t1 / TFDContents / Assets / KinectScripts / PortraitBackground.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (3.54 KB)
1 | 3 | KTH | using UnityEngine; |
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2 | using System.Collections; |
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3 | |||
4 | /// <summary> |
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5 | /// Sets the color background image in portrait mode. The aspect ratio of the game view should be set to 9:16 for Kinect-v2 or 3:4 for Kinect-v1. |
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6 | /// </summary> |
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7 | public class PortraitBackground : MonoBehaviour |
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8 | { |
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9 | [Tooltip("Whether to use the depth-image resolution in the calculation, instead of the color-image resolution.")] |
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10 | private bool useDepthImageResolution = false; |
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11 | |||
12 | private bool isInitialized = false; |
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13 | private Rect backgroundRect; |
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14 | private Rect inScreenRect; |
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15 | private Rect shaderUvRect; |
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16 | |||
17 | private static PortraitBackground instance = null; |
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18 | |||
19 | |||
20 | /// <summary> |
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21 | /// Gets the singleton PortraitBackground instance. |
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22 | /// </summary> |
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23 | /// <value>The PortraitBackground instance.</value> |
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24 | public static PortraitBackground Instance |
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25 | { |
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26 | get |
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27 | { |
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28 | return instance; |
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29 | } |
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30 | } |
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31 | |||
32 | /// <summary> |
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33 | /// Determines whether the instance is initialized or not. |
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34 | /// </summary> |
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35 | /// <returns><c>true</c> if the instance is initialized; otherwise, <c>false</c>.</returns> |
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36 | public bool IsInitialized() |
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37 | { |
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38 | return isInitialized; |
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39 | } |
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40 | |||
41 | /// <summary> |
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42 | /// Gets the background rectangle in pixels. This rectangle can be provided as an argument to the GetJointPosColorOverlay()-KM function. |
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43 | /// </summary> |
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44 | /// <returns>The background rectangle, in pixels</returns> |
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45 | public Rect GetBackgroundRect() |
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46 | { |
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47 | return backgroundRect; |
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48 | } |
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49 | |||
50 | /// <summary> |
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51 | /// Gets the in-screen rectangle in pixels. |
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52 | /// </summary> |
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53 | /// <returns>The in-screen rectangle, in pixels.</returns> |
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54 | public Rect GetInScreenRect() |
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55 | { |
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56 | return inScreenRect; |
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57 | } |
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58 | |||
59 | /// <summary> |
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60 | /// Gets the shader uv rectangle. Can be used by custom shaders that need the portrait image uv-offsets and sizes. |
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61 | /// </summary> |
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62 | /// <returns>The shader uv rectangle.</returns> |
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63 | public Rect GetShaderUvRect() |
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64 | { |
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65 | return shaderUvRect; |
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66 | } |
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67 | |||
68 | |||
69 | //////////////////////////////////////////////////////////////////////// |
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70 | |||
71 | |||
72 | void Awake() |
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73 | { |
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74 | instance = this; |
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75 | } |
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76 | |||
77 | void Start () |
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78 | { |
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79 | KinectManager kinectManager = KinectManager.Instance; |
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80 | if(kinectManager && kinectManager.IsInitialized()) |
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81 | { |
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82 | float fFactorDW = 0f; |
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83 | if(!useDepthImageResolution) |
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84 | { |
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85 | fFactorDW = (float)kinectManager.GetColorImageWidth() / (float)kinectManager.GetColorImageHeight() - |
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86 | (float)kinectManager.GetColorImageHeight() / (float)kinectManager.GetColorImageWidth(); |
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87 | } |
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88 | else |
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89 | { |
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90 | fFactorDW = (float)kinectManager.GetDepthImageWidth() / (float)kinectManager.GetDepthImageHeight() - |
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91 | (float)kinectManager.GetDepthImageHeight() / (float)kinectManager.GetDepthImageWidth(); |
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92 | } |
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93 | |||
94 | float fDeltaWidth = (float)Screen.height * fFactorDW; |
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95 | float dOffsetX = -fDeltaWidth / 2f; |
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96 | |||
97 | float fFactorSW = 0f; |
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98 | if(!useDepthImageResolution) |
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99 | { |
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100 | fFactorSW = (float)kinectManager.GetColorImageWidth() / (float)kinectManager.GetColorImageHeight(); |
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101 | } |
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102 | else |
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103 | { |
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104 | fFactorSW = (float)kinectManager.GetDepthImageWidth() / (float)kinectManager.GetDepthImageHeight(); |
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105 | } |
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106 | |||
107 | float fScreenWidth = (float)Screen.height * fFactorSW; |
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108 | float fAbsOffsetX = fDeltaWidth / 2f; |
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109 | |||
110 | GUITexture guiTexture = GetComponent<GUITexture>(); |
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111 | if(guiTexture) |
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112 | { |
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113 | guiTexture.pixelInset = new Rect(dOffsetX, 0, fDeltaWidth, 0); |
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114 | } |
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115 | |||
116 | backgroundRect = new Rect(dOffsetX, 0, fScreenWidth, Screen.height); |
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117 | inScreenRect = new Rect(fAbsOffsetX, 0, fScreenWidth - fDeltaWidth, Screen.height); |
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118 | shaderUvRect = new Rect(fAbsOffsetX / fScreenWidth, 0, (fScreenWidth - fDeltaWidth) / fScreenWidth, 1); |
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119 | |||
120 | isInitialized = true; |
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121 | } |
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122 | } |
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123 | } |