t1 / TFDContents / Assets / KinectDemos / VisualizerDemo / Scripts / UserMeshVisualizer.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (12.3 KB)
1 | 3 | KTH | using UnityEngine; |
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2 | using System.Collections; |
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3 | |||
4 | |||
5 | public class UserMeshVisualizer : MonoBehaviour |
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6 | { |
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7 | [Tooltip("Index of the player, tracked by this component. -1 means all players, 0 - the 1st player only, 1 - the 2nd player only, etc.")] |
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8 | public int playerIndex = -1; |
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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 = 2; |
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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 byte[] vertexType; |
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54 | private int[] vertexIndex; |
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55 | |||
56 | |||
57 | void Start() |
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58 | { |
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59 | manager = KinectManager.Instance; |
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60 | |||
61 | if (manager != null) |
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62 | { |
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63 | sensorData = manager.GetSensorData(); |
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64 | |||
65 | depthWidth = manager.GetDepthImageWidth(); |
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66 | depthHeight = manager.GetDepthImageHeight(); |
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67 | |||
68 | sampledWidth = depthWidth / sampleSize; |
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69 | sampledHeight = depthHeight / sampleSize; |
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70 | |||
71 | //spaceCoords = new Vector3[depthWidth * depthHeight]; |
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72 | |||
73 | if(sensorData.depth2SpaceCoords == null) |
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74 | { |
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75 | sensorData.depth2SpaceCoords = new Vector3[depthWidth * depthHeight]; |
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76 | } |
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77 | |||
78 | vertexType = new byte[sampledWidth * sampledHeight]; |
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79 | vertexIndex = new int[sampledWidth * sampledHeight]; |
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80 | |||
81 | CreateMesh(sampledWidth, sampledHeight); |
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82 | } |
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83 | } |
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84 | |||
85 | private void CreateMesh(int width, int height) |
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86 | { |
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87 | mesh = new Mesh(); |
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88 | mesh.name = "UserMesh"; |
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89 | |||
90 | GetComponent<MeshFilter>().mesh = mesh; |
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91 | } |
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92 | |||
93 | void Update() |
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94 | { |
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95 | if (manager == null || !manager.IsInitialized()) |
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96 | return; |
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97 | |||
98 | // get user texture |
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99 | Renderer renderer = GetComponent<Renderer>(); |
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100 | if(renderer && renderer.material && renderer.material.mainTexture == null) |
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101 | { |
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102 | BackgroundRemovalManager backManager = BackgroundRemovalManager.Instance; |
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103 | renderer.material.mainTexture = backManager ? (Texture)sensorData.depth2ColorTexture : (Texture)manager.GetUsersLblTex(); |
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104 | } |
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105 | |||
106 | // get kinect-to-world matrix |
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107 | kinectToWorld = manager.GetKinectToWorldMatrix(); |
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108 | |||
109 | if(playerIndex >= 0) |
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110 | { |
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111 | long lastUserId = userId; |
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112 | userId = manager.GetUserIdByIndex(playerIndex); |
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113 | |||
114 | userBodyIndex = (byte)manager.GetBodyIndexByUserId(userId); |
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115 | if(userBodyIndex == 255) |
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116 | userBodyIndex = 222; |
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117 | |||
118 | // check for color overlay |
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119 | if (foregroundCamera) |
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120 | { |
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121 | // get the background rectangle (use the portrait background, if available) |
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122 | Rect backgroundRect = foregroundCamera.pixelRect; |
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123 | PortraitBackground portraitBack = PortraitBackground.Instance; |
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124 | |||
125 | if (portraitBack && portraitBack.enabled) |
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126 | { |
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127 | backgroundRect = portraitBack.GetBackgroundRect (); |
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128 | } |
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129 | |||
130 | // get user position |
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131 | userMeshPos = manager.GetJointPosColorOverlay(userId, (int)KinectInterop.JointType.SpineBase, foregroundCamera, backgroundRect); |
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132 | } |
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133 | else |
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134 | { |
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135 | // get user position |
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136 | userMeshPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.SpineBase); |
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137 | } |
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138 | |||
139 | if(!mirroredMovement) |
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140 | { |
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141 | userMeshPos.x = -userMeshPos.x; |
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142 | } |
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143 | |||
144 | if (foregroundCamera == null) |
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145 | { |
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146 | // convert kinect pos to world coords, when there is no color overlay |
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147 | userMeshPos = kinectToWorld.MultiplyPoint3x4(userMeshPos); |
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148 | } |
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149 | |||
150 | // set transform position |
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151 | Vector3 newUserPos = userMeshPos + originPosition; // manager.GetJointPosition(userId, (int)KinectInterop.JointType.SpineBase) + originPosition; |
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152 | |||
153 | if(invertedZMovement) |
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154 | { |
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155 | newUserPos.z = -newUserPos.z; |
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156 | } |
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157 | |||
158 | transform.position = lastUserId != 0 && smoothFactor != 0f ? Vector3.Lerp(transform.position, newUserPos, smoothFactor * Time.deltaTime) : newUserPos; |
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159 | } |
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160 | else |
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161 | { |
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162 | userId = 0; |
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163 | userBodyIndex = 255; |
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164 | userMeshPos = Vector3.zero; |
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165 | } |
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166 | |||
167 | // update the mesh |
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168 | UpdateMesh(); |
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169 | } |
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170 | |||
171 | private void UpdateMesh() |
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172 | { |
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173 | if(sensorData.depthImage != null && sensorData.bodyIndexImage != null && |
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174 | sensorData.depth2SpaceCoords != null && sensorData.spaceCoordsBufferReady) |
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175 | { |
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176 | int vCount = 0, tCount = 0; |
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177 | EstimateUserVertices(out vCount, out tCount); |
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178 | |||
179 | vertices = new Vector3[vCount]; |
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180 | uvs = new Vector2[vCount]; |
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181 | triangles = new int[6 * tCount]; |
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182 | |||
183 | int index = 0, vIndex = 0, tIndex = 0, xyIndex = 0; |
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184 | for (int y = 0; y < depthHeight; y += sampleSize) |
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185 | { |
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186 | int xyStartIndex = xyIndex; |
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187 | |||
188 | for (int x = 0; x < depthWidth; x += sampleSize) |
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189 | { |
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190 | //Vector3 vSpacePos = spaceCoords[xyIndex]; |
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191 | Vector3 vSpacePos = sensorData.depth2SpaceCoords[xyIndex]; |
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192 | |||
193 | if(vertexType[index] != 0 && |
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194 | !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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195 | { |
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196 | // check for color overlay |
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197 | if (foregroundCamera) |
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198 | { |
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199 | // get the background rectangle (use the portrait background, if available) |
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200 | Rect backgroundRect = foregroundCamera.pixelRect; |
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201 | PortraitBackground portraitBack = PortraitBackground.Instance; |
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202 | |||
203 | if(portraitBack && portraitBack.enabled) |
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204 | { |
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205 | backgroundRect = portraitBack.GetBackgroundRect(); |
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206 | } |
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207 | |||
208 | Vector2 vColorPos = sensorData.depth2ColorCoords[xyIndex]; |
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209 | ushort depthValue = sensorData.depthImage[xyIndex]; |
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210 | |||
211 | if(!float.IsInfinity(vColorPos.x) && !float.IsInfinity(vColorPos.y) && depthValue > 0) |
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212 | { |
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213 | float xScaled = (float)vColorPos.x * backgroundRect.width / sensorData.colorImageWidth; |
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214 | float yScaled = (float)vColorPos.y * backgroundRect.height / sensorData.colorImageHeight; |
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215 | |||
216 | float xScreen = backgroundRect.x + xScaled; |
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217 | float yScreen = backgroundRect.y + backgroundRect.height - yScaled; |
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218 | float zDistance = (float)depthValue / 1000f; |
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219 | |||
220 | vSpacePos = foregroundCamera.ScreenToWorldPoint(new Vector3(xScreen, yScreen, zDistance)); |
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221 | } |
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222 | } |
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223 | |||
224 | if(!mirroredMovement) |
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225 | { |
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226 | vSpacePos.x = -vSpacePos.x; |
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227 | } |
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228 | |||
229 | if(foregroundCamera == null) |
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230 | { |
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231 | // convert space to world coords, when there is no color overlay |
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232 | vSpacePos = kinectToWorld.MultiplyPoint3x4(vSpacePos); |
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233 | } |
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234 | |||
235 | vertices[vIndex] = vSpacePos - userMeshPos; |
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236 | uvs[vIndex] = new Vector2((float)x / depthWidth, (float)y / depthHeight); |
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237 | vIndex++; |
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238 | |||
239 | if(vertexType[index] == 3) |
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240 | { |
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241 | if(mirroredMovement) |
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242 | { |
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243 | triangles[tIndex++] = vertexIndex[index]; // top left |
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244 | triangles[tIndex++] = vertexIndex[index + 1]; // top right |
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245 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
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246 | |||
247 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
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248 | triangles[tIndex++] = vertexIndex[index + 1]; // top right |
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249 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom right |
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250 | } |
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251 | else |
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252 | { |
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253 | triangles[tIndex++] = vertexIndex[index + 1]; // top left |
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254 | triangles[tIndex++] = vertexIndex[index]; // top right |
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255 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
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256 | |||
257 | triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
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258 | triangles[tIndex++] = vertexIndex[index]; // top right |
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259 | triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom right |
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260 | } |
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261 | } |
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262 | } |
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263 | |||
264 | index++; |
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265 | xyIndex += sampleSize; |
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266 | } |
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267 | |||
268 | xyIndex = xyStartIndex + sampleSize * depthWidth; |
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269 | } |
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270 | |||
271 | // buffer is released |
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272 | lock(sensorData.spaceCoordsBufferLock) |
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273 | { |
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274 | sensorData.spaceCoordsBufferReady = false; |
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275 | } |
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276 | |||
277 | mesh.Clear(); |
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278 | mesh.vertices = vertices; |
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279 | mesh.uv = uvs; |
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280 | //mesh.normals = normals; |
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281 | mesh.triangles = triangles; |
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282 | mesh.RecalculateNormals(); |
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283 | mesh.RecalculateBounds(); |
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284 | |||
285 | if (updateMeshCollider) |
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286 | { |
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287 | MeshCollider meshCollider = GetComponent<MeshCollider>(); |
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288 | |||
289 | if (meshCollider) |
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290 | { |
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291 | meshCollider.sharedMesh = null; |
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292 | meshCollider.sharedMesh = mesh; |
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293 | } |
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294 | } |
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295 | } |
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296 | } |
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297 | |||
298 | // // gets the average depth of the sample block |
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299 | // private ushort GetSampleDepth(int x, int y) |
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300 | // { |
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301 | // int depthSum = 0, count = 0; |
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302 | // int startIndex = y * depthWidth + x; |
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303 | // |
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304 | // //for (int y1 = 0; y1 < SampleSize; y1++) |
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305 | // { |
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306 | // int pixelIndex = startIndex; |
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307 | // |
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308 | // //for (int x1 = 0; x1 < SampleSize; x1++) |
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309 | // { |
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310 | // //if(sensorData.bodyIndexImage[pixelIndex] != 255) |
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311 | // { |
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312 | // //if(userBodyIndex == 255 || sensorData.bodyIndexImage[pixelIndex] == userBodyIndex) |
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313 | // { |
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314 | // depthSum += sensorData.depthImage[pixelIndex]; |
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315 | // count++; |
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316 | // } |
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317 | // } |
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318 | // |
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319 | // pixelIndex++; |
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320 | // } |
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321 | // |
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322 | // pixelIndex += depthWidth; |
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323 | // } |
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324 | // |
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325 | // return (ushort)(count > 0 ? (count > 1 ? depthSum / count : depthSum) : 0); |
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326 | // } |
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327 | |||
328 | |||
329 | // estimates which and how many sampled vertices are valid |
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330 | private void EstimateUserVertices(out int count1, out int count3) |
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331 | { |
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332 | System.Array.Clear(vertexType, 0, vertexType.Length); |
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333 | |||
334 | Vector3[] vSpacePos = new Vector3[4]; |
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335 | int rowIndex = 0; |
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336 | |||
337 | for (int y = 0; y < sampledHeight - 1; y++) |
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338 | { |
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339 | int pixIndex = rowIndex; |
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340 | |||
341 | for (int x = 0; x < sampledWidth - 1; x++) |
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342 | { |
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343 | if(IsUserSampleValid(x, y, ref vSpacePos[0]) && IsUserSampleValid(x + 1, y, ref vSpacePos[1]) && |
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344 | IsUserSampleValid(x, y + 1, ref vSpacePos[2]) && IsUserSampleValid(x + 1, y + 1, ref vSpacePos[3])) |
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345 | { |
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346 | if(IsSpacePointsClose(vSpacePos, 0.01f)) |
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347 | { |
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348 | vertexType[pixIndex] = 3; |
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349 | |||
350 | vertexType[pixIndex + 1] = 1; |
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351 | vertexType[pixIndex + sampledWidth] = 1; |
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352 | vertexType[pixIndex + sampledWidth + 1] = 1; |
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353 | } |
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354 | } |
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355 | |||
356 | pixIndex++; |
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357 | } |
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358 | |||
359 | rowIndex += sampledWidth; |
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360 | } |
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361 | |||
362 | // estimate counts |
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363 | count1 = 0; |
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364 | count3 = 0; |
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365 | |||
366 | for(int i = 0; i < vertexType.Length; i++) |
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367 | { |
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368 | if(vertexType[i] != 0) |
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369 | { |
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370 | vertexIndex[i] = count1; |
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371 | count1++; |
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372 | } |
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373 | else |
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374 | { |
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375 | vertexIndex[i] = 0; |
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376 | } |
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377 | |||
378 | if(vertexType[i] == 3) |
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379 | { |
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380 | count3++; |
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381 | } |
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382 | } |
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383 | } |
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384 | |||
385 | // checks if the space points are closer to each other than the minimum squared distance |
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386 | private bool IsSpacePointsClose(Vector3[] vSpacePos, float fMinDistSquared) |
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387 | { |
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388 | int iPosLength = vSpacePos.Length; |
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389 | |||
390 | for(int i = 0; i < iPosLength; i++) |
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391 | { |
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392 | for(int j = i + 1; j < iPosLength; j++) |
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393 | { |
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394 | Vector3 vDist = vSpacePos[j] - vSpacePos[i]; |
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395 | if(vDist.sqrMagnitude > fMinDistSquared) |
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396 | return false; |
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397 | } |
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398 | } |
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399 | |||
400 | return true; |
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401 | } |
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402 | |||
403 | // checks whether this sample block is valid for this user |
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404 | private bool IsUserSampleValid(int x, int y, ref Vector3 vSpacePos) |
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405 | { |
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406 | int startIndex = y * sampleSize * depthWidth + x * sampleSize; |
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407 | |||
408 | //for (int y1 = 0; y1 < SampleSize; y1++) |
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409 | { |
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410 | int pixelIndex = startIndex; |
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411 | //vSpacePos = spaceCoords[pixelIndex]; |
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412 | vSpacePos = sensorData.depth2SpaceCoords[pixelIndex]; |
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413 | |||
414 | //for (int x1 = 0; x1 < SampleSize; x1++) |
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415 | { |
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416 | if(userBodyIndex != 255) |
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417 | { |
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418 | if(sensorData.bodyIndexImage[pixelIndex] == userBodyIndex && |
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419 | !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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420 | { |
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421 | return true; |
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422 | } |
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423 | } |
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424 | else |
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425 | { |
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426 | if(sensorData.bodyIndexImage[pixelIndex] != 255 && |
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427 | !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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428 | { |
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429 | return true; |
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430 | } |
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431 | } |
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432 | |||
433 | pixelIndex++; |
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434 | } |
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435 | |||
436 | startIndex += depthWidth; |
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437 | } |
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438 | |||
439 | return false; |
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440 | } |
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441 | |||
442 | } |