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Repository: derenlei/Unity_Detection2AR
Branch: main
Commit: e7aa9cd0525f
Files: 95
Total size: 77.2 MB
Directory structure:
gitextract__ij81bq6/
├── .gitignore
├── .vsconfig
├── Assets/
│ ├── Models/
│ │ ├── coco.txt
│ │ ├── coco.txt.meta
│ │ ├── food100.txt
│ │ ├── food100.txt.meta
│ │ ├── yolov2-tiny-food-freeze.onnx
│ │ ├── yolov2-tiny-food-freeze.onnx.meta
│ │ ├── yolov3-tiny-416.onnx
│ │ └── yolov3-tiny-416.onnx.meta
│ ├── Models.meta
│ ├── Prefabs/
│ │ ├── AR Plane Debug Visualizer.prefab
│ │ ├── AR Plane Debug Visualizer.prefab.meta
│ │ ├── AR Point Cloud Debug Visualizer.prefab
│ │ ├── AR Point Cloud Debug Visualizer.prefab.meta
│ │ ├── DetectorTestPlane.prefab
│ │ ├── DetectorTestPlane.prefab.meta
│ │ ├── Mats/
│ │ │ ├── AR Simulation Plane Material.mat
│ │ │ ├── AR Simulation Plane Material.mat.meta
│ │ │ ├── TestMat.mat
│ │ │ └── TestMat.mat.meta
│ │ ├── Mats.meta
│ │ ├── Text Anchor.prefab
│ │ └── Text Anchor.prefab.meta
│ ├── Prefabs.meta
│ ├── Resources/
│ │ └── Retry.png.meta
│ ├── Resources.meta
│ ├── Scenes/
│ │ ├── Detect.unity
│ │ └── Detect.unity.meta
│ ├── Scenes.meta
│ ├── Scripts/
│ │ ├── AnchorCreator.cs
│ │ ├── AnchorCreator.cs.meta
│ │ ├── Detector.cs
│ │ ├── Detector.cs.meta
│ │ ├── DetectorYolo2.cs
│ │ ├── DetectorYolo2.cs.meta
│ │ ├── DetectorYolo3.cs
│ │ ├── DetectorYolo3.cs.meta
│ │ ├── GraphicsWorker.cs
│ │ ├── GraphicsWorker.cs.meta
│ │ ├── NewText.cs
│ │ ├── NewText.cs.meta
│ │ ├── PhoneARCamera.cs
│ │ ├── PhoneARCamera.cs.meta
│ │ ├── TextureTools.cs
│ │ └── TextureTools.cs.meta
│ ├── Scripts.meta
│ ├── XR/
│ │ ├── Loaders/
│ │ │ ├── AR Core Loader.asset
│ │ │ ├── AR Core Loader.asset.meta
│ │ │ ├── AR Kit Loader.asset
│ │ │ ├── AR Kit Loader.asset.meta
│ │ │ ├── AR Simulation Loader.asset
│ │ │ └── AR Simulation Loader.asset.meta
│ │ ├── Loaders.meta
│ │ ├── Settings/
│ │ │ ├── AR Core Loader Settings.asset
│ │ │ ├── AR Core Loader Settings.asset.meta
│ │ │ ├── AR Core Settings.asset
│ │ │ ├── AR Core Settings.asset.meta
│ │ │ ├── AR Kit Settings.asset
│ │ │ ├── AR Kit Settings.asset.meta
│ │ │ ├── AR Simulation Loader Settings.asset
│ │ │ └── AR Simulation Loader Settings.asset.meta
│ │ ├── Settings.meta
│ │ ├── XRGeneralSettings.asset
│ │ └── XRGeneralSettings.asset.meta
│ └── XR.meta
├── LICENSE
├── Packages/
│ └── manifest.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── BurstAotSettings_Android.json
│ ├── BurstAotSettings_StandaloneOSX.json
│ ├── BurstAotSettings_iOS.json
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ ├── XRPackageSettings.asset
│ └── XRSettings.asset
├── README.md
└── UserSettings/
└── EditorUserSettings.asset
================================================
FILE CONTENTS
================================================
================================================
FILE: .gitignore
================================================
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
Assets/Samples/AR Simulation/
Assets/Samples/AR Simulation.meta
Assets/Samples.meta
Assets/Test/NewBehaviourScript.cs
Assets/Test/
Assets/Test.meta
Packages/package/
Packages/packages-lock.json
================================================
FILE: .vsconfig
================================================
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
================================================
FILE: Assets/Models/coco.txt
================================================
person
bicycle
car
motorbike
aeroplane
bus
train
truck
boat
traffic light
fire hydrant
stop sign
parking meter
bench
bird
cat
dog
horse
sheep
cow
elephant
bear
zebra
giraffe
backpack
umbrella
handbag
tie
suitcase
frisbee
skis
snowboard
sports ball
kite
baseball bat
baseball glove
skateboard
surfboard
tennis racket
bottle
wine glass
cup
fork
knife
spoon
bowl
banana
apple
sandwich
orange
broccoli
carrot
hot dog
pizza
donut
cake
chair
sofa
pottedplant
bed
diningtable
toilet
tvmonitor
laptop
mouse
remote
keyboard
cell phone
microwave
oven
toaster
sink
refrigerator
book
clock
vase
scissors
teddy bear
hair drier
toothbrush
================================================
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FILE: Assets/Models/food100.txt
================================================
rice
eels-on-rice
pilaf
chicken-n-egg-on-rice
pork-cutlet-on-rice
beef-curry
sushi
chicken-rice
fried-rice
tempura-bowl
bibimbap
toast
croissant
roll-bread
raisin-bread
chip-butty
hamburger
pizza
sandwiches
udon-noodle
tempura-udon
soba-noodle
ramen-noodle
beef-noodle
tensin-noodle
fried-noodle
spaghetti
Japanese-style-pancake
takoyaki
gratin
sauteed-vegetables
croquette
grilled-eggplant
sauteed-spinach
vegetable-tempura
miso-soup
potage
sausage
oden
omelet
ganmodoki
jiaozi
stew
teriyaki-grilled-fish
fried-fish
grilled-salmon
salmon-meuniere
sashimi
grilled-pacific-saury-
sukiyaki
sweet-and-sour-pork
lightly-roasted-fish
steamed-egg-hotchpotch
tempura
fried-chicken
sirloin-cutlet
nanbanzuke
boiled-fish
seasoned-beef-with-potatoes
hambarg-steak
beef-steak
dried-fish
ginger-pork-saute
spicy-chili-flavored-tofu
yakitori
cabbage-roll
rolled-omelet
egg-sunny-side-up
fermented-soybeans
cold-tofu
egg-roll
chilled-noodle
stir-fried-beef-and-peppers
simmered-pork
boiled-chicken-and-vegetables
sashimi-bowl
sushi-bowl
fish-shaped-pancake-with-bean-jam
shrimp-with-chill-source
roast-chicken
steamed-meat-dumpling
omelet-with-fried-rice
cutlet-curry
spaghetti-meat-sauce
fried-shrimp
potato-salad
green-salad
macaroni-salad
Japanese-tofu-and-vegetable-chowder
pork-miso-soup
chinese-soup
beef-bowl
kinpira-style-sauteed-burdock
rice-ball
pizza-toast
dipping-noodles
hot-dog
french-fries
mixed-rice
goya-chanpuru
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================================================
FILE: Assets/Scripts/AnchorCreator.cs
================================================
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class AnchorCreator : MonoBehaviour
{
public void RemoveAllAnchors()
{
Debug.Log($"DEBUG: Removing all anchors ({anchorDic.Count})");
foreach (var anchor in anchorDic)
{
Destroy(anchor.Key.gameObject);
}
s_Hits.Clear();
anchorDic.Clear();
}
void Awake()
{
m_RaycastManager = GetComponent<ARRaycastManager>();
m_AnchorManager = GetComponent<ARAnchorManager>();
GameObject cameraImage = GameObject.Find("Camera Image");
phoneARCamera = cameraImage.GetComponent<PhoneARCamera>();
}
ARAnchor CreateAnchor(in ARRaycastHit hit)
{
// TODO: create plane anchor
// create a regular anchor at the hit pose
Debug.Log($"DEBUG: Creating regular anchor. distance: {hit.distance}. session distance: {hit.sessionRelativeDistance} type: {hit.hitType}.");
return m_AnchorManager.AddAnchor(hit.pose);
}
private bool Pos2Anchor(float x, float y, BoundingBox outline)
{
// GameObject anchorObj = m_RaycastManager.raycastPrefab;
// TextMesh anchorObj_mesh = anchorObj.GetComponent<TextMesh>();
anchorObj_mesh.text = $"{outline.Label}: {(int)(outline.Confidence * 100)}%";
// Perform the raycast
if (m_RaycastManager.Raycast(new Vector2(x, y), s_Hits, trackableTypes))
{
// Raycast hits are sorted by distance, so the first one will be the closest hit.
var hit = s_Hits[0];
//TextMesh anchorObj = GameObject.Find("New Text").GetComponent<TextMesh>();
// Create a new anchor
Debug.Log("Creating Anchor");
var anchor = CreateAnchor(hit);
if (anchor)
{
Debug.Log($"DEBUG: creating anchor. {outline}");
// Remember the anchor so we can remove it later.
anchorDic.Add(anchor, outline);
Debug.Log($"DEBUG: Current number of anchors {anchorDic.Count}.");
return true;
}
else
{
Debug.Log("DEBUG: Error creating anchor");
return false;
}
}
else
{
//Debug.Log("Couldn't raycast");
}
return false;
}
void Update()
{
// If bounding boxes are not stable, return directly without raycast
if (!phoneARCamera.localization)
{
return;
}
boxSavedOutlines = phoneARCamera.boxSavedOutlines;
shiftX = phoneARCamera.shiftX;
shiftY = phoneARCamera.shiftY;
scaleFactor = phoneARCamera.scaleFactor;
// Remove outdated anchor that is not in boxSavedOutlines
// Currently not using. Can be removed.
if (anchorDic.Count != 0)
{
List<ARAnchor> itemsToRemove = new List<ARAnchor>();
foreach (KeyValuePair<ARAnchor, BoundingBox> pair in anchorDic)
{
if (!boxSavedOutlines.Contains(pair.Value))
{
Debug.Log($"DEBUG: anchor removed. {pair.Value.Label}: {(int)(pair.Value.Confidence * 100)}%");
itemsToRemove.Add(pair.Key);
m_AnchorManager.RemoveAnchor(pair.Key);
s_Hits.Clear();
}
}
foreach (var item in itemsToRemove) {
anchorDic.Remove(item);
}
}
// return if no bounding boxes
if (boxSavedOutlines.Count == 0)
{
return;
}
// create anchor for new bounding boxes
foreach (var outline in boxSavedOutlines)
{
if (outline.Used)
{
continue;
}
// Note: rect bounding box coordinates starts from top left corner.
// AR camera starts from borrom left corner.
// Need to flip Y axis coordinate of the anchor 2D position when raycast
var xMin = outline.Dimensions.X * this.scaleFactor + this.shiftX;
var width = outline.Dimensions.Width * this.scaleFactor;
var yMin = outline.Dimensions.Y * this.scaleFactor + this.shiftY;
yMin = Screen.height - yMin;
var height = outline.Dimensions.Height * this.scaleFactor;
float center_x = xMin + width / 2f;
float center_y = yMin - height / 2f;
if (Pos2Anchor(center_x, center_y, outline))
{
Debug.Log("Outline used is true");
outline.Used = true;
}
else
{
//Debug.Log("Outline used is false");
}
}
}
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
IDictionary<ARAnchor, BoundingBox> anchorDic = new Dictionary<ARAnchor, BoundingBox>();
// from PhoneARCamera
private List<BoundingBox> boxSavedOutlines;
private float shiftX;
private float shiftY;
private float scaleFactor;
public PhoneARCamera phoneARCamera;
public ARRaycastManager m_RaycastManager;
public TextMesh anchorObj_mesh;
public ARAnchorManager m_AnchorManager;
// Raycast against planes and feature points
//const TrackableType trackableTypes = TrackableType.Planes;//FeaturePoint;
const TrackableType trackableTypes = TrackableType.Planes | TrackableType.FeaturePoint;
}
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================================================
FILE: Assets/Scripts/Detector.cs
================================================
using System;
using UnityEngine;
using Unity.Barracuda;
using System.Collections;
using System.Collections.Generic;
public interface Detector
{
int IMAGE_SIZE { get; }
void Start();
IEnumerator Detect(Color32[] picture, System.Action<IList<BoundingBox>> callback);
}
public class DimensionsBase
{
public float X { get; set; }
public float Y { get; set; }
public float Height { get; set; }
public float Width { get; set; }
}
public class BoundingBoxDimensions : DimensionsBase { }
class CellDimensions : DimensionsBase { }
public class BoundingBox
{
public BoundingBoxDimensions Dimensions { get; set; }
public string Label { get; set; }
public float Confidence { get; set; }
// whether the bounding box already is used to raycast anchors
public bool Used { get; set; }
public Rect Rect
{
get { return new Rect(Dimensions.X, Dimensions.Y, Dimensions.Width, Dimensions.Height); }
}
public override string ToString()
{
return $"{Label}:{Confidence}, {Dimensions.X}:{Dimensions.Y} - {Dimensions.Width}:{Dimensions.Height}";
}
}
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================================================
FILE: Assets/Scripts/DetectorYolo2.cs
================================================
using System;
using UnityEngine;
using Unity.Barracuda;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
public class DetectorYolo2 : MonoBehaviour, Detector
{
public NNModel modelFile;
public TextAsset labelsFile;
private const int IMAGE_MEAN = 0;
private const float IMAGE_STD = 255.0F;
// ONNX model input and output name. Modify when switching models.
//These aren't const values because they need to be easily edited on the component before play mode
public string INPUT_NAME;
public string OUTPUT_NAME;
//This has to stay a const
private const int _image_size = 416;
public int IMAGE_SIZE { get => _image_size; }
// Minimum detection confidence to track a detection
public float MINIMUM_CONFIDENCE;
private IWorker worker;
public const int ROW_COUNT = 13;
public const int COL_COUNT = 13;
public const int BOXES_PER_CELL = 5;
public const int BOX_INFO_FEATURE_COUNT = 5;
//Update this!
public int CLASS_COUNT;
public const float CELL_WIDTH = 32;
public const float CELL_HEIGHT = 32;
private string[] labels;
private float[] anchors = new float[]
{
// 1.08F, 1.19F, 3.42F, 4.41F, 6.63F, 11.38F, 9.42F, 5.11F, 16.62F, 10.52F // yolov2-tiny-voc
//0.57273F, 0.677385F, 1.87446F, 2.06253F, 3.33843F, 5.47434F, 7.88282F, 3.52778F, 9.77052F, 9.16828F // yolov2-tiny
0.57273F, 0.677385F, 1.87446F, 2.06253F, 3.33843F, 5.47434F, 7.88282F, 3.52778F, 9.77052F, 9.16828F // yolov2-tiny-food
};
public void Start()
{
this.labels = Regex.Split(this.labelsFile.text, "\n|\r|\r\n")
.Where(s => !String.IsNullOrEmpty(s)).ToArray();
var model = ModelLoader.Load(this.modelFile);
// https://docs.unity3d.com/Packages/com.unity.barracuda@1.0/manual/Worker.html
//These checks all check for GPU before CPU as GPU is preferred if the platform + rendering pipeline support it
this.worker = GraphicsWorker.GetWorker(model);
}
public IEnumerator Detect(Color32[] picture, System.Action<IList<BoundingBox>> callback)
{
using (var tensor = TransformInput(picture, IMAGE_SIZE, IMAGE_SIZE))
{
var inputs = new Dictionary<string, Tensor>();
inputs.Add(INPUT_NAME, tensor);
yield return StartCoroutine(worker.StartManualSchedule(inputs));
//worker.Execute(inputs);
var output = worker.PeekOutput(OUTPUT_NAME);
Debug.Log("Output: " + output);
var results = ParseOutputs(output, MINIMUM_CONFIDENCE);
var boxes = FilterBoundingBoxes(results, 5, MINIMUM_CONFIDENCE);
callback(boxes);
}
}
public static Tensor TransformInput(Color32[] pic, int width, int height)
{
float[] floatValues = new float[width * height * 3];
for (int i = 0; i < pic.Length; ++i)
{
var color = pic[i];
floatValues[i * 3 + 0] = (color.r - IMAGE_MEAN) / IMAGE_STD;
floatValues[i * 3 + 1] = (color.g - IMAGE_MEAN) / IMAGE_STD;
floatValues[i * 3 + 2] = (color.b - IMAGE_MEAN) / IMAGE_STD;
}
return new Tensor(1, height, width, 3, floatValues);
}
private IList<BoundingBox> ParseOutputs(Tensor yoloModelOutput, float threshold)
{
var boxes = new List<BoundingBox>();
for (int cy = 0; cy < COL_COUNT; cy++)
{
for (int cx = 0; cx < ROW_COUNT; cx++)
{
for (int box = 0; box < BOXES_PER_CELL; box++)
{
var channel = (box * (CLASS_COUNT + BOX_INFO_FEATURE_COUNT));
var bbd = ExtractBoundingBoxDimensions(yoloModelOutput, cx, cy, channel);
float confidence = GetConfidence(yoloModelOutput, cx, cy, channel);
if (confidence < threshold)
{
continue;
}
float[] predictedClasses = ExtractClasses(yoloModelOutput, cx, cy, channel);
var (top
gitextract__ij81bq6/
├── .gitignore
├── .vsconfig
├── Assets/
│ ├── Models/
│ │ ├── coco.txt
│ │ ├── coco.txt.meta
│ │ ├── food100.txt
│ │ ├── food100.txt.meta
│ │ ├── yolov2-tiny-food-freeze.onnx
│ │ ├── yolov2-tiny-food-freeze.onnx.meta
│ │ ├── yolov3-tiny-416.onnx
│ │ └── yolov3-tiny-416.onnx.meta
│ ├── Models.meta
│ ├── Prefabs/
│ │ ├── AR Plane Debug Visualizer.prefab
│ │ ├── AR Plane Debug Visualizer.prefab.meta
│ │ ├── AR Point Cloud Debug Visualizer.prefab
│ │ ├── AR Point Cloud Debug Visualizer.prefab.meta
│ │ ├── DetectorTestPlane.prefab
│ │ ├── DetectorTestPlane.prefab.meta
│ │ ├── Mats/
│ │ │ ├── AR Simulation Plane Material.mat
│ │ │ ├── AR Simulation Plane Material.mat.meta
│ │ │ ├── TestMat.mat
│ │ │ └── TestMat.mat.meta
│ │ ├── Mats.meta
│ │ ├── Text Anchor.prefab
│ │ └── Text Anchor.prefab.meta
│ ├── Prefabs.meta
│ ├── Resources/
│ │ └── Retry.png.meta
│ ├── Resources.meta
│ ├── Scenes/
│ │ ├── Detect.unity
│ │ └── Detect.unity.meta
│ ├── Scenes.meta
│ ├── Scripts/
│ │ ├── AnchorCreator.cs
│ │ ├── AnchorCreator.cs.meta
│ │ ├── Detector.cs
│ │ ├── Detector.cs.meta
│ │ ├── DetectorYolo2.cs
│ │ ├── DetectorYolo2.cs.meta
│ │ ├── DetectorYolo3.cs
│ │ ├── DetectorYolo3.cs.meta
│ │ ├── GraphicsWorker.cs
│ │ ├── GraphicsWorker.cs.meta
│ │ ├── NewText.cs
│ │ ├── NewText.cs.meta
│ │ ├── PhoneARCamera.cs
│ │ ├── PhoneARCamera.cs.meta
│ │ ├── TextureTools.cs
│ │ └── TextureTools.cs.meta
│ ├── Scripts.meta
│ ├── XR/
│ │ ├── Loaders/
│ │ │ ├── AR Core Loader.asset
│ │ │ ├── AR Core Loader.asset.meta
│ │ │ ├── AR Kit Loader.asset
│ │ │ ├── AR Kit Loader.asset.meta
│ │ │ ├── AR Simulation Loader.asset
│ │ │ └── AR Simulation Loader.asset.meta
│ │ ├── Loaders.meta
│ │ ├── Settings/
│ │ │ ├── AR Core Loader Settings.asset
│ │ │ ├── AR Core Loader Settings.asset.meta
│ │ │ ├── AR Core Settings.asset
│ │ │ ├── AR Core Settings.asset.meta
│ │ │ ├── AR Kit Settings.asset
│ │ │ ├── AR Kit Settings.asset.meta
│ │ │ ├── AR Simulation Loader Settings.asset
│ │ │ └── AR Simulation Loader Settings.asset.meta
│ │ ├── Settings.meta
│ │ ├── XRGeneralSettings.asset
│ │ └── XRGeneralSettings.asset.meta
│ └── XR.meta
├── LICENSE
├── Packages/
│ └── manifest.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── BurstAotSettings_Android.json
│ ├── BurstAotSettings_StandaloneOSX.json
│ ├── BurstAotSettings_iOS.json
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ ├── XRPackageSettings.asset
│ └── XRSettings.asset
├── README.md
└── UserSettings/
└── EditorUserSettings.asset
SYMBOL INDEX (77 symbols across 8 files)
FILE: Assets/Scripts/AnchorCreator.cs
class AnchorCreator (line 6) | public class AnchorCreator : MonoBehaviour
method RemoveAllAnchors (line 8) | public void RemoveAllAnchors()
method Awake (line 19) | void Awake()
method CreateAnchor (line 27) | ARAnchor CreateAnchor(in ARRaycastHit hit)
method Pos2Anchor (line 36) | private bool Pos2Anchor(float x, float y, BoundingBox outline)
method Update (line 72) | void Update()
FILE: Assets/Scripts/Detector.cs
type Detector (line 7) | public interface Detector
method Start (line 10) | void Start();
method Detect (line 11) | IEnumerator Detect(Color32[] picture, System.Action<IList<BoundingBox>...
class DimensionsBase (line 15) | public class DimensionsBase
class BoundingBoxDimensions (line 24) | public class BoundingBoxDimensions : DimensionsBase { }
class CellDimensions (line 26) | class CellDimensions : DimensionsBase { }
class BoundingBox (line 29) | public class BoundingBox
method ToString (line 45) | public override string ToString()
FILE: Assets/Scripts/DetectorYolo2.cs
class DetectorYolo2 (line 10) | public class DetectorYolo2 : MonoBehaviour, Detector
method Start (line 54) | public void Start()
method Detect (line 65) | public IEnumerator Detect(Color32[] picture, System.Action<IList<Bound...
method TransformInput (line 82) | public static Tensor TransformInput(Color32[] pic, int width, int height)
method ParseOutputs (line 99) | private IList<BoundingBox> ParseOutputs(Tensor yoloModelOutput, float ...
method Sigmoid (line 150) | private float Sigmoid(float value)
method Softmax (line 158) | private float[] Softmax(float[] values)
method ExtractBoundingBoxDimensions (line 168) | private BoundingBoxDimensions ExtractBoundingBoxDimensions(Tensor mode...
method GetConfidence (line 180) | private float GetConfidence(Tensor modelOutput, int x, int y, int chan...
method MapBoundingBoxToCell (line 187) | private CellDimensions MapBoundingBoxToCell(int x, int y, int box, Bou...
method ExtractClasses (line 199) | public float[] ExtractClasses(Tensor modelOutput, int x, int y, int ch...
method GetTopResult (line 213) | private ValueTuple<int, float> GetTopResult(float[] predictedClasses)
method IntersectionOverUnion (line 222) | private float IntersectionOverUnion(Rect boundingBoxA, Rect boundingBoxB)
method FilterBoundingBoxes (line 245) | private IList<BoundingBox> FilterBoundingBoxes(IList<BoundingBox> boxe...
FILE: Assets/Scripts/DetectorYolo3.cs
class DetectorYolo3 (line 9) | public class DetectorYolo3 : MonoBehaviour, Detector
method Start (line 58) | public void Start()
method Detect (line 71) | public IEnumerator Detect(Color32[] picture, System.Action<IList<Bound...
method TransformInput (line 92) | public static Tensor TransformInput(Color32[] pic, int width, int height)
method ParseOutputs (line 109) | private IList<BoundingBox> ParseOutputs(Tensor yoloModelOutput, float ...
method Sigmoid (line 160) | private float Sigmoid(float value)
method Softmax (line 168) | private float[] Softmax(float[] values)
method ExtractBoundingBoxDimensions (line 178) | private BoundingBoxDimensions ExtractBoundingBoxDimensions(Tensor mode...
method GetConfidence (line 190) | private float GetConfidence(Tensor modelOutput, int x, int y, int chan...
method MapBoundingBoxToCell (line 197) | private CellDimensions MapBoundingBoxToCell(int x, int y, int box, Bou...
method ExtractClasses (line 209) | public float[] ExtractClasses(Tensor modelOutput, int x, int y, int ch...
method GetTopResult (line 223) | private ValueTuple<int, float> GetTopResult(float[] predictedClasses)
method IntersectionOverUnion (line 232) | private float IntersectionOverUnion(Rect boundingBoxA, Rect boundingBoxB)
method FilterBoundingBoxes (line 255) | private IList<BoundingBox> FilterBoundingBoxes(IList<BoundingBox> boxe...
FILE: Assets/Scripts/GraphicsWorker.cs
class GraphicsWorker (line 6) | public class GraphicsWorker: MonoBehaviour
method GetWorker (line 9) | public static IWorker GetWorker(Model model)
FILE: Assets/Scripts/NewText.cs
class NewText (line 3) | public class NewText: MonoBehaviour {
method Start (line 8) | void Start()
method LateUpdate (line 15) | void LateUpdate()
FILE: Assets/Scripts/PhoneARCamera.cs
class PhoneARCamera (line 18) | public class PhoneARCamera : MonoBehaviour
type Detectors (line 44) | public enum Detectors{
method OnEnable (line 72) | void OnEnable()
method OnDisable (line 104) | void OnDisable()
method OnRefresh (line 112) | public void OnRefresh()
method OnCameraFrameReceived (line 126) | unsafe void OnCameraFrameReceived(ARCameraFrameEventArgs eventArgs)
method OnGUI (line 189) | public void OnGUI()
method GroupBoxOutlines (line 207) | private void GroupBoxOutlines()
method IsSameObject (line 307) | private bool IsSameObject(BoundingBox outline1, BoundingBox outline2)
method CalculateShift (line 331) | private void CalculateShift(int inputSize)
method TFDetect (line 349) | private void TFDetect()
method ProcessImage (line 369) | private IEnumerator ProcessImage(int inputSize, System.Action<Color32[...
method DrawBoxOutline (line 382) | private void DrawBoxOutline(BoundingBox outline, float scaleFactor, fl...
method DrawRectangle (line 394) | public static void DrawRectangle(Rect area, int frameWidth, Color color)
method DrawLabel (line 412) | private static void DrawLabel(Rect position, string text)
method Scale (line 417) | private Texture2D Scale(Texture2D texture, int imageSize)
method Rotate (line 424) | private Color32[] Rotate(Color32[] pixels, int width, int height)
FILE: Assets/Scripts/TextureTools.cs
class TextureTools (line 8) | public class TextureTools
type Options (line 11) | public enum Options
type RectOptions (line 17) | public enum RectOptions
method CropSquare (line 32) | public static IEnumerator CropSquare(
method CropWithRect (line 109) | public static Texture2D CropWithRect(
method scaled (line 180) | public static Texture2D scaled(Texture2D src, int width, int height, F...
method scale (line 199) | public static void scale(Texture2D tex, int width, int height, FilterM...
method _gpu_scale (line 211) | static void _gpu_scale(Texture2D src, int width, int height, FilterMod...
method RotateTexture (line 232) | public static Texture2D RotateTexture(Texture2D originTexture, int ang...
method RotateImageMatrix (line 243) | public static Color32[] RotateImageMatrix(Color32[] matrix, int width,...
method FlipXImageMatrix (line 262) | public static Color32[] FlipXImageMatrix(Color32[] matrix, int width, ...
method FlipYImageMatrix (line 276) | public static Color32[] FlipYImageMatrix(Color32[] matrix, int width, ...
method rotateSquare (line 291) | static Color32[] rotateSquare(Color32[] arr, int width, int height, do...
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// ... and 2 more files (download for full content)
About this extraction
This page contains the full source code of the derenlei/Unity_Detection2AR GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 95 files (77.2 MB), approximately 105.2k tokens, and a symbol index with 77 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.