AR_Demon(使用vuforia平台提供的钥匙跟后台,实现相机拍图片读取模型以及视频的功能)

1、https://developer.vuforia.com注册账号。

2、分别添加License Manager(连接钥匙),Target Manager(图片后台下载)。

3、下载vuforia-unity-6-2-6.unitypackage (46.20 MB),下载Target Manager里面上传的图片。

4、打开Unity 加载第三部的两个包。

5、如下图unity组件添加

6、钥匙添加后此时这里就可以选择所添加的图片了 如图标注出,下拉选择。背景图片变成选择的图片;然后就可以吧想要展示出来的模型添加成ImageTarget的子物体

7、此时我们就可以实现AR功能。这里我加了两个按钮 实现动画的切换跟返回(附带Button跟模型同时出现隐藏)

8、需要添加的代码如下

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using Vuforia;
using System;

public class ChontrolScripts : MonoBehaviour {

    private Animator ani;
    private AnimatorStateInfo current;
    private AnimatorStateInfo last;

    public GameObject canvas;
    public DefaultTrackableEventHandler DTEH;

    // Use this for initialization
    void Start () {
        ani = GetComponent<Animator>();
        current = ani.GetCurrentAnimatorStateInfo(0);
        last = current;

        DTEH.found += canvansShow;
        DTEH.last += cannasHide;
      
    }

    private void cannasHide()
    {
        if (canvas.activeSelf)
        {
            canvas.SetActive(false);
        }
    }

    private void canvansShow()
    {
        if (!canvas.activeSelf)
        {
            canvas.SetActive(true);
        }
    }

    // Update is called once per frame
    void Update () {
        
        if (ani.GetBool("Next"))
        {
            current = ani.GetCurrentAnimatorStateInfo(0);
            if (current.shortNameHash!=last.shortNameHash)
            {
                ani.SetBool("Next", false);

                current = last;
            }
        }
        if (ani.GetBool("Back"))
        {
            current = ani.GetCurrentAnimatorStateInfo(0);
            if (current.shortNameHash != last.shortNameHash)
            {
                ani.SetBool("Back", false);

                current = last;
            }
        }
    }

    public void OnButtonClickNext()
    {
        

        ani.SetBool("Next",true);


    }
    public void OnButtonClickBack()
    {
        ani.SetBool("Back", true);
    }

   

}

/*==============================================================================
Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc.
All Rights Reserved.
Confidential and Proprietary - Protected under copyright and other laws.
==============================================================================*/

using UnityEngine;

namespace Vuforia
{
    /// <summary>
    /// A custom handler that implements the ITrackableEventHandler interface.
    /// </summary>
    public class DefaultTrackableEventHandler : MonoBehaviour,
                                                ITrackableEventHandler
    {
        #region PRIVATE_MEMBER_VARIABLES
 
        private TrackableBehaviour mTrackableBehaviour;

        #endregion // PRIVATE_MEMBER_VARIABLES

        public delegate void FoundOrLastEvent();
        public FoundOrLastEvent found;
       public FoundOrLastEvent last;

        #region UNTIY_MONOBEHAVIOUR_METHODS
    
        void Start()
        {
            mTrackableBehaviour = GetComponent<TrackableBehaviour>();
            if (mTrackableBehaviour)
            {
                mTrackableBehaviour.RegisterTrackableEventHandler(this);
            }
        }

        #endregion // UNTIY_MONOBEHAVIOUR_METHODS



        #region PUBLIC_METHODS

        /// <summary>
        /// Implementation of the ITrackableEventHandler function called when the
        /// tracking state changes.
        /// </summary>
        public void OnTrackableStateChanged(
                                        TrackableBehaviour.Status previousStatus,
                                        TrackableBehaviour.Status newStatus)
        {
            if (newStatus == TrackableBehaviour.Status.DETECTED ||
                newStatus == TrackableBehaviour.Status.TRACKED ||
                newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
            {
                OnTrackingFound();
            }
            else
            {
                OnTrackingLost();
            }
        }

        #endregion // PUBLIC_METHODS



        #region PRIVATE_METHODS


        private void OnTrackingFound()
        {
            Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
            Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);

            // Enable rendering:
            foreach (Renderer component in rendererComponents)
            {
                component.enabled = true;
            }

            // Enable colliders:
            foreach (Collider component in colliderComponents)
            {
                component.enabled = true;
            }
            if (found != null)
            {
                found();
            }
            Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
        }


        private void OnTrackingLost()
        {
            Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
            Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);

            // Disable rendering:
            foreach (Renderer component in rendererComponents)
            {
                component.enabled = false;
               
            }

            // Disable colliders:
            foreach (Collider component in colliderComponents)
            {
                component.enabled = false;
              
            }
            if (last != null)
            {
                last();
            }
            Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
        }

        #endregion // PRIVATE_METHODS
    }
}
原文地址:https://www.cnblogs.com/VR-1024/p/6395464.html