t1 / TFDContents / Assets / KinectDemos / VisualizerDemo / Scripts / UserHandVisualizer.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (13.7 KB)
1 | 3 | KTH | using UnityEngine; |
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2 | using System.Collections; |
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3 | |||
4 | |||
5 | public class UserHandVisualizer : MonoBehaviour |
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6 | { |
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7 | [Tooltip("Index of the player, tracked by this component. 0 - the 1st player, 1 - the 2nd player, 2 - the 3rd player, etc.")] |
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8 | public int playerIndex = 0; |
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9 | |||
10 | [Tooltip("Whether the mesh is facing the player or not.")] |
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11 | public bool mirroredMovement = true; |
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12 | |||
13 | [Tooltip("Kinect origin position.")] |
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14 | public Vector3 originPosition = Vector3.zero; |
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15 | |||
16 | [Tooltip("Whether the z-movement is inverted or not.")] |
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17 | public bool invertedZMovement = false; |
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18 | |||
19 | [Tooltip("Smooth factor used for the camera re-orientation.")] |
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20 | public float smoothFactor = 0f; |
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21 | |||
22 | [Tooltip("Camera that may be used to overlay the mesh over the color background.")] |
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23 | public Camera foregroundCamera; |
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24 | |||
25 | [Tooltip("Whether to update the mesh collider as well, when the user mesh changes.")] |
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26 | public bool updateMeshCollider = false; |
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27 | |||
28 | [Tooltip("Number of pixels per direction in a sample.")] |
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29 | private const int sampleSize = 1; |
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30 | |||
31 | |||
32 | private Mesh mesh; |
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33 | private Vector3[] vertices; |
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34 | private Vector2[] uvs; |
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35 | private int[] triangles; |
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36 | |||
37 | private KinectManager manager = null; |
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38 | |||
39 | private KinectInterop.SensorData sensorData = null; |
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40 | //private Vector3[] spaceCoords = null; |
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41 | private Matrix4x4 kinectToWorld = Matrix4x4.identity; |
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42 | |||
43 | private int depthWidth = 0; |
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44 | private int depthHeight = 0; |
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45 | |||
46 | private int sampledWidth = 0; |
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47 | private int sampledHeight = 0; |
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48 | |||
49 | private long userId = 0; |
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50 | private byte userBodyIndex = 255; |
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51 | private Vector3 userMeshPos = Vector3.zero; |
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52 | |||
53 | private Vector3 leftHandPos = Vector3.zero; |
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54 | private Vector3 rightHandPos = Vector3.zero; |
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55 | private Vector3 leftFingerPos = Vector3.zero; |
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56 | private Vector3 rightFingerPos = Vector3.zero; |
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57 | private Vector3 leftThumbPos = Vector3.zero; |
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58 | private Vector3 rightThumbPos = Vector3.zero; |
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59 | |||
60 | private byte[] vertexType; |
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61 | private int[] vertexIndex; |
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62 | |||
63 | |||
64 | void Start() |
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65 | { |
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66 | manager = KinectManager.Instance; |
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67 | |||
68 | if (manager != null) |
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69 | { |
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70 | sensorData = manager.GetSensorData(); |
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71 | |||
72 | depthWidth = manager.GetDepthImageWidth(); |
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73 | depthHeight = manager.GetDepthImageHeight(); |
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74 | |||
75 | sampledWidth = depthWidth / sampleSize; |
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76 | sampledHeight = depthHeight / sampleSize; |
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77 | |||
78 | //spaceCoords = new Vector3[depthWidth * depthHeight]; |
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79 | |||
80 | if(sensorData.depth2SpaceCoords == null) |
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81 | { |
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82 | sensorData.depth2SpaceCoords = new Vector3[depthWidth * depthHeight]; |
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83 | } |
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84 | |||
85 | vertexType = new byte[sampledWidth * sampledHeight]; |
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86 | vertexIndex = new int[sampledWidth * sampledHeight]; |
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87 | |||
88 | CreateMesh(sampledWidth, sampledHeight); |
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89 | } |
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90 | } |
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91 | |||
92 | private void CreateMesh(int width, int height) |
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93 | { |
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94 | mesh = new Mesh(); |
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95 | mesh.name = "UserMesh"; |
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96 | |||
97 | GetComponent<MeshFilter>().mesh = mesh; |
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98 | } |
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99 | |||
100 | void Update() |
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101 | { |
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102 | if (manager == null || !manager.IsInitialized()) |
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103 | return; |
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104 | |||
105 | // get user texture |
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106 | Renderer renderer = GetComponent<Renderer>(); |
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107 | if(renderer && renderer.material && renderer.material.mainTexture == null) |
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108 | { |
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109 | BackgroundRemovalManager backManager = BackgroundRemovalManager.Instance; |
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110 | renderer.material.mainTexture = backManager ? (Texture)sensorData.depth2ColorTexture : (Texture)manager.GetUsersLblTex(); |
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111 | } |
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112 | |||
113 | // get kinect-to-world matrix |
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114 | kinectToWorld = manager.GetKinectToWorldMatrix(); |
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115 | |||
116 | if(playerIndex >= 0) |
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117 | { |
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118 | long lastUserId = userId; |
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119 | userId = manager.GetUserIdByIndex(playerIndex); |
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120 | |||
121 | userBodyIndex = (byte)manager.GetBodyIndexByUserId(userId); |
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122 | if(userBodyIndex == 255) |
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123 | userBodyIndex = 222; |
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124 | |||
125 | // hand positions |
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126 | leftHandPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.HandLeft); |
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127 | rightHandPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.HandRight); |
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128 | leftFingerPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.HandTipLeft); |
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129 | rightFingerPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.HandTipRight); |
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130 | leftThumbPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.ThumbLeft); |
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131 | rightThumbPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.ThumbRight); |
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132 | |||
133 | // check for color overlay |
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134 | if (foregroundCamera) |
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135 | { |
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136 | // get the background rectangle (use the portrait background, if available) |
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137 | Rect backgroundRect = foregroundCamera.pixelRect; |
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138 | PortraitBackground portraitBack = PortraitBackground.Instance; |
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139 | |||
140 | if (portraitBack && portraitBack.enabled) |
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141 | { |
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142 | backgroundRect = portraitBack.GetBackgroundRect (); |
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143 | } |
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144 | |||
145 | // get user position |
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146 | userMeshPos = manager.GetJointPosColorOverlay(userId, (int)KinectInterop.JointType.SpineBase, foregroundCamera, backgroundRect); |
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147 | } |
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148 | else |
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149 | { |
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150 | // get user position |
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151 | userMeshPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.SpineBase); |
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152 | } |
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153 | |||
154 | if(!mirroredMovement) |
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155 | { |
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156 | userMeshPos.x = -userMeshPos.x; |
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157 | } |
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158 | |||
159 | if (foregroundCamera == null) |
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160 | { |
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161 | // convert kinect pos to world coords, when there is no color overlay |
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162 | userMeshPos = kinectToWorld.MultiplyPoint3x4(userMeshPos); |
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163 | } |
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164 | |||
165 | // set transform position |
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166 | Vector3 newUserPos = userMeshPos + originPosition; // manager.GetJointPosition(userId, (int)KinectInterop.JointType.SpineBase) + originPosition; |
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167 | |||
168 | if(invertedZMovement) |
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169 | { |
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170 | newUserPos.z = -newUserPos.z; |
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171 | } |
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172 | |||
173 | transform.position = lastUserId != 0 && smoothFactor != 0f ? Vector3.Lerp(transform.position, newUserPos, smoothFactor * Time.deltaTime) : newUserPos; |
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174 | } |
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175 | else |
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176 | { |
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177 | userId = 0; |
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178 | userBodyIndex = 255; |
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179 | userMeshPos = Vector3.zero; |
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180 | |||
181 | leftHandPos = rightHandPos = Vector3.zero; |
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182 | leftFingerPos = rightFingerPos = Vector3.zero; |
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183 | leftThumbPos = rightThumbPos = Vector3.zero; |
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184 | } |
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185 | |||
186 | // update the mesh |
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187 | UpdateMesh(); |
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188 | } |
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189 | |||
190 | private void UpdateMesh() |
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191 | { |
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192 | if(sensorData.depthImage != null && sensorData.bodyIndexImage != null && |
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193 | sensorData.depth2SpaceCoords != null && sensorData.spaceCoordsBufferReady) |
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194 | { |
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195 | int vCount = 0, tCount = 0; |
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196 | EstimateUserVertices(out vCount, out tCount); |
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197 | |||
198 | vertices = new Vector3[vCount]; |
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199 | uvs = new Vector2[vCount]; |
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200 | triangles = new int[6 * tCount]; |
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201 | |||
202 | int index = 0, vIndex = 0, tIndex = 0, xyIndex = 0; |
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203 | for (int y = 0; y < depthHeight; y += sampleSize) |
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204 | { |
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205 | int xyStartIndex = xyIndex; |
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206 | |||
207 | for (int x = 0; x < depthWidth; x += sampleSize) |
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208 | { |
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209 | //Vector3 vSpacePos = spaceCoords[xyIndex]; |
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210 | Vector3 vSpacePos = sensorData.depth2SpaceCoords[xyIndex]; |
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211 | |||
212 | if(vertexType[index] != 0 && |
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213 | !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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214 | { |
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215 | // check for color overlay |
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216 | if (foregroundCamera) |
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217 | { |
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218 | // get the background rectangle (use the portrait background, if available) |
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219 | Rect backgroundRect = foregroundCamera.pixelRect; |
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220 | PortraitBackground portraitBack = PortraitBackground.Instance; |
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221 | |||
222 | if(portraitBack && portraitBack.enabled) |
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223 | { |
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224 | backgroundRect = portraitBack.GetBackgroundRect(); |
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225 | } |
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226 | |||
227 | Vector2 vColorPos = sensorData.depth2ColorCoords[xyIndex]; |
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228 | ushort depthValue = sensorData.depthImage[xyIndex]; |
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229 | |||
230 | if(!float.IsInfinity(vColorPos.x) && !float.IsInfinity(vColorPos.y) && depthValue > 0) |
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231 | { |
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232 | float xScaled = (float)vColorPos.x * backgroundRect.width / sensorData.colorImageWidth; |
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233 | float yScaled = (float)vColorPos.y * backgroundRect.height / sensorData.colorImageHeight; |
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234 | |||
235 | float xScreen = backgroundRect.x + xScaled; |
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236 | float yScreen = backgroundRect.y + backgroundRect.height - yScaled; |
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237 | float zDistance = (float)depthValue / 1000f; |
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238 | |||
239 | vSpacePos = foregroundCamera.ScreenToWorldPoint(new Vector3(xScreen, yScreen, zDistance)); |
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240 | } |
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241 | } |
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242 | |||
243 | if(!mirroredMovement) |
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244 | { |
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245 | vSpacePos.x = -vSpacePos.x; |
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246 | } |
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247 | |||
248 | if(foregroundCamera == null) |
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249 | { |
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250 | // convert space to world coords, when there is no color overlay |
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251 | vSpacePos = kinectToWorld.MultiplyPoint3x4(vSpacePos); |
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252 | } |
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253 | |||
254 | vertices[vIndex] = vSpacePos - userMeshPos; |
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255 | uvs[vIndex] = new Vector2((float)x / depthWidth, (float)y / depthHeight); |
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256 | vIndex++; |
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257 | |||
258 | if(vertexType[index] == 3) |
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259 | { |
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260 | if(mirroredMovement) |
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261 | { |
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262 | triangles[tIndex++] = vertexIndex[index]; // top left |
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263 | triangles[tIndex++] = vertexIndex[index + 1]; // top right |
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264 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
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265 | |||
266 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
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267 | triangles[tIndex++] = vertexIndex[index + 1]; // top right |
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268 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom right |
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269 | } |
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270 | else |
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271 | { |
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272 | triangles[tIndex++] = vertexIndex[index + 1]; // top left |
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273 | triangles[tIndex++] = vertexIndex[index]; // top right |
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274 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
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275 | |||
276 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
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277 | triangles[tIndex++] = vertexIndex[index]; // top right |
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278 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom right |
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279 | } |
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280 | } |
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281 | } |
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282 | |||
283 | index++; |
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284 | xyIndex += sampleSize; |
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285 | } |
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286 | |||
287 | xyIndex = xyStartIndex + sampleSize * depthWidth; |
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288 | } |
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289 | |||
290 | // buffer is released |
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291 | lock(sensorData.spaceCoordsBufferLock) |
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292 | { |
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293 | sensorData.spaceCoordsBufferReady = false; |
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294 | } |
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295 | |||
296 | mesh.Clear(); |
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297 | mesh.vertices = vertices; |
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298 | mesh.uv = uvs; |
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299 | //mesh.normals = normals; |
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300 | mesh.triangles = triangles; |
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301 | mesh.RecalculateNormals(); |
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302 | mesh.RecalculateBounds(); |
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303 | |||
304 | if (updateMeshCollider) |
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305 | { |
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306 | MeshCollider meshCollider = GetComponent<MeshCollider>(); |
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307 | |||
308 | if (meshCollider) |
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309 | { |
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310 | meshCollider.sharedMesh = null; |
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311 | meshCollider.sharedMesh = mesh; |
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312 | } |
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313 | } |
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314 | } |
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315 | } |
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316 | |||
317 | // estimates which and how many sampled vertices are valid |
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318 | private void EstimateUserVertices(out int count1, out int count3) |
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319 | { |
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320 | System.Array.Clear(vertexType, 0, vertexType.Length); |
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321 | |||
322 | Vector3[] vSpacePos = new Vector3[4]; |
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323 | int rowIndex = 0; |
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324 | |||
325 | for (int y = 0; y < sampledHeight - 1; y++) |
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326 | { |
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327 | int pixIndex = rowIndex; |
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328 | |||
329 | for (int x = 0; x < sampledWidth - 1; x++) |
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330 | { |
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331 | if(IsUserSampleValid(x, y, ref vSpacePos[0]) && IsUserSampleValid(x + 1, y, ref vSpacePos[1]) && |
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332 | IsUserSampleValid(x, y + 1, ref vSpacePos[2]) && IsUserSampleValid(x + 1, y + 1, ref vSpacePos[3])) |
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333 | { |
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334 | if(IsSpacePointsCloseToEachOther(vSpacePos, 0.01f) && IsSpacePointsCloseToHands(vSpacePos, 0.01f)) |
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335 | { |
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336 | vertexType[pixIndex] = 3; |
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337 | |||
338 | vertexType[pixIndex + 1] = 1; |
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339 | vertexType[pixIndex + sampledWidth] = 1; |
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340 | vertexType[pixIndex + sampledWidth + 1] = 1; |
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341 | } |
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342 | } |
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343 | |||
344 | pixIndex++; |
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345 | } |
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346 | |||
347 | rowIndex += sampledWidth; |
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348 | } |
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349 | |||
350 | // estimate counts |
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351 | count1 = 0; |
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352 | count3 = 0; |
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353 | |||
354 | for(int i = 0; i < vertexType.Length; i++) |
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355 | { |
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356 | if(vertexType[i] != 0) |
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357 | { |
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358 | vertexIndex[i] = count1; |
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359 | count1++; |
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360 | } |
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361 | else |
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362 | { |
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363 | vertexIndex[i] = 0; |
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364 | } |
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365 | |||
366 | if(vertexType[i] == 3) |
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367 | { |
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368 | count3++; |
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369 | } |
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370 | } |
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371 | } |
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372 | |||
373 | // checks if the space points are closer to each other than the minimum squared distance |
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374 | private bool IsSpacePointsCloseToEachOther(Vector3[] vSpacePos, float fMinDistSquared) |
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375 | { |
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376 | int iPosLength = vSpacePos.Length; |
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377 | |||
378 | for(int i = 0; i < iPosLength; i++) |
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379 | { |
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380 | for(int j = i + 1; j < iPosLength; j++) |
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381 | { |
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382 | Vector3 vDist = vSpacePos[j] - vSpacePos[i]; |
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383 | if(vDist.sqrMagnitude > fMinDistSquared) |
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384 | return false; |
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385 | } |
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386 | } |
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387 | |||
388 | return true; |
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389 | } |
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390 | |||
391 | // checks if the space points are closer to hand, finger or thumb joints than the minimum squared distance |
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392 | private bool IsSpacePointsCloseToHands(Vector3[] vSpacePos, float fMinDistSquared) |
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393 | { |
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394 | if(IsSpacePointsCloseToJoint(vSpacePos, leftHandPos, fMinDistSquared) || IsSpacePointsCloseToJoint(vSpacePos, rightHandPos, fMinDistSquared) || |
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395 | IsSpacePointsCloseToJoint(vSpacePos, leftFingerPos, fMinDistSquared) || IsSpacePointsCloseToJoint(vSpacePos, rightFingerPos, fMinDistSquared) || |
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396 | IsSpacePointsCloseToJoint(vSpacePos, leftThumbPos, fMinDistSquared) || IsSpacePointsCloseToJoint(vSpacePos, rightThumbPos, fMinDistSquared)) |
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397 | { |
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398 | return true; |
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399 | } |
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400 | |||
401 | return false; |
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402 | } |
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403 | |||
404 | // checks if the space points are closer to joint position than the minimum squared distance |
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405 | private bool IsSpacePointsCloseToJoint(Vector3[] vSpacePos, Vector3 vJointPos, float fMinDistSquared) |
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406 | { |
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407 | int iPosLength = vSpacePos.Length; |
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408 | |||
409 | for(int i = 0; i < iPosLength; i++) |
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410 | { |
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411 | Vector3 vDist = vSpacePos[i] - vJointPos; |
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412 | if(vDist.sqrMagnitude > fMinDistSquared) |
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413 | return false; |
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414 | } |
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415 | |||
416 | return true; |
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417 | } |
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418 | |||
419 | // checks whether this sample block is valid for this user |
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420 | private bool IsUserSampleValid(int x, int y, ref Vector3 vSpacePos) |
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421 | { |
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422 | int startIndex = y * sampleSize * depthWidth + x * sampleSize; |
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423 | |||
424 | //for (int y1 = 0; y1 < SampleSize; y1++) |
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425 | { |
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426 | int pixelIndex = startIndex; |
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427 | //vSpacePos = spaceCoords[pixelIndex]; |
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428 | vSpacePos = sensorData.depth2SpaceCoords[pixelIndex]; |
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429 | |||
430 | //for (int x1 = 0; x1 < SampleSize; x1++) |
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431 | { |
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432 | if(userBodyIndex != 255) |
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433 | { |
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434 | if(sensorData.bodyIndexImage[pixelIndex] == userBodyIndex && |
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435 | !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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436 | { |
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437 | return true; |
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438 | } |
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439 | } |
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440 | // else |
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441 | // { |
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442 | // if(sensorData.bodyIndexImage[pixelIndex] != 255 && |
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443 | // !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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444 | // { |
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445 | // return true; |
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446 | // } |
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447 | // } |
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448 | |||
449 | pixelIndex++; |
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450 | } |
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451 | |||
452 | startIndex += depthWidth; |
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453 | } |
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454 | |||
455 | return false; |
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456 | } |
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457 | |||
458 | } |