t1 / TFDContents / Assets / KinectDemos / OverlayDemo / Scripts / SkeletonOverlayer.cs @ 3
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using UnityEngine; |
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using System.Collections; |
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//using Windows.Kinect; |
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public class SkeletonOverlayer : MonoBehaviour |
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{ |
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[Tooltip("GUI-texture used to display the color camera feed on the scene background.")] |
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public GUITexture backgroundImage; |
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[Tooltip("Camera that will be used to overlay the 3D-objects over the background.")] |
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public Camera foregroundCamera; |
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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("Game object used to overlay the joints.")] |
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public GameObject jointPrefab; |
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[Tooltip("Line object used to overlay the bones.")] |
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public LineRenderer linePrefab; |
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//public float smoothFactor = 10f; |
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//public GUIText debugText; |
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private GameObject[] joints = null; |
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private LineRenderer[] lines = null; |
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private Quaternion initialRotation = Quaternion.identity; |
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void Start() |
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{ |
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KinectManager manager = KinectManager.Instance; |
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if(manager && manager.IsInitialized()) |
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{ |
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int jointsCount = manager.GetJointCount(); |
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if(jointPrefab) |
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{ |
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// array holding the skeleton joints |
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joints = new GameObject[jointsCount]; |
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for(int i = 0; i < joints.Length; i++) |
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{ |
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joints[i] = Instantiate(jointPrefab) as GameObject; |
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joints[i].transform.parent = transform; |
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joints[i].name = ((KinectInterop.JointType)i).ToString(); |
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joints[i].SetActive(false); |
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} |
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} |
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// array holding the skeleton lines |
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lines = new LineRenderer[jointsCount]; |
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// if(linePrefab) |
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// { |
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// for(int i = 0; i < lines.Length; i++) |
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// { |
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// lines[i] = Instantiate(linePrefab) as LineRenderer; |
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// lines[i].transform.parent = transform; |
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// lines[i].gameObject.SetActive(false); |
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// } |
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// } |
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} |
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// always mirrored |
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initialRotation = Quaternion.Euler(new Vector3(0f, 180f, 0f)); |
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if (!foregroundCamera) |
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{ |
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// by default - the main camera |
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foregroundCamera = Camera.main; |
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} |
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} |
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void Update () |
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{ |
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KinectManager manager = KinectManager.Instance; |
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if(manager && manager.IsInitialized() && foregroundCamera) |
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{ |
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//backgroundImage.renderer.material.mainTexture = manager.GetUsersClrTex(); |
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if(backgroundImage && (backgroundImage.texture == null)) |
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{ |
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backgroundImage.texture = manager.GetUsersClrTex(); |
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} |
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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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// overlay all joints in the skeleton |
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if(manager.IsUserDetected(playerIndex)) |
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{ |
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long userId = manager.GetUserIdByIndex(playerIndex); |
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int jointsCount = manager.GetJointCount(); |
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for(int i = 0; i < jointsCount; i++) |
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{ |
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int joint = i; |
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if(manager.IsJointTracked(userId, joint)) |
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{ |
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Vector3 posJoint = manager.GetJointPosColorOverlay(userId, joint, foregroundCamera, backgroundRect); |
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//Vector3 posJoint = manager.GetJointPosition(userId, joint); |
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if(joints != null) |
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{ |
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// overlay the joint |
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if(posJoint != Vector3.zero) |
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{ |
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// if(debugText && joint == 0) |
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// { |
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// debugText.text = string.Format("{0} - {1}\nRealPos: {2}", |
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// (KinectInterop.JointType)joint, posJoint, |
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// manager.GetJointPosition(userId, joint)); |
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// } |
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joints[i].SetActive(true); |
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joints[i].transform.position = posJoint; |
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Quaternion rotJoint = manager.GetJointOrientation(userId, joint, false); |
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rotJoint = initialRotation * rotJoint; |
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joints[i].transform.rotation = rotJoint; |
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} |
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else |
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{ |
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joints[i].SetActive(false); |
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} |
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} |
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if(lines[i] == null && linePrefab != null) |
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{ |
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lines[i] = Instantiate(linePrefab) as LineRenderer; |
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lines[i].transform.parent = transform; |
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lines[i].gameObject.SetActive(false); |
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} |
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if(lines[i] != null) |
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{ |
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// overlay the line to the parent joint |
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int jointParent = (int)manager.GetParentJoint((KinectInterop.JointType)joint); |
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Vector3 posParent = manager.GetJointPosColorOverlay(userId, jointParent, foregroundCamera, backgroundRect); |
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if(posJoint != Vector3.zero && posParent != Vector3.zero) |
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{ |
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lines[i].gameObject.SetActive(true); |
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//lines[i].SetVertexCount(2); |
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lines[i].SetPosition(0, posParent); |
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lines[i].SetPosition(1, posJoint); |
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} |
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else |
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{ |
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lines[i].gameObject.SetActive(false); |
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} |
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} |
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} |
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else |
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{ |
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if(joints != null) |
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{ |
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joints[i].SetActive(false); |
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} |
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if(lines[i] != null) |
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{ |
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lines[i].gameObject.SetActive(false); |
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} |
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} |
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} |
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} |
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} |
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} |
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} |