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 | } |