t1 / TFDContents / Assets / KinectDemos / FaceTrackingDemo / Scripts / ModelHatController.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (4.05 KB)
1 | 3 | KTH | using UnityEngine; |
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2 | using System.Collections; |
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3 | |||
4 | public class ModelHatController : 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.")] |
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10 | public Camera foregroundCamera; |
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11 | |||
12 | [Tooltip("Vertical offset of the hat above the head position (in meters).")] |
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13 | public float verticalOffset = 0f; |
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14 | |||
15 | [Tooltip("Scale factor for the hat model.")] |
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16 | [Range(0.1f, 2.0f)] |
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17 | public float modelScaleFactor = 1f; |
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18 | |||
19 | [Tooltip("Smooth factor used for hat-model rotation.")] |
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20 | public float smoothFactorRotation = 10f; |
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21 | |||
22 | [Tooltip("Smooth factor used for hat-model movement.")] |
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23 | public float smoothFactorMovement = 0f; |
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24 | |||
25 | private KinectManager kinectManager; |
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26 | private FacetrackingManager faceManager; |
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27 | private Quaternion initialRotation; |
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28 | |||
29 | |||
30 | void Start () |
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31 | { |
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32 | initialRotation = transform.rotation; |
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33 | transform.localScale = new Vector3(modelScaleFactor, modelScaleFactor, modelScaleFactor); |
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34 | } |
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35 | |||
36 | void Update () |
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37 | { |
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38 | // get the face-tracking manager instance |
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39 | if(faceManager == null) |
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40 | { |
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41 | kinectManager = KinectManager.Instance; |
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42 | faceManager = FacetrackingManager.Instance; |
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43 | } |
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44 | |||
45 | // get user-id by user-index |
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46 | long userId = kinectManager ? kinectManager.GetUserIdByIndex(playerIndex) : 0; |
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47 | |||
48 | if(kinectManager && kinectManager.IsInitialized() && userId != 0 && |
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49 | faceManager && faceManager.IsTrackingFace(userId) && foregroundCamera) |
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50 | { |
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51 | // get head position |
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52 | Vector3 newPosition = faceManager.GetHeadPosition(userId, true); |
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53 | |||
54 | // get head rotation |
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55 | Quaternion newRotation = initialRotation * faceManager.GetHeadRotation(userId, true); |
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56 | |||
57 | // rotational fix, provided by Richard Borys: |
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58 | // The added rotation fixes rotational error that occurs when person is not centered in the middle of the kinect |
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59 | Vector3 addedRotation = newPosition.z != 0f ? new Vector3(Mathf.Rad2Deg * (Mathf.Tan(newPosition.y) / newPosition.z), |
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60 | Mathf.Rad2Deg * (Mathf.Tan(newPosition.x) / newPosition.z), 0) : Vector3.zero; |
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61 | |||
62 | addedRotation.x = newRotation.eulerAngles.x + addedRotation.x; |
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63 | addedRotation.y = newRotation.eulerAngles.y + addedRotation.y; |
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64 | addedRotation.z = newRotation.eulerAngles.z + addedRotation.z; |
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65 | |||
66 | newRotation = Quaternion.Euler(addedRotation.x, addedRotation.y, addedRotation.z); |
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67 | // end of rotational fix |
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68 | |||
69 | if(smoothFactorRotation != 0f) |
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70 | transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, smoothFactorRotation * Time.deltaTime); |
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71 | else |
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72 | transform.rotation = newRotation; |
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73 | |||
74 | // get the background rectangle (use the portrait background, if available) |
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75 | Rect backgroundRect = foregroundCamera.pixelRect; |
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76 | PortraitBackground portraitBack = PortraitBackground.Instance; |
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77 | |||
78 | if(portraitBack && portraitBack.enabled) |
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79 | { |
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80 | backgroundRect = portraitBack.GetBackgroundRect(); |
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81 | } |
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82 | |||
83 | // model position |
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84 | newPosition = kinectManager.GetJointPosColorOverlay(userId, (int)KinectInterop.JointType.Head, foregroundCamera, backgroundRect); |
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85 | if(newPosition == Vector3.zero) |
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86 | { |
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87 | // hide the model behind the camera |
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88 | newPosition.z = -10f; |
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89 | } |
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90 | |||
91 | if(verticalOffset != 0f) |
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92 | { |
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93 | // add the vertical offset |
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94 | Vector3 dirHead = new Vector3(0, verticalOffset, 0); |
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95 | dirHead = transform.InverseTransformDirection(dirHead); |
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96 | newPosition += dirHead; |
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97 | } |
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98 | |||
99 | // go to the new position |
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100 | if(smoothFactorMovement != 0f && transform.position.z >= 0f) |
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101 | transform.position = Vector3.Lerp(transform.position, newPosition, smoothFactorMovement * Time.deltaTime); |
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102 | else |
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103 | transform.position = newPosition; |
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104 | |||
105 | // scale the model if needed |
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106 | if(transform.localScale.x != modelScaleFactor) |
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107 | { |
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108 | transform.localScale = new Vector3(modelScaleFactor, modelScaleFactor, modelScaleFactor); |
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109 | } |
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110 | } |
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111 | else |
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112 | { |
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113 | // hide the model behind the camera |
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114 | if(transform.position.z >= 0f) |
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115 | { |
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116 | transform.position = new Vector3(0f, 0f, -10f); |
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117 | } |
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118 | } |
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119 | } |
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120 | |||
121 | } |