t1 / TFDContents / Assets / KinectDemos / VariousDemos / Scripts / SimpleHolographicCamera.cs @ 3
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1 | 3 | KTH | using UnityEngine; |
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2 | using System; |
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3 | |||
4 | |||
5 | /// <summary> |
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6 | /// Script that emulates a 3D holographic display based on the viewer position |
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7 | /// by Davi Loots (Twitter: @davloots), Start() & Update()-functions added by Rumen Filkov (Twitter: @roumenf) |
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8 | /// Usage: |
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9 | /// - Attach to a camera. |
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10 | /// - Update the HeadPosition each frame either in this or in an external script based on some form of headtracking |
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11 | /// - For best effect - and if available - use a stereoscopic display and calculate the head |
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12 | /// position twice by simply offsetting the HeadPosition .03 to the left and to the right for |
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13 | /// each of the views. |
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14 | /// </summary> |
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15 | class SimpleHolographicCamera : MonoBehaviour |
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16 | { |
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17 | [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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18 | public int playerIndex = 0; |
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19 | |||
20 | //[Tooltip("How high above the ground is the center of the display, in meters.")] |
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21 | //public float ScreenCenterY = 0.5f; |
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22 | |||
23 | [Tooltip("The position of display center, in Kinect world coordinates, in meters.")] |
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24 | public Vector3 screenCenterPos = new Vector3(0f, 1f, 0f); |
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25 | |||
26 | [Tooltip("Width of the display in meters.")] |
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27 | public float screenWidth = 1.6f; // 0.88f; |
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28 | |||
29 | [Tooltip("Height of the display in meters.")] |
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30 | public float screenHeight = 0.9f; // 0.50f; |
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31 | |||
32 | [Tooltip("Maximum distance from the user to the display wall, in meters.")] |
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33 | public float maxUserDistance = 3f; |
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34 | |||
35 | [Tooltip("GUI-Text to display status messages.")] |
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36 | public GUIText statusText = null; |
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37 | |||
38 | private float left = -0.2F; |
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39 | private float right = 0.2F; |
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40 | private float bottom = -0.2F; |
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41 | private float top = 0.2F; |
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42 | |||
43 | private KinectManager kinectManager; |
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44 | |||
45 | private Vector3 jointHeadPos; |
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46 | private Vector3 headRelPosition; |
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47 | private bool headPosValid = false; |
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48 | |||
49 | private Vector3 initialCamPos = Vector3.zero; |
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50 | private Quaternion initialCamRot = Quaternion.identity; |
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51 | private Matrix4x4 initialCamPM = Matrix4x4.identity; |
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52 | private Vector3 initialRelPos = Vector3.zero; |
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53 | |||
54 | |||
55 | void Start() |
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56 | { |
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57 | kinectManager = KinectManager.Instance; |
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58 | //screenCenterPos = new Vector3 (0f, ScreenCenterY, 0f); |
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59 | |||
60 | Camera cam = GetComponent<Camera>(); |
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61 | if (cam) |
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62 | { |
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63 | initialCamPos = cam.transform.position; |
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64 | initialCamRot = cam.transform.rotation; |
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65 | initialCamPM = cam.projectionMatrix; |
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66 | } |
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67 | } |
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68 | |||
69 | void Update() |
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70 | { |
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71 | headPosValid = false; |
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72 | |||
73 | if (kinectManager && kinectManager.IsInitialized()) |
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74 | { |
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75 | long userId = kinectManager.GetUserIdByIndex(playerIndex); |
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76 | |||
77 | if (kinectManager.IsUserTracked (userId) && kinectManager.IsJointTracked (userId, (int)KinectInterop.JointType.Head)) |
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78 | { |
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79 | jointHeadPos = kinectManager.GetJointPosition (userId, (int)KinectInterop.JointType.Head); |
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80 | headRelPosition = jointHeadPos - screenCenterPos; |
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81 | headPosValid = true; |
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82 | |||
83 | if (initialRelPos == Vector3.zero) |
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84 | { |
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85 | initialRelPos = headRelPosition; |
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86 | } |
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87 | |||
88 | if (statusText) |
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89 | { |
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90 | string sStatusMsg = string.Format ("Head position: {0}\nRelative to screen: {1}", jointHeadPos, headRelPosition); |
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91 | statusText.text = sStatusMsg; |
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92 | } |
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93 | } |
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94 | else |
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95 | { |
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96 | initialRelPos = Vector3.zero; |
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97 | } |
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98 | } |
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99 | |||
100 | } |
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101 | |||
102 | |||
103 | /// <summary> |
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104 | /// Updates the projection matrix and camera position to get the correct anamorph perspective |
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105 | /// </summary> |
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106 | void LateUpdate() |
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107 | { |
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108 | Camera cam = GetComponent<Camera>(); |
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109 | |||
110 | if (cam) |
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111 | { |
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112 | if (headPosValid) |
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113 | { |
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114 | // set off-center projection |
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115 | left = cam.nearClipPlane * (-screenWidth / 2 - headRelPosition.x) / initialRelPos.z; |
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116 | right = cam.nearClipPlane * (screenWidth / 2 - headRelPosition.x) / initialRelPos.z; |
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117 | |||
118 | bottom = cam.nearClipPlane * (-screenHeight / 2 - headRelPosition.y) / initialRelPos.z; |
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119 | top = cam.nearClipPlane * (screenHeight / 2 - headRelPosition.y) / initialRelPos.z; |
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120 | |||
121 | cam.transform.position = new Vector3(headRelPosition.x, headRelPosition.y, -headRelPosition.z); |
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122 | cam.transform.LookAt(new Vector3(headRelPosition.x, headRelPosition.y, 0)); |
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123 | |||
124 | Matrix4x4 m = PerspectiveOffCenter(left, right, bottom, top, cam.nearClipPlane, cam.farClipPlane); |
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125 | cam.projectionMatrix = m; |
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126 | } |
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127 | else |
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128 | { |
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129 | // set the initial camera settings |
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130 | cam.transform.position = initialCamPos; |
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131 | cam.transform.rotation = initialCamRot; |
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132 | cam.projectionMatrix = initialCamPM; |
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133 | } |
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134 | } |
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135 | } |
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136 | |||
137 | /// <summary> |
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138 | /// Calculates the camera projection matrix |
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139 | /// </summary> |
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140 | /// <returns>The off center matrix.</returns> |
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141 | /// <param name="left">Left.</param> |
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142 | /// <param name="right">Right.</param> |
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143 | /// <param name="bottom">Bottom.</param> |
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144 | /// <param name="top">Top.</param> |
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145 | /// <param name="near">Near.</param> |
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146 | /// <param name="far">Far.</param> |
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147 | private Matrix4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float near, float far) |
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148 | { |
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149 | float x = 2.0F * near / (right - left); |
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150 | float y = 2.0F * near / (top - bottom); |
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151 | float a = (right + left) / (right - left); |
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152 | float b = (top + bottom) / (top - bottom); |
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153 | float c = -(far + near) / (far - near); |
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154 | float d = -(2.0F * far * near) / (far - near); |
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155 | float e = -1.0F; |
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156 | |||
157 | Matrix4x4 m = new Matrix4x4(); |
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158 | m[0, 0] = x; |
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159 | m[0, 1] = 0; |
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160 | m[0, 2] = a; |
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161 | m[0, 3] = 0; |
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162 | m[1, 0] = 0; |
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163 | m[1, 1] = y; |
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164 | m[1, 2] = b; |
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165 | m[1, 3] = 0; |
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166 | m[2, 0] = 0; |
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167 | m[2, 1] = 0; |
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168 | m[2, 2] = c; |
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169 | m[2, 3] = d; |
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170 | m[3, 0] = 0; |
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171 | m[3, 1] = 0; |
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172 | m[3, 2] = e; |
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173 | m[3, 3] = 0; |
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174 | |||
175 | return m; |
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176 | } |
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177 | |||
178 | } |