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 | } |