t1 / TFDContents / Assets / KinectScripts / PortraitBackground.cs @ 3
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| 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 | } |