t1 / TFDContents / Assets / KinectDemos / ColliderDemo / Scripts / DepthImageViewer.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (4.84 KB)
1 | 3 | KTH | using UnityEngine; |
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2 | using System.Collections; |
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3 | |||
4 | public class DepthImageViewer : MonoBehaviour |
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5 | { |
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6 | [Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")] |
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7 | public int playerIndex = 0; |
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8 | |||
9 | [Tooltip("Camera used to estimate the overlay positions of 3D-objects over the background. By default it is the main camera.")] |
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10 | public Camera foregroundCamera; |
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11 | |||
12 | // radius of the created capsule colliders |
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13 | private const float colliderRadius = 0.3f; |
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14 | |||
15 | // the KinectManager instance |
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16 | private KinectManager manager; |
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17 | |||
18 | // the foreground texture |
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19 | private Texture2D foregroundTex; |
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20 | |||
21 | // rectangle taken by the foreground texture (in pixels) |
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22 | private Rect foregroundGuiRect; |
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23 | private Rect foregroundImgRect; |
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24 | |||
25 | // game objects to contain the joint colliders |
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26 | private GameObject[] jointColliders = null; |
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27 | private int numColliders = 0; |
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28 | |||
29 | private int depthImageWidth; |
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30 | private int depthImageHeight; |
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31 | |||
32 | |||
33 | void Start () |
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34 | { |
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35 | if (foregroundCamera == null) |
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36 | { |
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37 | // by default use the main camera |
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38 | foregroundCamera = Camera.main; |
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39 | } |
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40 | |||
41 | manager = KinectManager.Instance; |
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42 | if(manager && manager.IsInitialized()) |
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43 | { |
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44 | KinectInterop.SensorData sensorData = manager.GetSensorData(); |
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45 | |||
46 | if(sensorData != null && sensorData.sensorInterface != null && foregroundCamera != null) |
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47 | { |
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48 | // get depth image size |
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49 | depthImageWidth = sensorData.depthImageWidth; |
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50 | depthImageHeight = sensorData.depthImageHeight; |
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51 | |||
52 | // calculate the foreground rectangles |
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53 | Rect cameraRect = foregroundCamera.pixelRect; |
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54 | float rectHeight = cameraRect.height; |
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55 | float rectWidth = cameraRect.width; |
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56 | |||
57 | if(rectWidth > rectHeight) |
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58 | rectWidth = rectHeight * depthImageWidth / depthImageHeight; |
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59 | else |
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60 | rectHeight = rectWidth * depthImageHeight / depthImageWidth; |
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61 | |||
62 | float foregroundOfsX = (cameraRect.width - rectWidth) / 2; |
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63 | float foregroundOfsY = (cameraRect.height - rectHeight) / 2; |
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64 | foregroundImgRect = new Rect(foregroundOfsX, foregroundOfsY, rectWidth, rectHeight); |
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65 | foregroundGuiRect = new Rect(foregroundOfsX, cameraRect.height - foregroundOfsY, rectWidth, -rectHeight); |
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66 | |||
67 | // create joint colliders |
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68 | numColliders = sensorData.jointCount; |
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69 | jointColliders = new GameObject[numColliders]; |
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70 | |||
71 | for(int i = 0; i < numColliders; i++) |
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72 | { |
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73 | string sColObjectName = ((KinectInterop.JointType)i).ToString() + "Collider"; |
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74 | jointColliders[i] = new GameObject(sColObjectName); |
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75 | jointColliders[i].transform.parent = transform; |
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76 | |||
77 | if (i == 0) |
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78 | { |
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79 | // sphere collider for body center |
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80 | SphereCollider collider = jointColliders[i].AddComponent<SphereCollider>(); |
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81 | collider.radius = colliderRadius; |
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82 | } |
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83 | else |
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84 | { |
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85 | // capsule collider for bones |
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86 | CapsuleCollider collider = jointColliders[i].AddComponent<CapsuleCollider>(); |
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87 | collider.radius = colliderRadius; |
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88 | } |
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89 | } |
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90 | } |
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91 | } |
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92 | |||
93 | } |
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94 | |||
95 | void Update () |
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96 | { |
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97 | // get the users texture |
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98 | if(manager && manager.IsInitialized()) |
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99 | { |
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100 | foregroundTex = manager.GetUsersLblTex(); |
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101 | } |
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102 | |||
103 | if(manager && manager.IsUserDetected(playerIndex) && foregroundCamera) |
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104 | { |
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105 | long userId = manager.GetUserIdByIndex(playerIndex); // manager.GetPrimaryUserID(); |
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106 | |||
107 | // update colliders |
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108 | for(int i = 0; i < numColliders; i++) |
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109 | { |
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110 | bool bActive = false; |
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111 | |||
112 | if(manager.IsJointTracked(userId, i)) |
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113 | { |
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114 | Vector3 posJoint = manager.GetJointPosDepthOverlay(userId, i, foregroundCamera, foregroundImgRect); |
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115 | |||
116 | if (i == 0) |
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117 | { |
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118 | // sphere collider for body center |
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119 | jointColliders[i].transform.position = posJoint; |
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120 | |||
121 | Quaternion rotCollider = manager.GetJointOrientation(userId, i, true); |
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122 | jointColliders[i].transform.rotation = rotCollider; |
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123 | |||
124 | bActive = true; |
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125 | } |
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126 | else |
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127 | { |
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128 | int p = (int)manager.GetParentJoint((KinectInterop.JointType)i); |
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129 | |||
130 | if (manager.IsJointTracked (userId, p)) |
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131 | { |
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132 | // capsule collider for bones |
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133 | Vector3 posParent = manager.GetJointPosDepthOverlay(userId, p, foregroundCamera, foregroundImgRect); |
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134 | |||
135 | Vector3 posCollider = (posJoint + posParent) / 2f; |
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136 | jointColliders[i].transform.position = posCollider; |
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137 | |||
138 | Quaternion rotCollider = Quaternion.FromToRotation (Vector3.up, (posJoint - posParent).normalized); |
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139 | jointColliders[i].transform.rotation = rotCollider; |
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140 | |||
141 | CapsuleCollider collider = jointColliders [i].GetComponent<CapsuleCollider>(); |
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142 | collider.height = (posJoint - posParent).magnitude; |
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143 | |||
144 | bActive = true; |
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145 | } |
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146 | } |
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147 | } |
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148 | |||
149 | if (jointColliders[i].activeSelf != bActive) |
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150 | { |
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151 | // change collider activity |
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152 | jointColliders[i].SetActive(bActive); |
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153 | } |
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154 | } |
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155 | } |
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156 | |||
157 | } |
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158 | |||
159 | void OnGUI() |
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160 | { |
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161 | if(foregroundTex) |
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162 | { |
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163 | GUI.DrawTexture(foregroundGuiRect, foregroundTex); |
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164 | } |
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165 | } |
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166 | |||
167 | } |