,你已拥有 X 射线视觉,并可以看到其线框框架!

结束

祝贺你! 你现已完成“MR 空间 230:空间映射”

  • 你知道如何扫描环境,以及如何将空间映射数据加载到 Unity。
  • 你了解着色器的基本信息,以及如何使用材料来重新可视化世界。
  • 你学习了用于查找平面和从网格中删除三角形的新处理技术。
  • 你能够移动全息影像,并将全息影像放在有意义的图面上。
  • 你体验了不同的遮挡技术,并利用了 X 射线视觉的强大功能!