t1 / TFDContents / Assets / KinectDemos / FaceTrackingDemo / Scripts / SetFaceTexture.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (6.95 KB)
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using UnityEngine; |
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using System.Collections; |
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public class SetFaceTexture : 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("Whether to use the face-rectangle provided by the FacetrackingManager, or not.")]
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public bool useTrackedFaceRect = false; |
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[Tooltip("Width of the rectangle around the head joint, in meters.")]
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public float faceWidth = 0.3f; |
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[Tooltip("Height of the rectangle around the head joint, in meters.")]
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public float faceHeight = 0.3f; |
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[Tooltip("Game object renderer, used to display the face image as 2D texture.")]
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public Renderer targetObject; |
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//private Renderer targetRenderer; |
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private Rect faceRect; |
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private Texture2D colorTex, faceTex; |
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private KinectManager kinectManager; |
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private FacetrackingManager faceManager; |
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private BackgroundRemovalManager backManager; |
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private RenderTexture foregroundTex = null; |
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//private const int pixelAlignment = -2; // must be negative power of 2 |
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/// <summary> |
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/// Determines whether the face rectange and face texture are valid. |
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/// </summary> |
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/// <returns><c>true</c> if the face rectangle is valid; otherwise, <c>false</c>.</returns> |
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public bool IsFaceRectValid() |
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{
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return faceRect.width > 0 && faceRect.height > 0; |
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} |
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/// <summary> |
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/// Gets the face rectangle, in pixels. |
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/// </summary> |
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/// <returns>The face rectangle.</returns> |
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public Rect GetFaceRect() |
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{
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return faceRect; |
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} |
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/// <summary> |
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/// Gets the tracked face texture. |
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/// </summary> |
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/// <returns>The face texture.</returns> |
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public Texture GetFaceTex() |
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{
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return faceTex; |
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} |
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void Start () |
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{
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kinectManager = KinectManager.Instance; |
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faceTex = new Texture2D(100, 100, TextureFormat.ARGB32, false); |
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if (!targetObject) |
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{
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targetObject = GetComponent<Renderer>(); |
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} |
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if(targetObject && targetObject.material) |
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{
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targetObject.material.SetTextureScale("_MainTex", new Vector2(1, -1));
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} |
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} |
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void Update () |
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{
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if(faceManager == null) |
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{
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faceManager = FacetrackingManager.Instance; |
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} |
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if(!kinectManager || !kinectManager.IsInitialized()) |
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return; |
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if(!faceManager || !faceManager.IsFaceTrackingInitialized()) |
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return; |
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long userId = kinectManager.GetUserIdByIndex(playerIndex); |
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if (userId == 0) |
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{
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if(targetObject && targetObject.material && targetObject.material.mainTexture != null) |
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{
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targetObject.material.mainTexture = null; |
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} |
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return; |
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} |
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if (!backManager) |
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{
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backManager = BackgroundRemovalManager.Instance; |
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if (backManager) |
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{
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// re-initialize the texture |
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colorTex = null; |
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} |
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} |
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if (!foregroundTex && backManager && backManager.IsBackgroundRemovalInitialized()) |
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{
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// use foreground image |
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foregroundTex = (RenderTexture)backManager.GetForegroundTex (); |
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// if (!colorTex) |
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// {
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// colorTex = new Texture2D(kinectManager.GetColorImageWidth(), kinectManager.GetColorImageHeight(), TextureFormat.ARGB32, false); |
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// } |
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// |
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// try |
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// {
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// foregroundTex = (RenderTexture)backManager.GetForegroundTex (); |
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// //KinectInterop.RenderTex2Tex2D (foregroundTex, ref colorTex); |
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// } |
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// catch (System.Exception) |
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// {
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// colorTex = (Texture2D)backManager.GetForegroundTex (); |
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// } |
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} |
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else |
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{
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// use color camera image |
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if (!colorTex) |
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{
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colorTex = kinectManager.GetUsersClrTex(); |
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} |
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} |
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//faceRect = faceManager.GetFaceColorRect(userId); |
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faceRect = GetHeadJointFaceRect(userId); |
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if (faceRect.width > 0 && faceRect.height > 0) |
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{
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int faceX = (int)faceRect.x; |
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int faceY = (int)faceRect.y; |
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int faceW = (int)faceRect.width; |
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int faceH = (int)faceRect.height; |
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if(faceX < 0) faceX = 0; |
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if(faceY < 0) faceY = 0; |
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if((faceX + faceW) > colorTex.width) faceW = colorTex.width - faceX; |
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if((faceY + faceH) > colorTex.height) faceH = colorTex.height - faceY; |
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if(faceTex.width != faceW || faceTex.height != faceH) |
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{
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faceTex.Resize(faceW, faceH); |
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} |
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if (foregroundTex) |
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{
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KinectInterop.RenderTex2Tex2D(foregroundTex, faceX, foregroundTex.height - faceY - faceH, faceW, faceH, ref faceTex); |
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} |
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else if(colorTex) |
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{
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Color[] colorPixels = colorTex.GetPixels(faceX, faceY, faceW, faceH, 0); |
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faceTex.SetPixels(colorPixels); |
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faceTex.Apply(); |
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} |
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if (targetObject && !targetObject.gameObject.activeSelf) |
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{
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targetObject.gameObject.SetActive(true); |
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} |
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if(targetObject && targetObject.material) |
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{
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targetObject.material.mainTexture = faceTex; |
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} |
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// don't rotate the transform - mesh follows the head rotation |
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if (targetObject.transform.rotation != Quaternion.identity) |
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{
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targetObject.transform.rotation = Quaternion.identity; |
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} |
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} |
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else |
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{
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if (targetObject && targetObject.gameObject.activeSelf) |
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{
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targetObject.gameObject.SetActive(false); |
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} |
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if(targetObject && targetObject.material && targetObject.material.mainTexture != null) |
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{
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targetObject.material.mainTexture = null; |
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} |
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} |
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} |
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private Rect GetHeadJointFaceRect(long userId) |
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{
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Rect faceJointRect = new Rect(); |
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if (useTrackedFaceRect && faceManager && |
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faceManager.IsFaceTrackingInitialized () && faceManager.IsTrackingFace (userId)) |
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{
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faceJointRect = faceManager.GetFaceColorRect(userId); |
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return faceJointRect; |
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} |
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if(kinectManager.IsJointTracked(userId, (int)KinectInterop.JointType.Head)) |
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{
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Vector3 posHeadRaw = kinectManager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.Head); |
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if(posHeadRaw != Vector3.zero) |
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{
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Vector2 posDepthHead = kinectManager.MapSpacePointToDepthCoords(posHeadRaw); |
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ushort depthHead = kinectManager.GetDepthForPixel((int)posDepthHead.x, (int)posDepthHead.y); |
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Vector3 sizeHalfFace = new Vector3(faceWidth / 2f, faceHeight / 2f, 0f); |
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Vector3 posFaceRaw1 = posHeadRaw - sizeHalfFace; |
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Vector3 posFaceRaw2 = posHeadRaw + sizeHalfFace; |
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Vector2 posDepthFace1 = kinectManager.MapSpacePointToDepthCoords(posFaceRaw1); |
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Vector2 posDepthFace2 = kinectManager.MapSpacePointToDepthCoords(posFaceRaw2); |
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if(posDepthFace1 != Vector2.zero && posDepthFace2 != Vector2.zero && depthHead > 0) |
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{
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Vector2 posColorFace1 = kinectManager.MapDepthPointToColorCoords(posDepthFace1, depthHead); |
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Vector2 posColorFace2 = kinectManager.MapDepthPointToColorCoords(posDepthFace2, depthHead); |
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if(!float.IsInfinity(posColorFace1.x) && !float.IsInfinity(posColorFace1.y) && |
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!float.IsInfinity(posColorFace2.x) && !float.IsInfinity(posColorFace2.y)) |
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{
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faceJointRect.x = posColorFace1.x; |
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faceJointRect.y = posColorFace2.y; |
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faceJointRect.width = Mathf.Abs(posColorFace2.x - posColorFace1.x); |
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faceJointRect.height = Mathf.Abs(posColorFace2.y - posColorFace1.y); |
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} |
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} |
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} |
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} |
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return faceJointRect; |
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} |
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} |