t1 / TFDContents / Assets / KinectDemos / VisualizerDemo / Scripts / SceneMeshVisualizer.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (10.6 KB)
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using UnityEngine; |
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using System.Collections; |
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public class SceneMeshVisualizer : MonoBehaviour |
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{
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[Tooltip("Minimum tracked distance from the sensor, in meters.")]
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public float minDistance = 1f; |
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[Tooltip("Maximum tracked distance from the sensor, in meters.")]
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public float maxDistance = 3f; |
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[Tooltip("Maximum left and right distance from the sensor, in meters.")]
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public float maxLeftRight = 2f; |
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[Tooltip("Whether to include players to the scene mesh or not.")]
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public bool includePlayers = false; |
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[Tooltip("Time interval between scene mesh updates, in seconds.")]
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public float updateMeshInterval = 0.1f; |
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[Tooltip("Whether to update the mesh, only when there are no players detected.")]
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public bool updateWhenNoPlayers = false; |
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[Tooltip("Whether the mesh is facing the player or not.")]
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private bool mirroredScene = true; |
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[Tooltip("Camera that may be used to overlay the mesh over the color background.")]
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public Camera foregroundCamera; |
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[Tooltip("Whether to update the mesh collider as well, when the user mesh changes.")]
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public bool updateMeshCollider = false; |
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[Tooltip("Number of pixels per direction in a sample.")]
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private const int sampleSize = 2; |
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private Mesh mesh; |
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private Vector3[] vertices; |
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private Vector2[] uvs; |
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private int[] triangles; |
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private KinectManager manager = null; |
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private KinectInterop.SensorData sensorData = null; |
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//private Vector3[] spaceCoords = null; |
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private Matrix4x4 kinectToWorld = Matrix4x4.identity; |
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private float lastMeshUpdateTime = 0f; |
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private int colorWidth = 0; |
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private int colorHeight = 0; |
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private int depthWidth = 0; |
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private int depthHeight = 0; |
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private int sampledWidth = 0; |
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private int sampledHeight = 0; |
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private int minDepth = 0; |
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private int maxDepth = 0; |
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private Vector3 sceneMeshPos = Vector3.zero; |
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private byte[] vertexType; |
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private int[] vertexIndex; |
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void Start() |
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{
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if (foregroundCamera == null) |
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{
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foregroundCamera = Camera.main; |
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} |
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manager = KinectManager.Instance; |
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if (manager != null && manager.IsInitialized()) |
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{
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sensorData = manager.GetSensorData(); |
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minDepth = Mathf.RoundToInt(minDistance * 1000f); |
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maxDepth = Mathf.RoundToInt(maxDistance * 1000f); |
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colorWidth = manager.GetColorImageWidth(); |
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colorHeight = manager.GetColorImageHeight(); |
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depthWidth = manager.GetDepthImageWidth(); |
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depthHeight = manager.GetDepthImageHeight(); |
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sampledWidth = depthWidth / sampleSize; |
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sampledHeight = depthHeight / sampleSize; |
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if(sensorData.depth2SpaceCoords == null) |
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{
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sensorData.depth2SpaceCoords = new Vector3[depthWidth * depthHeight]; |
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} |
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sceneMeshPos = transform.position; |
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if(!mirroredScene) |
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{
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sceneMeshPos.x = -sceneMeshPos.x; |
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} |
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vertexType = new byte[sampledWidth * sampledHeight]; |
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vertexIndex = new int[sampledWidth * sampledHeight]; |
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CreateMesh(sampledWidth, sampledHeight); |
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} |
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} |
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private void CreateMesh(int width, int height) |
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{
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mesh = new Mesh(); |
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mesh.name = "SceneMesh"; |
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GetComponent<MeshFilter>().mesh = mesh; |
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} |
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void Update() |
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{
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if (manager == null || !manager.IsInitialized()) |
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return; |
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// get user texture |
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Renderer renderer = GetComponent<Renderer>(); |
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if(renderer && renderer.material && renderer.material.mainTexture == null) |
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{
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renderer.material.mainTexture = manager.GetUsersClrTex(); |
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} |
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// update the mesh position |
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sceneMeshPos = transform.position; |
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if(!mirroredScene) |
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{
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sceneMeshPos.x = -sceneMeshPos.x; |
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} |
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// get kinect-to-world matrix |
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kinectToWorld = manager.GetKinectToWorldMatrix(); |
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// update the mesh |
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UpdateMesh(); |
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} |
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private void UpdateMesh() |
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{
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if(sensorData.depthImage != null && sensorData.depth2ColorCoords != null && |
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sensorData.depth2SpaceCoords != null && sensorData.spaceCoordsBufferReady) |
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{
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if ((Time.time - lastMeshUpdateTime) >= updateMeshInterval && |
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(!updateWhenNoPlayers || !manager.IsUserDetected())) |
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{
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int vCount = 0, tCount = 0; |
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EstimateSceneVertices(out vCount, out tCount); |
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vertices = new Vector3[vCount]; |
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uvs = new Vector2[vCount]; |
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triangles = new int[6 * tCount]; |
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int index = 0, vIndex = 0, tIndex = 0, xyIndex = 0; |
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for (int y = 0; y < depthHeight; y += sampleSize) |
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{
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int xyStartIndex = xyIndex; |
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for (int x = 0; x < depthWidth; x += sampleSize) |
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{
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Vector3 vSpacePos = sensorData.depth2SpaceCoords[xyIndex]; |
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if(vertexType[index] != 0 && |
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!float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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{
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Vector2 vColorPos = sensorData.depth2ColorCoords[xyIndex]; |
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if(!float.IsInfinity(vColorPos.x) && !float.IsInfinity(vColorPos.y)) |
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{
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uvs[vIndex] = new Vector2(Mathf.Clamp01(vColorPos.x / colorWidth), Mathf.Clamp01(vColorPos.y / colorHeight)); |
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} |
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// check for color overlay |
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if (foregroundCamera) |
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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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ushort depthValue = sensorData.depthImage[xyIndex]; |
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if(!float.IsInfinity(vColorPos.x) && !float.IsInfinity(vColorPos.y) && depthValue > 0) |
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{
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float xScaled = (float)vColorPos.x * backgroundRect.width / sensorData.colorImageWidth; |
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float yScaled = (float)vColorPos.y * backgroundRect.height / sensorData.colorImageHeight; |
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float xScreen = backgroundRect.x + xScaled; |
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float yScreen = backgroundRect.y + backgroundRect.height - yScaled; |
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float zDistance = (float)depthValue / 1000f; |
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vSpacePos = foregroundCamera.ScreenToWorldPoint(new Vector3(xScreen, yScreen, zDistance)); |
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} |
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} |
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if(!mirroredScene) |
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{
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vSpacePos.x = -vSpacePos.x; |
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} |
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if(foregroundCamera == null) |
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{
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// convert space to world coords, when there is no color overlay |
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vSpacePos = kinectToWorld.MultiplyPoint3x4(vSpacePos); |
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} |
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vertices[vIndex] = vSpacePos - sceneMeshPos; |
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vIndex++; |
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if(vertexType[index] == 3) |
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{
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if(mirroredScene) |
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{
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triangles[tIndex++] = vertexIndex[index]; // top left |
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triangles[tIndex++] = vertexIndex[index + 1]; // top right |
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triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
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triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
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triangles[tIndex++] = vertexIndex[index + 1]; // top right |
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triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom right |
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} |
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else |
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{
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triangles[tIndex++] = vertexIndex[index + 1]; // top left |
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triangles[tIndex++] = vertexIndex[index]; // top right |
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triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
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triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
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triangles[tIndex++] = vertexIndex[index]; // top right |
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triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom right |
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} |
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} |
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} |
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index++; |
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xyIndex += sampleSize; |
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} |
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xyIndex = xyStartIndex + sampleSize * depthWidth; |
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} |
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// update the mesh |
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mesh.Clear(); |
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mesh.vertices = vertices; |
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mesh.uv = uvs; |
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//mesh.normals = normals; |
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mesh.triangles = triangles; |
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mesh.RecalculateNormals(); |
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mesh.RecalculateBounds(); |
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if (updateMeshCollider) |
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{
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MeshCollider meshCollider = GetComponent<MeshCollider>(); |
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if (meshCollider) |
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{
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meshCollider.sharedMesh = null; |
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meshCollider.sharedMesh = mesh; |
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} |
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} |
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// save update time |
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lastMeshUpdateTime = Time.time; |
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} |
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// buffer is released |
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lock(sensorData.spaceCoordsBufferLock) |
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{
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sensorData.spaceCoordsBufferReady = false; |
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} |
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} |
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} |
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// estimates which and how many sampled vertices are valid |
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private void EstimateSceneVertices(out int count1, out int count3) |
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{
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System.Array.Clear(vertexType, 0, vertexType.Length); |
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Vector3[] vSpacePos = new Vector3[4]; |
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int rowIndex = 0; |
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for (int y = 0; y < sampledHeight - 1; y++) |
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{
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int pixIndex = rowIndex; |
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for (int x = 0; x < sampledWidth - 1; x++) |
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{
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if(IsSceneSampleValid(x, y, ref vSpacePos[0]) && IsSceneSampleValid(x + 1, y, ref vSpacePos[1]) && |
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IsSceneSampleValid(x, y + 1, ref vSpacePos[2]) && IsSceneSampleValid(x + 1, y + 1, ref vSpacePos[3])) |
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{
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if(IsSpacePointsClose(vSpacePos, 0.01f)) |
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{
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vertexType[pixIndex] = 3; |
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vertexType[pixIndex + 1] = 1; |
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vertexType[pixIndex + sampledWidth] = 1; |
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vertexType[pixIndex + sampledWidth + 1] = 1; |
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} |
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} |
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pixIndex++; |
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} |
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rowIndex += sampledWidth; |
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} |
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// estimate counts |
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count1 = 0; |
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count3 = 0; |
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for(int i = 0; i < vertexType.Length; i++) |
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{
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if(vertexType[i] != 0) |
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{
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vertexIndex[i] = count1; |
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count1++; |
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} |
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else |
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{
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vertexIndex[i] = 0; |
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} |
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if(vertexType[i] == 3) |
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{
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count3++; |
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} |
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} |
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} |
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// checks if the space points are closer to each other than the minimum squared distance |
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private bool IsSpacePointsClose(Vector3[] vSpacePos, float fMinDistSquared) |
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{
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int iPosLength = vSpacePos.Length; |
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for(int i = 0; i < iPosLength; i++) |
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{
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for(int j = i + 1; j < iPosLength; j++) |
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{
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Vector3 vDist = vSpacePos[j] - vSpacePos[i]; |
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if(vDist.sqrMagnitude > fMinDistSquared) |
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return false; |
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} |
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} |
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return true; |
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} |
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// checks whether this sample block is valid for the scene |
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private bool IsSceneSampleValid(int x, int y, ref Vector3 vSpacePos) |
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{
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int pixelIndex = y * sampleSize * depthWidth + x * sampleSize; |
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int depth = sensorData.depthImage[pixelIndex]; |
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vSpacePos = sensorData.depth2SpaceCoords[pixelIndex]; |
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// check for valid scene or body pixel |
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bool isValidScenePixel = !includePlayers ? sensorData.bodyIndexImage[pixelIndex] == 255 : true; |
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if(isValidScenePixel && depth >= minDepth && depth <= maxDepth && |
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!float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z) && |
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(maxLeftRight < 0f || (vSpacePos.x >= -maxLeftRight && vSpacePos.x <= maxLeftRight))) |
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{
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return true; |
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} |
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return false; |
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} |
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} |