t1 / TFDContents / Assets / KinectDemos / MovieSequenceDemo / Scripts / UserMovieSequence.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (2.42 KB)
| 1 | 3 | KTH | using UnityEngine; |
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| 2 | using System; |
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| 3 | |||
| 4 | class UserMovieSequence : 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("How far left or right from the camera may be the user, in meters.")]
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| 10 | public float limitLeftRight = 1.2f; |
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| 11 | |||
| 12 | [Tooltip("GUI texture to display the movie frames.")]
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| 13 | public GUITexture movieGuiTexture = null; |
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| 14 | |||
| 15 | [Tooltip("Seuqence of frames in the movie (left to right).")]
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| 16 | public Texture[] frameTextures = null; |
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| 17 | |||
| 18 | [Tooltip("Smooth factor used for frame interpolation.")]
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| 19 | public float smoothFactor = 10f; |
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| 20 | |||
| 21 | [Tooltip("Current frame number.")]
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| 22 | public int currentFrame = 0; |
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| 23 | |||
| 24 | [Tooltip("GUI-Text to display status messages.")]
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| 25 | public GUIText statusText = null; |
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| 26 | |||
| 27 | |||
| 28 | private KinectManager kinectManager; |
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| 29 | private int numberOfFrames; |
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| 30 | private float fCurrentFrame; |
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| 31 | |||
| 32 | |||
| 33 | |||
| 34 | void Start() |
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| 35 | {
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| 36 | kinectManager = KinectManager.Instance; |
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| 37 | numberOfFrames = frameTextures != null ? frameTextures.Length : 0; |
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| 38 | fCurrentFrame = 0f; |
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| 39 | } |
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| 40 | |||
| 41 | void Update() |
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| 42 | {
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| 43 | if (kinectManager && kinectManager.IsInitialized()) |
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| 44 | {
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| 45 | long userId = kinectManager.GetUserIdByIndex(playerIndex); |
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| 46 | |||
| 47 | if (kinectManager.IsUserTracked (userId) && kinectManager.IsJointTracked (userId, (int)KinectInterop.JointType.SpineBase)) |
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| 48 | {
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| 49 | Vector3 userPos = kinectManager.GetJointPosition (userId, (int)KinectInterop.JointType.SpineBase); |
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| 50 | |||
| 51 | if (userPos.x >= -limitLeftRight && userPos.x <= limitLeftRight) |
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| 52 | {
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| 53 | // calculate the relative position in the movie |
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| 54 | float relPos = (userPos.x + limitLeftRight) / (2f * limitLeftRight); |
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| 55 | fCurrentFrame = (fCurrentFrame != 0f) ? Mathf.Lerp (fCurrentFrame, relPos * (numberOfFrames - 1), smoothFactor * Time.deltaTime) : (relPos * (numberOfFrames - 1)); |
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| 56 | |||
| 57 | // current frame index |
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| 58 | currentFrame = Mathf.RoundToInt(fCurrentFrame); |
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| 59 | |||
| 60 | if (statusText) |
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| 61 | {
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| 62 | statusText.text = string.Format ("X-Pos: {0:F2}, RelPos: {1:F3}, Frame: {2}", userPos.x, relPos, currentFrame);
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| 63 | } |
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| 64 | } |
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| 65 | } |
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| 66 | // else |
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| 67 | // {
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| 68 | // fCurrentFrame = 0f; |
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| 69 | // } |
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| 70 | |||
| 71 | // display the frame with 'currentFrame' index |
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| 72 | if(frameTextures != null && currentFrame >= 0 && currentFrame < frameTextures.Length) |
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| 73 | {
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| 74 | Texture tex = frameTextures[currentFrame]; |
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| 75 | |||
| 76 | if (movieGuiTexture) |
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| 77 | {
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| 78 | movieGuiTexture.texture = tex; |
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| 79 | } |
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| 80 | } |
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| 81 | |||
| 82 | } |
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| 83 | } |
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| 84 | |||
| 85 | } |