t1 / TFDContents / Assets / KinectDemos / VisualizerDemo / Scripts / UserHandVisualizer.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (13.7 KB)
| 1 |
using UnityEngine; |
|---|---|
| 2 |
using System.Collections; |
| 3 |
|
| 4 |
|
| 5 |
public class UserHandVisualizer : MonoBehaviour |
| 6 |
{
|
| 7 |
[Tooltip("Index of the player, tracked by this component. 0 - the 1st player, 1 - the 2nd player, 2 - the 3rd player, etc.")]
|
| 8 |
public int playerIndex = 0; |
| 9 |
|
| 10 |
[Tooltip("Whether the mesh is facing the player or not.")]
|
| 11 |
public bool mirroredMovement = true; |
| 12 |
|
| 13 |
[Tooltip("Kinect origin position.")]
|
| 14 |
public Vector3 originPosition = Vector3.zero; |
| 15 |
|
| 16 |
[Tooltip("Whether the z-movement is inverted or not.")]
|
| 17 |
public bool invertedZMovement = false; |
| 18 |
|
| 19 |
[Tooltip("Smooth factor used for the camera re-orientation.")]
|
| 20 |
public float smoothFactor = 0f; |
| 21 |
|
| 22 |
[Tooltip("Camera that may be used to overlay the mesh over the color background.")]
|
| 23 |
public Camera foregroundCamera; |
| 24 |
|
| 25 |
[Tooltip("Whether to update the mesh collider as well, when the user mesh changes.")]
|
| 26 |
public bool updateMeshCollider = false; |
| 27 |
|
| 28 |
[Tooltip("Number of pixels per direction in a sample.")]
|
| 29 |
private const int sampleSize = 1; |
| 30 |
|
| 31 |
|
| 32 |
private Mesh mesh; |
| 33 |
private Vector3[] vertices; |
| 34 |
private Vector2[] uvs; |
| 35 |
private int[] triangles; |
| 36 |
|
| 37 |
private KinectManager manager = null; |
| 38 |
|
| 39 |
private KinectInterop.SensorData sensorData = null; |
| 40 |
//private Vector3[] spaceCoords = null; |
| 41 |
private Matrix4x4 kinectToWorld = Matrix4x4.identity; |
| 42 |
|
| 43 |
private int depthWidth = 0; |
| 44 |
private int depthHeight = 0; |
| 45 |
|
| 46 |
private int sampledWidth = 0; |
| 47 |
private int sampledHeight = 0; |
| 48 |
|
| 49 |
private long userId = 0; |
| 50 |
private byte userBodyIndex = 255; |
| 51 |
private Vector3 userMeshPos = Vector3.zero; |
| 52 |
|
| 53 |
private Vector3 leftHandPos = Vector3.zero; |
| 54 |
private Vector3 rightHandPos = Vector3.zero; |
| 55 |
private Vector3 leftFingerPos = Vector3.zero; |
| 56 |
private Vector3 rightFingerPos = Vector3.zero; |
| 57 |
private Vector3 leftThumbPos = Vector3.zero; |
| 58 |
private Vector3 rightThumbPos = Vector3.zero; |
| 59 |
|
| 60 |
private byte[] vertexType; |
| 61 |
private int[] vertexIndex; |
| 62 |
|
| 63 |
|
| 64 |
void Start() |
| 65 |
{
|
| 66 |
manager = KinectManager.Instance; |
| 67 |
|
| 68 |
if (manager != null) |
| 69 |
{
|
| 70 |
sensorData = manager.GetSensorData(); |
| 71 |
|
| 72 |
depthWidth = manager.GetDepthImageWidth(); |
| 73 |
depthHeight = manager.GetDepthImageHeight(); |
| 74 |
|
| 75 |
sampledWidth = depthWidth / sampleSize; |
| 76 |
sampledHeight = depthHeight / sampleSize; |
| 77 |
|
| 78 |
//spaceCoords = new Vector3[depthWidth * depthHeight]; |
| 79 |
|
| 80 |
if(sensorData.depth2SpaceCoords == null) |
| 81 |
{
|
| 82 |
sensorData.depth2SpaceCoords = new Vector3[depthWidth * depthHeight]; |
| 83 |
} |
| 84 |
|
| 85 |
vertexType = new byte[sampledWidth * sampledHeight]; |
| 86 |
vertexIndex = new int[sampledWidth * sampledHeight]; |
| 87 |
|
| 88 |
CreateMesh(sampledWidth, sampledHeight); |
| 89 |
} |
| 90 |
} |
| 91 |
|
| 92 |
private void CreateMesh(int width, int height) |
| 93 |
{
|
| 94 |
mesh = new Mesh(); |
| 95 |
mesh.name = "UserMesh"; |
| 96 |
|
| 97 |
GetComponent<MeshFilter>().mesh = mesh; |
| 98 |
} |
| 99 |
|
| 100 |
void Update() |
| 101 |
{
|
| 102 |
if (manager == null || !manager.IsInitialized()) |
| 103 |
return; |
| 104 |
|
| 105 |
// get user texture |
| 106 |
Renderer renderer = GetComponent<Renderer>(); |
| 107 |
if(renderer && renderer.material && renderer.material.mainTexture == null) |
| 108 |
{
|
| 109 |
BackgroundRemovalManager backManager = BackgroundRemovalManager.Instance; |
| 110 |
renderer.material.mainTexture = backManager ? (Texture)sensorData.depth2ColorTexture : (Texture)manager.GetUsersLblTex(); |
| 111 |
} |
| 112 |
|
| 113 |
// get kinect-to-world matrix |
| 114 |
kinectToWorld = manager.GetKinectToWorldMatrix(); |
| 115 |
|
| 116 |
if(playerIndex >= 0) |
| 117 |
{
|
| 118 |
long lastUserId = userId; |
| 119 |
userId = manager.GetUserIdByIndex(playerIndex); |
| 120 |
|
| 121 |
userBodyIndex = (byte)manager.GetBodyIndexByUserId(userId); |
| 122 |
if(userBodyIndex == 255) |
| 123 |
userBodyIndex = 222; |
| 124 |
|
| 125 |
// hand positions |
| 126 |
leftHandPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.HandLeft); |
| 127 |
rightHandPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.HandRight); |
| 128 |
leftFingerPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.HandTipLeft); |
| 129 |
rightFingerPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.HandTipRight); |
| 130 |
leftThumbPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.ThumbLeft); |
| 131 |
rightThumbPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.ThumbRight); |
| 132 |
|
| 133 |
// check for color overlay |
| 134 |
if (foregroundCamera) |
| 135 |
{
|
| 136 |
// get the background rectangle (use the portrait background, if available) |
| 137 |
Rect backgroundRect = foregroundCamera.pixelRect; |
| 138 |
PortraitBackground portraitBack = PortraitBackground.Instance; |
| 139 |
|
| 140 |
if (portraitBack && portraitBack.enabled) |
| 141 |
{
|
| 142 |
backgroundRect = portraitBack.GetBackgroundRect (); |
| 143 |
} |
| 144 |
|
| 145 |
// get user position |
| 146 |
userMeshPos = manager.GetJointPosColorOverlay(userId, (int)KinectInterop.JointType.SpineBase, foregroundCamera, backgroundRect); |
| 147 |
} |
| 148 |
else |
| 149 |
{
|
| 150 |
// get user position |
| 151 |
userMeshPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.SpineBase); |
| 152 |
} |
| 153 |
|
| 154 |
if(!mirroredMovement) |
| 155 |
{
|
| 156 |
userMeshPos.x = -userMeshPos.x; |
| 157 |
} |
| 158 |
|
| 159 |
if (foregroundCamera == null) |
| 160 |
{
|
| 161 |
// convert kinect pos to world coords, when there is no color overlay |
| 162 |
userMeshPos = kinectToWorld.MultiplyPoint3x4(userMeshPos); |
| 163 |
} |
| 164 |
|
| 165 |
// set transform position |
| 166 |
Vector3 newUserPos = userMeshPos + originPosition; // manager.GetJointPosition(userId, (int)KinectInterop.JointType.SpineBase) + originPosition; |
| 167 |
|
| 168 |
if(invertedZMovement) |
| 169 |
{
|
| 170 |
newUserPos.z = -newUserPos.z; |
| 171 |
} |
| 172 |
|
| 173 |
transform.position = lastUserId != 0 && smoothFactor != 0f ? Vector3.Lerp(transform.position, newUserPos, smoothFactor * Time.deltaTime) : newUserPos; |
| 174 |
} |
| 175 |
else |
| 176 |
{
|
| 177 |
userId = 0; |
| 178 |
userBodyIndex = 255; |
| 179 |
userMeshPos = Vector3.zero; |
| 180 |
|
| 181 |
leftHandPos = rightHandPos = Vector3.zero; |
| 182 |
leftFingerPos = rightFingerPos = Vector3.zero; |
| 183 |
leftThumbPos = rightThumbPos = Vector3.zero; |
| 184 |
} |
| 185 |
|
| 186 |
// update the mesh |
| 187 |
UpdateMesh(); |
| 188 |
} |
| 189 |
|
| 190 |
private void UpdateMesh() |
| 191 |
{
|
| 192 |
if(sensorData.depthImage != null && sensorData.bodyIndexImage != null && |
| 193 |
sensorData.depth2SpaceCoords != null && sensorData.spaceCoordsBufferReady) |
| 194 |
{
|
| 195 |
int vCount = 0, tCount = 0; |
| 196 |
EstimateUserVertices(out vCount, out tCount); |
| 197 |
|
| 198 |
vertices = new Vector3[vCount]; |
| 199 |
uvs = new Vector2[vCount]; |
| 200 |
triangles = new int[6 * tCount]; |
| 201 |
|
| 202 |
int index = 0, vIndex = 0, tIndex = 0, xyIndex = 0; |
| 203 |
for (int y = 0; y < depthHeight; y += sampleSize) |
| 204 |
{
|
| 205 |
int xyStartIndex = xyIndex; |
| 206 |
|
| 207 |
for (int x = 0; x < depthWidth; x += sampleSize) |
| 208 |
{
|
| 209 |
//Vector3 vSpacePos = spaceCoords[xyIndex]; |
| 210 |
Vector3 vSpacePos = sensorData.depth2SpaceCoords[xyIndex]; |
| 211 |
|
| 212 |
if(vertexType[index] != 0 && |
| 213 |
!float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
| 214 |
{
|
| 215 |
// check for color overlay |
| 216 |
if (foregroundCamera) |
| 217 |
{
|
| 218 |
// get the background rectangle (use the portrait background, if available) |
| 219 |
Rect backgroundRect = foregroundCamera.pixelRect; |
| 220 |
PortraitBackground portraitBack = PortraitBackground.Instance; |
| 221 |
|
| 222 |
if(portraitBack && portraitBack.enabled) |
| 223 |
{
|
| 224 |
backgroundRect = portraitBack.GetBackgroundRect(); |
| 225 |
} |
| 226 |
|
| 227 |
Vector2 vColorPos = sensorData.depth2ColorCoords[xyIndex]; |
| 228 |
ushort depthValue = sensorData.depthImage[xyIndex]; |
| 229 |
|
| 230 |
if(!float.IsInfinity(vColorPos.x) && !float.IsInfinity(vColorPos.y) && depthValue > 0) |
| 231 |
{
|
| 232 |
float xScaled = (float)vColorPos.x * backgroundRect.width / sensorData.colorImageWidth; |
| 233 |
float yScaled = (float)vColorPos.y * backgroundRect.height / sensorData.colorImageHeight; |
| 234 |
|
| 235 |
float xScreen = backgroundRect.x + xScaled; |
| 236 |
float yScreen = backgroundRect.y + backgroundRect.height - yScaled; |
| 237 |
float zDistance = (float)depthValue / 1000f; |
| 238 |
|
| 239 |
vSpacePos = foregroundCamera.ScreenToWorldPoint(new Vector3(xScreen, yScreen, zDistance)); |
| 240 |
} |
| 241 |
} |
| 242 |
|
| 243 |
if(!mirroredMovement) |
| 244 |
{
|
| 245 |
vSpacePos.x = -vSpacePos.x; |
| 246 |
} |
| 247 |
|
| 248 |
if(foregroundCamera == null) |
| 249 |
{
|
| 250 |
// convert space to world coords, when there is no color overlay |
| 251 |
vSpacePos = kinectToWorld.MultiplyPoint3x4(vSpacePos); |
| 252 |
} |
| 253 |
|
| 254 |
vertices[vIndex] = vSpacePos - userMeshPos; |
| 255 |
uvs[vIndex] = new Vector2((float)x / depthWidth, (float)y / depthHeight); |
| 256 |
vIndex++; |
| 257 |
|
| 258 |
if(vertexType[index] == 3) |
| 259 |
{
|
| 260 |
if(mirroredMovement) |
| 261 |
{
|
| 262 |
triangles[tIndex++] = vertexIndex[index]; // top left |
| 263 |
triangles[tIndex++] = vertexIndex[index + 1]; // top right |
| 264 |
triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
| 265 |
|
| 266 |
triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom left |
| 267 |
triangles[tIndex++] = vertexIndex[index + 1]; // top right |
| 268 |
triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom right |
| 269 |
} |
| 270 |
else |
| 271 |
{
|
| 272 |
triangles[tIndex++] = vertexIndex[index + 1]; // top left |
| 273 |
triangles[tIndex++] = vertexIndex[index]; // top right |
| 274 |
triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
| 275 |
|
| 276 |
triangles[tIndex++] = vertexIndex[index + sampledWidth + 1]; // bottom left |
| 277 |
triangles[tIndex++] = vertexIndex[index]; // top right |
| 278 |
triangles[tIndex++] = vertexIndex[index + sampledWidth]; // bottom right |
| 279 |
} |
| 280 |
} |
| 281 |
} |
| 282 |
|
| 283 |
index++; |
| 284 |
xyIndex += sampleSize; |
| 285 |
} |
| 286 |
|
| 287 |
xyIndex = xyStartIndex + sampleSize * depthWidth; |
| 288 |
} |
| 289 |
|
| 290 |
// buffer is released |
| 291 |
lock(sensorData.spaceCoordsBufferLock) |
| 292 |
{
|
| 293 |
sensorData.spaceCoordsBufferReady = false; |
| 294 |
} |
| 295 |
|
| 296 |
mesh.Clear(); |
| 297 |
mesh.vertices = vertices; |
| 298 |
mesh.uv = uvs; |
| 299 |
//mesh.normals = normals; |
| 300 |
mesh.triangles = triangles; |
| 301 |
mesh.RecalculateNormals(); |
| 302 |
mesh.RecalculateBounds(); |
| 303 |
|
| 304 |
if (updateMeshCollider) |
| 305 |
{
|
| 306 |
MeshCollider meshCollider = GetComponent<MeshCollider>(); |
| 307 |
|
| 308 |
if (meshCollider) |
| 309 |
{
|
| 310 |
meshCollider.sharedMesh = null; |
| 311 |
meshCollider.sharedMesh = mesh; |
| 312 |
} |
| 313 |
} |
| 314 |
} |
| 315 |
} |
| 316 |
|
| 317 |
// estimates which and how many sampled vertices are valid |
| 318 |
private void EstimateUserVertices(out int count1, out int count3) |
| 319 |
{
|
| 320 |
System.Array.Clear(vertexType, 0, vertexType.Length); |
| 321 |
|
| 322 |
Vector3[] vSpacePos = new Vector3[4]; |
| 323 |
int rowIndex = 0; |
| 324 |
|
| 325 |
for (int y = 0; y < sampledHeight - 1; y++) |
| 326 |
{
|
| 327 |
int pixIndex = rowIndex; |
| 328 |
|
| 329 |
for (int x = 0; x < sampledWidth - 1; x++) |
| 330 |
{
|
| 331 |
if(IsUserSampleValid(x, y, ref vSpacePos[0]) && IsUserSampleValid(x + 1, y, ref vSpacePos[1]) && |
| 332 |
IsUserSampleValid(x, y + 1, ref vSpacePos[2]) && IsUserSampleValid(x + 1, y + 1, ref vSpacePos[3])) |
| 333 |
{
|
| 334 |
if(IsSpacePointsCloseToEachOther(vSpacePos, 0.01f) && IsSpacePointsCloseToHands(vSpacePos, 0.01f)) |
| 335 |
{
|
| 336 |
vertexType[pixIndex] = 3; |
| 337 |
|
| 338 |
vertexType[pixIndex + 1] = 1; |
| 339 |
vertexType[pixIndex + sampledWidth] = 1; |
| 340 |
vertexType[pixIndex + sampledWidth + 1] = 1; |
| 341 |
} |
| 342 |
} |
| 343 |
|
| 344 |
pixIndex++; |
| 345 |
} |
| 346 |
|
| 347 |
rowIndex += sampledWidth; |
| 348 |
} |
| 349 |
|
| 350 |
// estimate counts |
| 351 |
count1 = 0; |
| 352 |
count3 = 0; |
| 353 |
|
| 354 |
for(int i = 0; i < vertexType.Length; i++) |
| 355 |
{
|
| 356 |
if(vertexType[i] != 0) |
| 357 |
{
|
| 358 |
vertexIndex[i] = count1; |
| 359 |
count1++; |
| 360 |
} |
| 361 |
else |
| 362 |
{
|
| 363 |
vertexIndex[i] = 0; |
| 364 |
} |
| 365 |
|
| 366 |
if(vertexType[i] == 3) |
| 367 |
{
|
| 368 |
count3++; |
| 369 |
} |
| 370 |
} |
| 371 |
} |
| 372 |
|
| 373 |
// checks if the space points are closer to each other than the minimum squared distance |
| 374 |
private bool IsSpacePointsCloseToEachOther(Vector3[] vSpacePos, float fMinDistSquared) |
| 375 |
{
|
| 376 |
int iPosLength = vSpacePos.Length; |
| 377 |
|
| 378 |
for(int i = 0; i < iPosLength; i++) |
| 379 |
{
|
| 380 |
for(int j = i + 1; j < iPosLength; j++) |
| 381 |
{
|
| 382 |
Vector3 vDist = vSpacePos[j] - vSpacePos[i]; |
| 383 |
if(vDist.sqrMagnitude > fMinDistSquared) |
| 384 |
return false; |
| 385 |
} |
| 386 |
} |
| 387 |
|
| 388 |
return true; |
| 389 |
} |
| 390 |
|
| 391 |
// checks if the space points are closer to hand, finger or thumb joints than the minimum squared distance |
| 392 |
private bool IsSpacePointsCloseToHands(Vector3[] vSpacePos, float fMinDistSquared) |
| 393 |
{
|
| 394 |
if(IsSpacePointsCloseToJoint(vSpacePos, leftHandPos, fMinDistSquared) || IsSpacePointsCloseToJoint(vSpacePos, rightHandPos, fMinDistSquared) || |
| 395 |
IsSpacePointsCloseToJoint(vSpacePos, leftFingerPos, fMinDistSquared) || IsSpacePointsCloseToJoint(vSpacePos, rightFingerPos, fMinDistSquared) || |
| 396 |
IsSpacePointsCloseToJoint(vSpacePos, leftThumbPos, fMinDistSquared) || IsSpacePointsCloseToJoint(vSpacePos, rightThumbPos, fMinDistSquared)) |
| 397 |
{
|
| 398 |
return true; |
| 399 |
} |
| 400 |
|
| 401 |
return false; |
| 402 |
} |
| 403 |
|
| 404 |
// checks if the space points are closer to joint position than the minimum squared distance |
| 405 |
private bool IsSpacePointsCloseToJoint(Vector3[] vSpacePos, Vector3 vJointPos, float fMinDistSquared) |
| 406 |
{
|
| 407 |
int iPosLength = vSpacePos.Length; |
| 408 |
|
| 409 |
for(int i = 0; i < iPosLength; i++) |
| 410 |
{
|
| 411 |
Vector3 vDist = vSpacePos[i] - vJointPos; |
| 412 |
if(vDist.sqrMagnitude > fMinDistSquared) |
| 413 |
return false; |
| 414 |
} |
| 415 |
|
| 416 |
return true; |
| 417 |
} |
| 418 |
|
| 419 |
// checks whether this sample block is valid for this user |
| 420 |
private bool IsUserSampleValid(int x, int y, ref Vector3 vSpacePos) |
| 421 |
{
|
| 422 |
int startIndex = y * sampleSize * depthWidth + x * sampleSize; |
| 423 |
|
| 424 |
//for (int y1 = 0; y1 < SampleSize; y1++) |
| 425 |
{
|
| 426 |
int pixelIndex = startIndex; |
| 427 |
//vSpacePos = spaceCoords[pixelIndex]; |
| 428 |
vSpacePos = sensorData.depth2SpaceCoords[pixelIndex]; |
| 429 |
|
| 430 |
//for (int x1 = 0; x1 < SampleSize; x1++) |
| 431 |
{
|
| 432 |
if(userBodyIndex != 255) |
| 433 |
{
|
| 434 |
if(sensorData.bodyIndexImage[pixelIndex] == userBodyIndex && |
| 435 |
!float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
| 436 |
{
|
| 437 |
return true; |
| 438 |
} |
| 439 |
} |
| 440 |
// else |
| 441 |
// {
|
| 442 |
// if(sensorData.bodyIndexImage[pixelIndex] != 255 && |
| 443 |
// !float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
| 444 |
// {
|
| 445 |
// return true; |
| 446 |
// } |
| 447 |
// } |
| 448 |
|
| 449 |
pixelIndex++; |
| 450 |
} |
| 451 |
|
| 452 |
startIndex += depthWidth; |
| 453 |
} |
| 454 |
|
| 455 |
return false; |
| 456 |
} |
| 457 |
|
| 458 |
} |