t1 / TFDContents / Assets / KinectDemos / VisualizerDemo / Scripts / SceneMeshVisualizer.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (10.6 KB)
1 | 3 | KTH | using UnityEngine; |
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2 | using System.Collections; |
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3 | |||
4 | |||
5 | public class SceneMeshVisualizer : MonoBehaviour |
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6 | { |
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7 | [Tooltip("Minimum tracked distance from the sensor, in meters.")] |
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8 | public float minDistance = 1f; |
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9 | |||
10 | [Tooltip("Maximum tracked distance from the sensor, in meters.")] |
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11 | public float maxDistance = 3f; |
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12 | |||
13 | [Tooltip("Maximum left and right distance from the sensor, in meters.")] |
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14 | public float maxLeftRight = 2f; |
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15 | |||
16 | [Tooltip("Whether to include players to the scene mesh or not.")] |
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17 | public bool includePlayers = false; |
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18 | |||
19 | [Tooltip("Time interval between scene mesh updates, in seconds.")] |
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20 | public float updateMeshInterval = 0.1f; |
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21 | |||
22 | [Tooltip("Whether to update the mesh, only when there are no players detected.")] |
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23 | public bool updateWhenNoPlayers = false; |
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24 | |||
25 | [Tooltip("Whether the mesh is facing the player or not.")] |
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26 | private bool mirroredScene = true; |
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27 | |||
28 | [Tooltip("Camera that may be used to overlay the mesh over the color background.")] |
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29 | public Camera foregroundCamera; |
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30 | |||
31 | [Tooltip("Whether to update the mesh collider as well, when the user mesh changes.")] |
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32 | public bool updateMeshCollider = false; |
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33 | |||
34 | [Tooltip("Number of pixels per direction in a sample.")] |
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35 | private const int sampleSize = 2; |
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36 | |||
37 | |||
38 | private Mesh mesh; |
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39 | private Vector3[] vertices; |
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40 | private Vector2[] uvs; |
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41 | private int[] triangles; |
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42 | |||
43 | private KinectManager manager = null; |
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44 | |||
45 | private KinectInterop.SensorData sensorData = null; |
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46 | //private Vector3[] spaceCoords = null; |
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47 | private Matrix4x4 kinectToWorld = Matrix4x4.identity; |
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48 | |||
49 | private float lastMeshUpdateTime = 0f; |
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50 | |||
51 | private int colorWidth = 0; |
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52 | private int colorHeight = 0; |
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53 | |||
54 | private int depthWidth = 0; |
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55 | private int depthHeight = 0; |
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56 | |||
57 | private int sampledWidth = 0; |
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58 | private int sampledHeight = 0; |
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59 | |||
60 | private int minDepth = 0; |
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61 | private int maxDepth = 0; |
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62 | |||
63 | private Vector3 sceneMeshPos = Vector3.zero; |
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64 | |||
65 | private byte[] vertexType; |
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66 | private int[] vertexIndex; |
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67 | |||
68 | |||
69 | void Start() |
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70 | { |
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71 | if (foregroundCamera == null) |
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72 | { |
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73 | foregroundCamera = Camera.main; |
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74 | } |
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75 | |||
76 | manager = KinectManager.Instance; |
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77 | if (manager != null && manager.IsInitialized()) |
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78 | { |
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79 | sensorData = manager.GetSensorData(); |
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80 | |||
81 | minDepth = Mathf.RoundToInt(minDistance * 1000f); |
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82 | maxDepth = Mathf.RoundToInt(maxDistance * 1000f); |
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83 | |||
84 | colorWidth = manager.GetColorImageWidth(); |
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85 | colorHeight = manager.GetColorImageHeight(); |
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86 | |||
87 | depthWidth = manager.GetDepthImageWidth(); |
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88 | depthHeight = manager.GetDepthImageHeight(); |
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89 | |||
90 | sampledWidth = depthWidth / sampleSize; |
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91 | sampledHeight = depthHeight / sampleSize; |
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92 | |||
93 | if(sensorData.depth2SpaceCoords == null) |
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94 | { |
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95 | sensorData.depth2SpaceCoords = new Vector3[depthWidth * depthHeight]; |
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96 | } |
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97 | |||
98 | sceneMeshPos = transform.position; |
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99 | if(!mirroredScene) |
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100 | { |
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101 | sceneMeshPos.x = -sceneMeshPos.x; |
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102 | } |
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103 | |||
104 | vertexType = new byte[sampledWidth * sampledHeight]; |
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105 | vertexIndex = new int[sampledWidth * sampledHeight]; |
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106 | |||
107 | CreateMesh(sampledWidth, sampledHeight); |
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108 | } |
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109 | } |
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110 | |||
111 | private void CreateMesh(int width, int height) |
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112 | { |
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113 | mesh = new Mesh(); |
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114 | mesh.name = "SceneMesh"; |
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115 | |||
116 | GetComponent<MeshFilter>().mesh = mesh; |
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117 | } |
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118 | |||
119 | void Update() |
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120 | { |
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121 | if (manager == null || !manager.IsInitialized()) |
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122 | return; |
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123 | |||
124 | // get user texture |
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125 | Renderer renderer = GetComponent<Renderer>(); |
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126 | if(renderer && renderer.material && renderer.material.mainTexture == null) |
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127 | { |
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128 | renderer.material.mainTexture = manager.GetUsersClrTex(); |
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129 | } |
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130 | |||
131 | // update the mesh position |
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132 | sceneMeshPos = transform.position; |
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133 | if(!mirroredScene) |
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134 | { |
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135 | sceneMeshPos.x = -sceneMeshPos.x; |
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136 | } |
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137 | |||
138 | // get kinect-to-world matrix |
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139 | kinectToWorld = manager.GetKinectToWorldMatrix(); |
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140 | |||
141 | // update the mesh |
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142 | UpdateMesh(); |
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143 | } |
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144 | |||
145 | private void UpdateMesh() |
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146 | { |
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147 | if(sensorData.depthImage != null && sensorData.depth2ColorCoords != null && |
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148 | sensorData.depth2SpaceCoords != null && sensorData.spaceCoordsBufferReady) |
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149 | { |
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150 | if ((Time.time - lastMeshUpdateTime) >= updateMeshInterval && |
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151 | (!updateWhenNoPlayers || !manager.IsUserDetected())) |
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152 | { |
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153 | int vCount = 0, tCount = 0; |
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154 | EstimateSceneVertices(out vCount, out tCount); |
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155 | |||
156 | vertices = new Vector3[vCount]; |
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157 | uvs = new Vector2[vCount]; |
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158 | triangles = new int[6 * tCount]; |
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159 | |||
160 | int index = 0, vIndex = 0, tIndex = 0, xyIndex = 0; |
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161 | for (int y = 0; y < depthHeight; y += sampleSize) |
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162 | { |
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163 | int xyStartIndex = xyIndex; |
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164 | |||
165 | for (int x = 0; x < depthWidth; x += sampleSize) |
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166 | { |
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167 | Vector3 vSpacePos = sensorData.depth2SpaceCoords[xyIndex]; |
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168 | |||
169 | if(vertexType[index] != 0 && |
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170 | !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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171 | { |
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172 | Vector2 vColorPos = sensorData.depth2ColorCoords[xyIndex]; |
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173 | if(!float.IsInfinity(vColorPos.x) && !float.IsInfinity(vColorPos.y)) |
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174 | { |
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175 | uvs[vIndex] = new Vector2(Mathf.Clamp01(vColorPos.x / colorWidth), Mathf.Clamp01(vColorPos.y / colorHeight)); |
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176 | } |
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177 | |||
178 | // check for color overlay |
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179 | if (foregroundCamera) |
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180 | { |
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181 | // get the background rectangle (use the portrait background, if available) |
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182 | Rect backgroundRect = foregroundCamera.pixelRect; |
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183 | PortraitBackground portraitBack = PortraitBackground.Instance; |
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184 | |||
185 | if(portraitBack && portraitBack.enabled) |
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186 | { |
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187 | backgroundRect = portraitBack.GetBackgroundRect(); |
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188 | } |
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189 | |||
190 | ushort depthValue = sensorData.depthImage[xyIndex]; |
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191 | |||
192 | if(!float.IsInfinity(vColorPos.x) && !float.IsInfinity(vColorPos.y) && depthValue > 0) |
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193 | { |
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194 | float xScaled = (float)vColorPos.x * backgroundRect.width / sensorData.colorImageWidth; |
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195 | float yScaled = (float)vColorPos.y * backgroundRect.height / sensorData.colorImageHeight; |
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196 | |||
197 | float xScreen = backgroundRect.x + xScaled; |
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198 | float yScreen = backgroundRect.y + backgroundRect.height - yScaled; |
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199 | float zDistance = (float)depthValue / 1000f; |
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200 | |||
201 | vSpacePos = foregroundCamera.ScreenToWorldPoint(new Vector3(xScreen, yScreen, zDistance)); |
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202 | } |
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203 | } |
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204 | |||
205 | if(!mirroredScene) |
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206 | { |
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207 | vSpacePos.x = -vSpacePos.x; |
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208 | } |
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209 | |||
210 | if(foregroundCamera == null) |
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211 | { |
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212 | // convert space to world coords, when there is no color overlay |
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213 | vSpacePos = kinectToWorld.MultiplyPoint3x4(vSpacePos); |
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214 | } |
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215 | |||
216 | vertices[vIndex] = vSpacePos - sceneMeshPos; |
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217 | vIndex++; |
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218 | |||
219 | if(vertexType[index] == 3) |
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220 | { |
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221 | if(mirroredScene) |
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222 | { |
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223 | triangles[tIndex++] = vertexIndex[index]; // top left |
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224 | triangles[tIndex++] = vertexIndex[index + 1]; // top right |
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225 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
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226 | |||
227 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
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228 | triangles[tIndex++] = vertexIndex[index + 1]; // top right |
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229 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom right |
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230 | } |
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231 | else |
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232 | { |
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233 | triangles[tIndex++] = vertexIndex[index + 1]; // top left |
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234 | triangles[tIndex++] = vertexIndex[index]; // top right |
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235 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
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236 | |||
237 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
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238 | triangles[tIndex++] = vertexIndex[index]; // top right |
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239 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom right |
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240 | } |
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241 | } |
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242 | } |
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243 | |||
244 | index++; |
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245 | xyIndex += sampleSize; |
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246 | } |
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247 | |||
248 | xyIndex = xyStartIndex + sampleSize * depthWidth; |
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249 | } |
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250 | |||
251 | // update the mesh |
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252 | mesh.Clear(); |
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253 | mesh.vertices = vertices; |
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254 | mesh.uv = uvs; |
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255 | //mesh.normals = normals; |
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256 | mesh.triangles = triangles; |
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257 | mesh.RecalculateNormals(); |
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258 | mesh.RecalculateBounds(); |
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259 | |||
260 | if (updateMeshCollider) |
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261 | { |
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262 | MeshCollider meshCollider = GetComponent<MeshCollider>(); |
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263 | |||
264 | if (meshCollider) |
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265 | { |
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266 | meshCollider.sharedMesh = null; |
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267 | meshCollider.sharedMesh = mesh; |
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268 | } |
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269 | } |
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270 | |||
271 | // save update time |
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272 | lastMeshUpdateTime = Time.time; |
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273 | } |
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274 | |||
275 | // buffer is released |
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276 | lock(sensorData.spaceCoordsBufferLock) |
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277 | { |
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278 | sensorData.spaceCoordsBufferReady = false; |
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279 | } |
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280 | } |
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281 | } |
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282 | |||
283 | // estimates which and how many sampled vertices are valid |
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284 | private void EstimateSceneVertices(out int count1, out int count3) |
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285 | { |
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286 | System.Array.Clear(vertexType, 0, vertexType.Length); |
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287 | |||
288 | Vector3[] vSpacePos = new Vector3[4]; |
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289 | int rowIndex = 0; |
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290 | |||
291 | for (int y = 0; y < sampledHeight - 1; y++) |
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292 | { |
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293 | int pixIndex = rowIndex; |
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294 | |||
295 | for (int x = 0; x < sampledWidth - 1; x++) |
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296 | { |
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297 | if(IsSceneSampleValid(x, y, ref vSpacePos[0]) && IsSceneSampleValid(x + 1, y, ref vSpacePos[1]) && |
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298 | IsSceneSampleValid(x, y + 1, ref vSpacePos[2]) && IsSceneSampleValid(x + 1, y + 1, ref vSpacePos[3])) |
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299 | { |
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300 | if(IsSpacePointsClose(vSpacePos, 0.01f)) |
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301 | { |
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302 | vertexType[pixIndex] = 3; |
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303 | |||
304 | vertexType[pixIndex + 1] = 1; |
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305 | vertexType[pixIndex + sampledWidth] = 1; |
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306 | vertexType[pixIndex + sampledWidth + 1] = 1; |
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307 | } |
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308 | } |
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309 | |||
310 | pixIndex++; |
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311 | } |
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312 | |||
313 | rowIndex += sampledWidth; |
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314 | } |
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315 | |||
316 | // estimate counts |
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317 | count1 = 0; |
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318 | count3 = 0; |
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319 | |||
320 | for(int i = 0; i < vertexType.Length; i++) |
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321 | { |
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322 | if(vertexType[i] != 0) |
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323 | { |
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324 | vertexIndex[i] = count1; |
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325 | count1++; |
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326 | } |
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327 | else |
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328 | { |
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329 | vertexIndex[i] = 0; |
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330 | } |
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331 | |||
332 | if(vertexType[i] == 3) |
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333 | { |
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334 | count3++; |
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335 | } |
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336 | } |
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337 | } |
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338 | |||
339 | // checks if the space points are closer to each other than the minimum squared distance |
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340 | private bool IsSpacePointsClose(Vector3[] vSpacePos, float fMinDistSquared) |
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341 | { |
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342 | int iPosLength = vSpacePos.Length; |
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343 | |||
344 | for(int i = 0; i < iPosLength; i++) |
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345 | { |
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346 | for(int j = i + 1; j < iPosLength; j++) |
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347 | { |
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348 | Vector3 vDist = vSpacePos[j] - vSpacePos[i]; |
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349 | if(vDist.sqrMagnitude > fMinDistSquared) |
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350 | return false; |
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351 | } |
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352 | } |
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353 | |||
354 | return true; |
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355 | } |
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356 | |||
357 | // checks whether this sample block is valid for the scene |
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358 | private bool IsSceneSampleValid(int x, int y, ref Vector3 vSpacePos) |
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359 | { |
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360 | int pixelIndex = y * sampleSize * depthWidth + x * sampleSize; |
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361 | |||
362 | int depth = sensorData.depthImage[pixelIndex]; |
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363 | vSpacePos = sensorData.depth2SpaceCoords[pixelIndex]; |
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364 | |||
365 | // check for valid scene or body pixel |
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366 | bool isValidScenePixel = !includePlayers ? sensorData.bodyIndexImage[pixelIndex] == 255 : true; |
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367 | |||
368 | if(isValidScenePixel && depth >= minDepth && depth <= maxDepth && |
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369 | !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z) && |
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370 | (maxLeftRight < 0f || (vSpacePos.x >= -maxLeftRight && vSpacePos.x <= maxLeftRight))) |
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371 | { |
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372 | return true; |
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373 | } |
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374 | |||
375 | return false; |
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376 | } |
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377 | |||
378 | } |