t1 / TFDContents / Assets / KinectDemos / OverlayDemo / Scripts / JointOverlayer.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (3.24 KB)
| 1 | 3 | KTH | using UnityEngine; |
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| 2 | using System.Collections; |
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| 3 | using System; |
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| 4 | //using Windows.Kinect; |
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| 5 | |||
| 6 | |||
| 7 | public class JointOverlayer : MonoBehaviour |
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| 8 | {
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| 9 | [Tooltip("GUI-texture used to display the color camera feed on the scene background.")]
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| 10 | public GUITexture backgroundImage; |
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| 11 | |||
| 12 | [Tooltip("Camera that will be used to overlay the 3D-objects over the background.")]
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| 13 | public Camera foregroundCamera; |
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| 14 | |||
| 15 | [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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| 16 | public int playerIndex = 0; |
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| 17 | |||
| 18 | [Tooltip("Kinect joint that is going to be overlayed.")]
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| 19 | public KinectInterop.JointType trackedJoint = KinectInterop.JointType.HandRight; |
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| 20 | |||
| 21 | [Tooltip("Game object used to overlay the joint.")]
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| 22 | public Transform overlayObject; |
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| 23 | |||
| 24 | [Tooltip("Smoothing factor used for joint rotation.")]
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| 25 | public float smoothFactor = 10f; |
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| 26 | |||
| 27 | //public GUIText debugText; |
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| 28 | |||
| 29 | [NonSerialized] |
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| 30 | public Quaternion initialRotation = Quaternion.identity; |
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| 31 | private bool objFlipped = false; |
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| 32 | |||
| 33 | |||
| 34 | public void Start() |
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| 35 | {
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| 36 | if (!foregroundCamera) |
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| 37 | {
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| 38 | // by default - the main camera |
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| 39 | foregroundCamera = Camera.main; |
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| 40 | } |
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| 41 | |||
| 42 | if(overlayObject) |
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| 43 | {
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| 44 | // always mirrored |
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| 45 | initialRotation = overlayObject.rotation; // Quaternion.Euler(new Vector3(0f, 180f, 0f)); |
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| 46 | |||
| 47 | Vector3 vForward = foregroundCamera ? foregroundCamera.transform.forward : Vector3.forward; |
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| 48 | objFlipped = (Vector3.Dot(overlayObject.forward, vForward) < 0); |
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| 49 | |||
| 50 | overlayObject.rotation = Quaternion.identity; |
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| 51 | } |
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| 52 | } |
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| 53 | |||
| 54 | void Update () |
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| 55 | {
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| 56 | KinectManager manager = KinectManager.Instance; |
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| 57 | |||
| 58 | if(manager && manager.IsInitialized() && foregroundCamera) |
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| 59 | {
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| 60 | //backgroundImage.renderer.material.mainTexture = manager.GetUsersClrTex(); |
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| 61 | if(backgroundImage && (backgroundImage.texture == null)) |
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| 62 | {
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| 63 | backgroundImage.texture = manager.GetUsersClrTex(); |
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| 64 | } |
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| 65 | |||
| 66 | // get the background rectangle (use the portrait background, if available) |
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| 67 | Rect backgroundRect = foregroundCamera.pixelRect; |
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| 68 | PortraitBackground portraitBack = PortraitBackground.Instance; |
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| 69 | |||
| 70 | if(portraitBack && portraitBack.enabled) |
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| 71 | {
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| 72 | backgroundRect = portraitBack.GetBackgroundRect(); |
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| 73 | } |
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| 74 | |||
| 75 | // overlay the joint |
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| 76 | long userId = manager.GetUserIdByIndex(playerIndex); |
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| 77 | |||
| 78 | int iJointIndex = (int)trackedJoint; |
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| 79 | if (manager.IsJointTracked (userId, iJointIndex)) |
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| 80 | {
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| 81 | Vector3 posJoint = manager.GetJointPosColorOverlay(userId, iJointIndex, foregroundCamera, backgroundRect); |
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| 82 | |||
| 83 | if (posJoint != Vector3.zero) |
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| 84 | {
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| 85 | // if(debugText) |
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| 86 | // {
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| 87 | // debugText.text = string.Format("{0} - {1}", trackedJoint, posJoint);
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| 88 | // } |
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| 89 | |||
| 90 | if (overlayObject) |
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| 91 | {
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| 92 | overlayObject.position = posJoint; |
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| 93 | |||
| 94 | Quaternion rotJoint = manager.GetJointOrientation (userId, iJointIndex, !objFlipped); |
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| 95 | rotJoint = initialRotation * rotJoint; |
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| 96 | |||
| 97 | overlayObject.rotation = Quaternion.Slerp (overlayObject.rotation, rotJoint, smoothFactor * Time.deltaTime); |
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| 98 | } |
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| 99 | } |
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| 100 | } |
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| 101 | else |
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| 102 | {
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| 103 | // make the overlay object invisible |
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| 104 | if (overlayObject && overlayObject.position.z > 0f) |
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| 105 | {
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| 106 | Vector3 posJoint = overlayObject.position; |
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| 107 | posJoint.z = -10f; |
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| 108 | overlayObject.position = posJoint; |
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| 109 | } |
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| 110 | } |
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| 111 | |||
| 112 | } |
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| 113 | } |
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| 114 | } |