t1 / TFDContents / Assets / KinectDemos / VisualizerDemo / Scripts / UserMeshVisualizer.cs @ 3
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using UnityEngine; |
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using System.Collections; |
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public class UserMeshVisualizer : MonoBehaviour |
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{ |
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[Tooltip("Index of the player, tracked by this component. -1 means all players, 0 - the 1st player only, 1 - the 2nd player only, etc.")] |
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public int playerIndex = -1; |
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|
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[Tooltip("Whether the mesh is facing the player or not.")] |
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public bool mirroredMovement = true; |
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|
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[Tooltip("Kinect origin position.")] |
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public Vector3 originPosition = Vector3.zero; |
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|
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[Tooltip("Whether the z-movement is inverted or not.")] |
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public bool invertedZMovement = false; |
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|
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[Tooltip("Smooth factor used for the camera re-orientation.")] |
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public float smoothFactor = 0f; |
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|
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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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|
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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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|
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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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|
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|
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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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|
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private int depthWidth = 0; |
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private int depthHeight = 0; |
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|
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private int sampledWidth = 0; |
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private int sampledHeight = 0; |
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|
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private long userId = 0; |
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private byte userBodyIndex = 255; |
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private Vector3 userMeshPos = Vector3.zero; |
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|
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private byte[] vertexType; |
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private int[] vertexIndex; |
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|
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|
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void Start() |
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{ |
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manager = KinectManager.Instance; |
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|
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if (manager != null) |
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{ |
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sensorData = manager.GetSensorData(); |
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|
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depthWidth = manager.GetDepthImageWidth(); |
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depthHeight = manager.GetDepthImageHeight(); |
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|
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sampledWidth = depthWidth / sampleSize; |
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sampledHeight = depthHeight / sampleSize; |
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|
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//spaceCoords = new Vector3[depthWidth * depthHeight]; |
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|
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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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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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|
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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 = "UserMesh"; |
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|
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GetComponent<MeshFilter>().mesh = mesh; |
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} |
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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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|
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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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BackgroundRemovalManager backManager = BackgroundRemovalManager.Instance; |
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renderer.material.mainTexture = backManager ? (Texture)sensorData.depth2ColorTexture : (Texture)manager.GetUsersLblTex(); |
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} |
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|
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// get kinect-to-world matrix |
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kinectToWorld = manager.GetKinectToWorldMatrix(); |
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if(playerIndex >= 0) |
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{ |
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long lastUserId = userId; |
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userId = manager.GetUserIdByIndex(playerIndex); |
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userBodyIndex = (byte)manager.GetBodyIndexByUserId(userId); |
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if(userBodyIndex == 255) |
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userBodyIndex = 222; |
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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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|
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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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// get user position |
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userMeshPos = manager.GetJointPosColorOverlay(userId, (int)KinectInterop.JointType.SpineBase, foregroundCamera, backgroundRect); |
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} |
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else |
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{ |
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// get user position |
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userMeshPos = manager.GetJointKinectPosition(userId, (int)KinectInterop.JointType.SpineBase); |
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} |
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if(!mirroredMovement) |
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{ |
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userMeshPos.x = -userMeshPos.x; |
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} |
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if (foregroundCamera == null) |
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{ |
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// convert kinect pos to world coords, when there is no color overlay |
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userMeshPos = kinectToWorld.MultiplyPoint3x4(userMeshPos); |
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} |
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|
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// set transform position |
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Vector3 newUserPos = userMeshPos + originPosition; // manager.GetJointPosition(userId, (int)KinectInterop.JointType.SpineBase) + originPosition; |
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if(invertedZMovement) |
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{ |
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newUserPos.z = -newUserPos.z; |
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} |
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transform.position = lastUserId != 0 && smoothFactor != 0f ? Vector3.Lerp(transform.position, newUserPos, smoothFactor * Time.deltaTime) : newUserPos; |
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} |
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else |
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{ |
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userId = 0; |
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userBodyIndex = 255; |
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userMeshPos = Vector3.zero; |
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} |
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|
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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.bodyIndexImage != null && |
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sensorData.depth2SpaceCoords != null && sensorData.spaceCoordsBufferReady) |
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{ |
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int vCount = 0, tCount = 0; |
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EstimateUserVertices(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 = spaceCoords[xyIndex]; |
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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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// 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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Vector2 vColorPos = sensorData.depth2ColorCoords[xyIndex]; |
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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(!mirroredMovement) |
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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 - userMeshPos; |
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uvs[vIndex] = new Vector2((float)x / depthWidth, (float)y / depthHeight); |
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vIndex++; |
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if(vertexType[index] == 3) |
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{ |
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if(mirroredMovement) |
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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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// 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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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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} |
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} |
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// // gets the average depth of the sample block |
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// private ushort GetSampleDepth(int x, int y) |
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// { |
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// int depthSum = 0, count = 0; |
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// int startIndex = y * depthWidth + x; |
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// |
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// //for (int y1 = 0; y1 < SampleSize; y1++) |
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// { |
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// int pixelIndex = startIndex; |
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// |
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// //for (int x1 = 0; x1 < SampleSize; x1++) |
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// { |
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// //if(sensorData.bodyIndexImage[pixelIndex] != 255) |
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// { |
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// //if(userBodyIndex == 255 || sensorData.bodyIndexImage[pixelIndex] == userBodyIndex) |
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// { |
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// depthSum += sensorData.depthImage[pixelIndex]; |
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// count++; |
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// } |
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// } |
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// |
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// pixelIndex++; |
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// } |
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// |
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// pixelIndex += depthWidth; |
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// } |
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// |
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// return (ushort)(count > 0 ? (count > 1 ? depthSum / count : depthSum) : 0); |
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// } |
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// estimates which and how many sampled vertices are valid |
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private void EstimateUserVertices(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(IsUserSampleValid(x, y, ref vSpacePos[0]) && IsUserSampleValid(x + 1, y, ref vSpacePos[1]) && |
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IsUserSampleValid(x, y + 1, ref vSpacePos[2]) && IsUserSampleValid(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 this user |
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private bool IsUserSampleValid(int x, int y, ref Vector3 vSpacePos) |
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{ |
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int startIndex = y * sampleSize * depthWidth + x * sampleSize; |
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//for (int y1 = 0; y1 < SampleSize; y1++) |
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{ |
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int pixelIndex = startIndex; |
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//vSpacePos = spaceCoords[pixelIndex]; |
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vSpacePos = sensorData.depth2SpaceCoords[pixelIndex]; |
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//for (int x1 = 0; x1 < SampleSize; x1++) |
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{ |
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if(userBodyIndex != 255) |
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{ |
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if(sensorData.bodyIndexImage[pixelIndex] == userBodyIndex && |
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!float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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{ |
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return true; |
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} |
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} |
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else |
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{ |
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if(sensorData.bodyIndexImage[pixelIndex] != 255 && |
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!float.IsInfinity(vSpacePos.x) && !float.IsInfinity(vSpacePos.y) && !float.IsInfinity(vSpacePos.z)) |
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{ |
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return true; |
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} |
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} |
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pixelIndex++; |
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} |
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startIndex += depthWidth; |
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} |
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return false; |
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} |
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|
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} |