t1 / TFDContents / Assets / KinectDemos / VariousDemos / Scripts / SimpleHolographicCamera.cs @ 3
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using UnityEngine; |
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using System; |
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/// <summary> |
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/// Script that emulates a 3D holographic display based on the viewer position |
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/// by Davi Loots (Twitter: @davloots), Start() & Update()-functions added by Rumen Filkov (Twitter: @roumenf) |
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/// Usage: |
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/// - Attach to a camera. |
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/// - Update the HeadPosition each frame either in this or in an external script based on some form of headtracking |
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/// - For best effect - and if available - use a stereoscopic display and calculate the head |
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/// position twice by simply offsetting the HeadPosition .03 to the left and to the right for |
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/// each of the views. |
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/// </summary> |
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class SimpleHolographicCamera : 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("How high above the ground is the center of the display, in meters.")]
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//public float ScreenCenterY = 0.5f; |
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[Tooltip("The position of display center, in Kinect world coordinates, in meters.")]
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public Vector3 screenCenterPos = new Vector3(0f, 1f, 0f); |
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[Tooltip("Width of the display in meters.")]
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public float screenWidth = 1.6f; // 0.88f; |
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[Tooltip("Height of the display in meters.")]
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public float screenHeight = 0.9f; // 0.50f; |
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[Tooltip("Maximum distance from the user to the display wall, in meters.")]
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public float maxUserDistance = 3f; |
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[Tooltip("GUI-Text to display status messages.")]
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public GUIText statusText = null; |
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private float left = -0.2F; |
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private float right = 0.2F; |
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private float bottom = -0.2F; |
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private float top = 0.2F; |
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private KinectManager kinectManager; |
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private Vector3 jointHeadPos; |
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private Vector3 headRelPosition; |
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private bool headPosValid = false; |
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private Vector3 initialCamPos = Vector3.zero; |
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private Quaternion initialCamRot = Quaternion.identity; |
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private Matrix4x4 initialCamPM = Matrix4x4.identity; |
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private Vector3 initialRelPos = Vector3.zero; |
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void Start() |
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{
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kinectManager = KinectManager.Instance; |
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//screenCenterPos = new Vector3 (0f, ScreenCenterY, 0f); |
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Camera cam = GetComponent<Camera>(); |
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if (cam) |
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{
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initialCamPos = cam.transform.position; |
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initialCamRot = cam.transform.rotation; |
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initialCamPM = cam.projectionMatrix; |
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} |
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} |
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void Update() |
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{
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headPosValid = false; |
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if (kinectManager && kinectManager.IsInitialized()) |
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{
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long userId = kinectManager.GetUserIdByIndex(playerIndex); |
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if (kinectManager.IsUserTracked (userId) && kinectManager.IsJointTracked (userId, (int)KinectInterop.JointType.Head)) |
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{
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jointHeadPos = kinectManager.GetJointPosition (userId, (int)KinectInterop.JointType.Head); |
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headRelPosition = jointHeadPos - screenCenterPos; |
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headPosValid = true; |
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if (initialRelPos == Vector3.zero) |
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{
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initialRelPos = headRelPosition; |
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} |
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if (statusText) |
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{
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string sStatusMsg = string.Format ("Head position: {0}\nRelative to screen: {1}", jointHeadPos, headRelPosition);
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statusText.text = sStatusMsg; |
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} |
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} |
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else |
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{
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initialRelPos = Vector3.zero; |
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} |
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} |
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} |
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/// <summary> |
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/// Updates the projection matrix and camera position to get the correct anamorph perspective |
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/// </summary> |
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void LateUpdate() |
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{
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Camera cam = GetComponent<Camera>(); |
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if (cam) |
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{
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if (headPosValid) |
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{
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// set off-center projection |
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left = cam.nearClipPlane * (-screenWidth / 2 - headRelPosition.x) / initialRelPos.z; |
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right = cam.nearClipPlane * (screenWidth / 2 - headRelPosition.x) / initialRelPos.z; |
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bottom = cam.nearClipPlane * (-screenHeight / 2 - headRelPosition.y) / initialRelPos.z; |
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top = cam.nearClipPlane * (screenHeight / 2 - headRelPosition.y) / initialRelPos.z; |
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cam.transform.position = new Vector3(headRelPosition.x, headRelPosition.y, -headRelPosition.z); |
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cam.transform.LookAt(new Vector3(headRelPosition.x, headRelPosition.y, 0)); |
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Matrix4x4 m = PerspectiveOffCenter(left, right, bottom, top, cam.nearClipPlane, cam.farClipPlane); |
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cam.projectionMatrix = m; |
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} |
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else |
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{
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// set the initial camera settings |
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cam.transform.position = initialCamPos; |
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cam.transform.rotation = initialCamRot; |
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cam.projectionMatrix = initialCamPM; |
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} |
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} |
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} |
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/// <summary> |
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/// Calculates the camera projection matrix |
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/// </summary> |
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/// <returns>The off center matrix.</returns> |
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/// <param name="left">Left.</param> |
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/// <param name="right">Right.</param> |
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/// <param name="bottom">Bottom.</param> |
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/// <param name="top">Top.</param> |
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/// <param name="near">Near.</param> |
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/// <param name="far">Far.</param> |
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private Matrix4x4 PerspectiveOffCenter(float left, float right, float bottom, float top, float near, float far) |
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{
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float x = 2.0F * near / (right - left); |
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float y = 2.0F * near / (top - bottom); |
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float a = (right + left) / (right - left); |
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float b = (top + bottom) / (top - bottom); |
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float c = -(far + near) / (far - near); |
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float d = -(2.0F * far * near) / (far - near); |
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float e = -1.0F; |
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Matrix4x4 m = new Matrix4x4(); |
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m[0, 0] = x; |
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m[0, 1] = 0; |
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m[0, 2] = a; |
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m[0, 3] = 0; |
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m[1, 0] = 0; |
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m[1, 1] = y; |
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m[1, 2] = b; |
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m[1, 3] = 0; |
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m[2, 0] = 0; |
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m[2, 1] = 0; |
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m[2, 2] = c; |
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m[2, 3] = d; |
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m[3, 0] = 0; |
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m[3, 1] = 0; |
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m[3, 2] = e; |
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m[3, 3] = 0; |
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return m; |
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} |
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} |
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