t1 / TFDContents / Assets / KinectDemos / FaceTrackingDemo / Scripts / ModelHatController.cs @ 3
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using UnityEngine; |
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using System.Collections; |
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public class ModelHatController : MonoBehaviour |
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{
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[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
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public int playerIndex = 0; |
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[Tooltip("Camera used to estimate the overlay positions of 3D-objects over the background.")]
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public Camera foregroundCamera; |
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[Tooltip("Vertical offset of the hat above the head position (in meters).")]
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public float verticalOffset = 0f; |
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[Tooltip("Scale factor for the hat model.")]
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[Range(0.1f, 2.0f)] |
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public float modelScaleFactor = 1f; |
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[Tooltip("Smooth factor used for hat-model rotation.")]
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public float smoothFactorRotation = 10f; |
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[Tooltip("Smooth factor used for hat-model movement.")]
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public float smoothFactorMovement = 0f; |
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private KinectManager kinectManager; |
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private FacetrackingManager faceManager; |
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private Quaternion initialRotation; |
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void Start () |
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{
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initialRotation = transform.rotation; |
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transform.localScale = new Vector3(modelScaleFactor, modelScaleFactor, modelScaleFactor); |
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} |
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void Update () |
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{
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// get the face-tracking manager instance |
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if(faceManager == null) |
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{
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kinectManager = KinectManager.Instance; |
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faceManager = FacetrackingManager.Instance; |
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} |
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// get user-id by user-index |
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long userId = kinectManager ? kinectManager.GetUserIdByIndex(playerIndex) : 0; |
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if(kinectManager && kinectManager.IsInitialized() && userId != 0 && |
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faceManager && faceManager.IsTrackingFace(userId) && foregroundCamera) |
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{
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// get head position |
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Vector3 newPosition = faceManager.GetHeadPosition(userId, true); |
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// get head rotation |
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Quaternion newRotation = initialRotation * faceManager.GetHeadRotation(userId, true); |
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// rotational fix, provided by Richard Borys: |
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// The added rotation fixes rotational error that occurs when person is not centered in the middle of the kinect |
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Vector3 addedRotation = newPosition.z != 0f ? new Vector3(Mathf.Rad2Deg * (Mathf.Tan(newPosition.y) / newPosition.z), |
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Mathf.Rad2Deg * (Mathf.Tan(newPosition.x) / newPosition.z), 0) : Vector3.zero; |
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addedRotation.x = newRotation.eulerAngles.x + addedRotation.x; |
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addedRotation.y = newRotation.eulerAngles.y + addedRotation.y; |
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addedRotation.z = newRotation.eulerAngles.z + addedRotation.z; |
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newRotation = Quaternion.Euler(addedRotation.x, addedRotation.y, addedRotation.z); |
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// end of rotational fix |
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if(smoothFactorRotation != 0f) |
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transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, smoothFactorRotation * Time.deltaTime); |
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else |
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transform.rotation = newRotation; |
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// get the background rectangle (use the portrait background, if available) |
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Rect backgroundRect = foregroundCamera.pixelRect; |
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PortraitBackground portraitBack = PortraitBackground.Instance; |
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if(portraitBack && portraitBack.enabled) |
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{
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backgroundRect = portraitBack.GetBackgroundRect(); |
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} |
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// model position |
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newPosition = kinectManager.GetJointPosColorOverlay(userId, (int)KinectInterop.JointType.Head, foregroundCamera, backgroundRect); |
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if(newPosition == Vector3.zero) |
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{
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// hide the model behind the camera |
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newPosition.z = -10f; |
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} |
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if(verticalOffset != 0f) |
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{
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// add the vertical offset |
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Vector3 dirHead = new Vector3(0, verticalOffset, 0); |
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dirHead = transform.InverseTransformDirection(dirHead); |
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newPosition += dirHead; |
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} |
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// go to the new position |
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if(smoothFactorMovement != 0f && transform.position.z >= 0f) |
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transform.position = Vector3.Lerp(transform.position, newPosition, smoothFactorMovement * Time.deltaTime); |
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else |
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transform.position = newPosition; |
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// scale the model if needed |
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if(transform.localScale.x != modelScaleFactor) |
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{
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transform.localScale = new Vector3(modelScaleFactor, modelScaleFactor, modelScaleFactor); |
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} |
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} |
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else |
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{
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// hide the model behind the camera |
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if(transform.position.z >= 0f) |
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{
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transform.position = new Vector3(0f, 0f, -10f); |
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} |
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} |
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} |
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} |