t1 / TFDContents / Assets / KinectScripts / Cubeman / CubemanController.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (6.55 KB)
1 | 3 | KTH | using UnityEngine; |
---|---|---|---|
2 | //using Windows.Kinect; |
||
3 | |||
4 | using System; |
||
5 | using System.Collections; |
||
6 | |||
7 | public class CubemanController : MonoBehaviour |
||
8 | { |
||
9 | [Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")] |
||
10 | public int playerIndex = 0; |
||
11 | |||
12 | [Tooltip("Whether the cubeman is allowed to move vertically or not.")] |
||
13 | public bool verticalMovement = true; |
||
14 | |||
15 | [Tooltip("Whether the cubeman is facing the player or not.")] |
||
16 | public bool mirroredMovement = false; |
||
17 | |||
18 | [Tooltip("Rate at which the cubeman will move through the scene.")] |
||
19 | public float moveRate = 1f; |
||
20 | |||
21 | //public GameObject debugText; |
||
22 | |||
23 | public GameObject Hip_Center; |
||
24 | public GameObject Spine; |
||
25 | public GameObject Neck; |
||
26 | public GameObject Head; |
||
27 | public GameObject Shoulder_Left; |
||
28 | public GameObject Elbow_Left; |
||
29 | public GameObject Wrist_Left; |
||
30 | public GameObject Hand_Left; |
||
31 | public GameObject Shoulder_Right; |
||
32 | public GameObject Elbow_Right; |
||
33 | public GameObject Wrist_Right; |
||
34 | public GameObject Hand_Right; |
||
35 | public GameObject Hip_Left; |
||
36 | public GameObject Knee_Left; |
||
37 | public GameObject Ankle_Left; |
||
38 | public GameObject Foot_Left; |
||
39 | public GameObject Hip_Right; |
||
40 | public GameObject Knee_Right; |
||
41 | public GameObject Ankle_Right; |
||
42 | public GameObject Foot_Right; |
||
43 | public GameObject Spine_Shoulder; |
||
44 | public GameObject Hand_Tip_Left; |
||
45 | public GameObject Thumb_Left; |
||
46 | public GameObject Hand_Tip_Right; |
||
47 | public GameObject Thumb_Right; |
||
48 | |||
49 | public LineRenderer skeletonLine; |
||
50 | public LineRenderer debugLine; |
||
51 | |||
52 | private GameObject[] bones; |
||
53 | private LineRenderer[] lines; |
||
54 | |||
55 | private LineRenderer lineTLeft; |
||
56 | private LineRenderer lineTRight; |
||
57 | private LineRenderer lineFLeft; |
||
58 | private LineRenderer lineFRight; |
||
59 | |||
60 | private Vector3 initialPosition; |
||
61 | private Quaternion initialRotation; |
||
62 | private Vector3 initialPosOffset = Vector3.zero; |
||
63 | private Int64 initialPosUserID = 0; |
||
64 | |||
65 | |||
66 | void Start () |
||
67 | { |
||
68 | //store bones in a list for easier access |
||
69 | bones = new GameObject[] { |
||
70 | Hip_Center, |
||
71 | Spine, |
||
72 | Neck, |
||
73 | Head, |
||
74 | Shoulder_Left, |
||
75 | Elbow_Left, |
||
76 | Wrist_Left, |
||
77 | Hand_Left, |
||
78 | Shoulder_Right, |
||
79 | Elbow_Right, |
||
80 | Wrist_Right, |
||
81 | Hand_Right, |
||
82 | Hip_Left, |
||
83 | Knee_Left, |
||
84 | Ankle_Left, |
||
85 | Foot_Left, |
||
86 | Hip_Right, |
||
87 | Knee_Right, |
||
88 | Ankle_Right, |
||
89 | Foot_Right, |
||
90 | Spine_Shoulder, |
||
91 | Hand_Tip_Left, |
||
92 | Thumb_Left, |
||
93 | Hand_Tip_Right, |
||
94 | Thumb_Right |
||
95 | }; |
||
96 | |||
97 | // array holding the skeleton lines |
||
98 | lines = new LineRenderer[bones.Length]; |
||
99 | |||
100 | // if(skeletonLine) |
||
101 | // { |
||
102 | // for(int i = 0; i < lines.Length; i++) |
||
103 | // { |
||
104 | // Debug.Log ("Line: " + i + " instantiate started."); |
||
105 | // |
||
106 | // if((i == 22 || i == 24) && debugLine) |
||
107 | // lines[i] = Instantiate(debugLine) as LineRenderer; |
||
108 | // else |
||
109 | // lines[i] = Instantiate(skeletonLine) as LineRenderer; |
||
110 | // |
||
111 | // lines[i].transform.parent = transform; |
||
112 | // } |
||
113 | // } |
||
114 | |||
115 | initialPosition = transform.position; |
||
116 | initialRotation = transform.rotation; |
||
117 | //transform.rotation = Quaternion.identity; |
||
118 | } |
||
119 | |||
120 | |||
121 | void Update () |
||
122 | { |
||
123 | KinectManager manager = KinectManager.Instance; |
||
124 | |||
125 | // get 1st player |
||
126 | Int64 userID = manager ? manager.GetUserIdByIndex(playerIndex) : 0; |
||
127 | |||
128 | if(userID <= 0) |
||
129 | { |
||
130 | initialPosUserID = 0; |
||
131 | initialPosOffset = Vector3.zero; |
||
132 | |||
133 | // reset the pointman position and rotation |
||
134 | if(transform.position != initialPosition) |
||
135 | { |
||
136 | transform.position = initialPosition; |
||
137 | } |
||
138 | |||
139 | if(transform.rotation != initialRotation) |
||
140 | { |
||
141 | transform.rotation = initialRotation; |
||
142 | } |
||
143 | |||
144 | for(int i = 0; i < bones.Length; i++) |
||
145 | { |
||
146 | bones[i].gameObject.SetActive(true); |
||
147 | |||
148 | bones[i].transform.localPosition = Vector3.zero; |
||
149 | bones[i].transform.localRotation = Quaternion.identity; |
||
150 | |||
151 | if(lines[i] != null) |
||
152 | { |
||
153 | lines[i].gameObject.SetActive(false); |
||
154 | } |
||
155 | } |
||
156 | |||
157 | return; |
||
158 | } |
||
159 | |||
160 | // set the position in space |
||
161 | Vector3 posPointMan = manager.GetUserPosition(userID); |
||
162 | Vector3 posPointManMP = new Vector3(posPointMan.x, posPointMan.y, !mirroredMovement ? -posPointMan.z : posPointMan.z); |
||
163 | |||
164 | // store the initial position |
||
165 | if(initialPosUserID != userID) |
||
166 | { |
||
167 | initialPosUserID = userID; |
||
168 | //initialPosOffset = transform.position - (verticalMovement ? posPointMan * moveRate : new Vector3(posPointMan.x, 0, posPointMan.z) * moveRate); |
||
169 | initialPosOffset = posPointMan; |
||
170 | } |
||
171 | |||
172 | Vector3 relPosUser = (posPointMan - initialPosOffset); |
||
173 | relPosUser.z =!mirroredMovement ? -relPosUser.z : relPosUser.z; |
||
174 | |||
175 | transform.position = initialPosOffset + |
||
176 | (verticalMovement ? relPosUser * moveRate : new Vector3(relPosUser.x, 0, relPosUser.z) * moveRate); |
||
177 | |||
178 | // update the local positions of the bones |
||
179 | for(int i = 0; i < bones.Length; i++) |
||
180 | { |
||
181 | if(bones[i] != null) |
||
182 | { |
||
183 | int joint = !mirroredMovement ? i : (int)KinectInterop.GetMirrorJoint((KinectInterop.JointType)i); |
||
184 | if(joint < 0) |
||
185 | continue; |
||
186 | |||
187 | if(manager.IsJointTracked(userID, joint)) |
||
188 | { |
||
189 | bones[i].gameObject.SetActive(true); |
||
190 | |||
191 | Vector3 posJoint = manager.GetJointPosition(userID, joint); |
||
192 | posJoint.z = !mirroredMovement ? -posJoint.z : posJoint.z; |
||
193 | |||
194 | Quaternion rotJoint = manager.GetJointOrientation(userID, joint, !mirroredMovement); |
||
195 | rotJoint = initialRotation * rotJoint; |
||
196 | |||
197 | posJoint -= posPointManMP; |
||
198 | |||
199 | if(mirroredMovement) |
||
200 | { |
||
201 | posJoint.x = -posJoint.x; |
||
202 | posJoint.z = -posJoint.z; |
||
203 | } |
||
204 | |||
205 | bones[i].transform.localPosition = posJoint; |
||
206 | bones[i].transform.rotation = rotJoint; |
||
207 | |||
208 | if(lines[i] == null && skeletonLine != null) |
||
209 | { |
||
210 | lines[i] = Instantiate((i == 22 || i == 24) && debugLine ? debugLine : skeletonLine) as LineRenderer; |
||
211 | lines[i].transform.parent = transform; |
||
212 | } |
||
213 | |||
214 | if(lines[i] != null) |
||
215 | { |
||
216 | lines[i].gameObject.SetActive(true); |
||
217 | Vector3 posJoint2 = bones[i].transform.position; |
||
218 | |||
219 | Vector3 dirFromParent = manager.GetJointDirection(userID, joint, false, false); |
||
220 | dirFromParent.z = !mirroredMovement ? -dirFromParent.z : dirFromParent.z; |
||
221 | Vector3 posParent = posJoint2 - dirFromParent; |
||
222 | |||
223 | //lines[i].SetVertexCount(2); |
||
224 | lines[i].SetPosition(0, posParent); |
||
225 | lines[i].SetPosition(1, posJoint2); |
||
226 | } |
||
227 | |||
228 | } |
||
229 | else |
||
230 | { |
||
231 | bones[i].gameObject.SetActive(false); |
||
232 | |||
233 | if(lines[i] != null) |
||
234 | { |
||
235 | lines[i].gameObject.SetActive(false); |
||
236 | } |
||
237 | } |
||
238 | } |
||
239 | } |
||
240 | } |
||
241 | |||
242 | } |