t1 / TFDContents / Assets / KinectScripts / AvatarController.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (52.5 KB)
| 1 |
using UnityEngine; |
|---|---|
| 2 |
//using Windows.Kinect; |
| 3 |
|
| 4 |
using System; |
| 5 |
using System.Collections; |
| 6 |
using System.Collections.Generic; |
| 7 |
using System.Runtime.InteropServices; |
| 8 |
using System.IO; |
| 9 |
using System.Text; |
| 10 |
|
| 11 |
|
| 12 |
/// <summary> |
| 13 |
/// Avatar controller is the component that transfers the captured user motion to a humanoid model (avatar). |
| 14 |
/// </summary> |
| 15 |
[RequireComponent(typeof(Animator))] |
| 16 |
public class AvatarController : MonoBehaviour |
| 17 |
{
|
| 18 |
[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
|
| 19 |
public int playerIndex = 0; |
| 20 |
|
| 21 |
[Tooltip("Whether the avatar is facing the player or not.")]
|
| 22 |
public bool mirroredMovement = false; |
| 23 |
|
| 24 |
[Tooltip("Whether the avatar is allowed to move vertically or not.")]
|
| 25 |
public bool verticalMovement = false; |
| 26 |
|
| 27 |
[Tooltip("Whether the avatar's root motion is applied by other component or script.")]
|
| 28 |
public bool externalRootMotion = false; |
| 29 |
|
| 30 |
[Tooltip("Whether the head rotation is controlled externally (e.g. by VR-headset)" )]
|
| 31 |
public bool externalHeadRotation = false; |
| 32 |
|
| 33 |
[Tooltip("Whether the finger orientations are allowed or not.")]
|
| 34 |
public bool fingerOrientations = false; |
| 35 |
|
| 36 |
[Tooltip("Rate at which the avatar will move through the scene.")]
|
| 37 |
public float moveRate = 1f; |
| 38 |
|
| 39 |
[Tooltip("Smooth factor used for avatar movements and joint rotations.")]
|
| 40 |
public float smoothFactor = 10f; |
| 41 |
|
| 42 |
[Tooltip("Game object this transform is relative to (optional).")]
|
| 43 |
public GameObject offsetNode; |
| 44 |
|
| 45 |
[Tooltip("If enabled, makes the avatar position relative to this camera to be the same as the player's position to the sensor.")]
|
| 46 |
public Camera posRelativeToCamera; |
| 47 |
|
| 48 |
[Tooltip("Whether the avatar's position should match the color image (in Pos-rel-to-camera mode only).")]
|
| 49 |
public bool posRelOverlayColor = false; |
| 50 |
|
| 51 |
[Tooltip("Whether z-axis movement needs to be inverted (Pos-Relative mode only).")]
|
| 52 |
public bool posRelInvertedZ = false; |
| 53 |
|
| 54 |
[Tooltip("Whether the avatar's feet must stick to the ground.")]
|
| 55 |
public bool groundedFeet = false; |
| 56 |
|
| 57 |
[Tooltip("Whether to apply the humanoid muscle limits or not.")]
|
| 58 |
public bool applyMuscleLimits = false; |
| 59 |
|
| 60 |
[Tooltip("Whether to flip left and right, relative to the sensor.")]
|
| 61 |
public bool flipLeftRight = false; |
| 62 |
|
| 63 |
|
| 64 |
[Tooltip("Vertical offset of the avatar with respect to the position of user's spine-base.")]
|
| 65 |
[Range(-0.5f, 0.5f)] |
| 66 |
public float verticalOffset = 0f; |
| 67 |
|
| 68 |
[Tooltip("Forward (Z) offset of the avatar with respect to the position of user's spine-base.")]
|
| 69 |
[Range(-0.5f, 0.5f)] |
| 70 |
public float forwardOffset = 0f; |
| 71 |
|
| 72 |
// userId of the player |
| 73 |
[NonSerialized] |
| 74 |
public Int64 playerId = 0; |
| 75 |
|
| 76 |
|
| 77 |
// The body root node |
| 78 |
protected Transform bodyRoot; |
| 79 |
|
| 80 |
// Variable to hold all them bones. It will initialize the same size as initialRotations. |
| 81 |
protected Transform[] bones; |
| 82 |
|
| 83 |
// Rotations of the bones when the Kinect tracking starts. |
| 84 |
protected Quaternion[] initialRotations; |
| 85 |
protected Quaternion[] localRotations; |
| 86 |
protected bool[] isBoneDisabled; |
| 87 |
|
| 88 |
// Local rotations of finger bones |
| 89 |
protected Dictionary<HumanBodyBones, Quaternion> fingerBoneLocalRotations = new Dictionary<HumanBodyBones, Quaternion>(); |
| 90 |
protected Dictionary<HumanBodyBones, Vector3> fingerBoneLocalAxes = new Dictionary<HumanBodyBones, Vector3>(); |
| 91 |
|
| 92 |
// Initial position and rotation of the transform |
| 93 |
protected Vector3 initialPosition; |
| 94 |
protected Quaternion initialRotation; |
| 95 |
protected Vector3 initialHipsPosition; |
| 96 |
protected Quaternion initialHipsRotation; |
| 97 |
|
| 98 |
protected Vector3 offsetNodePos; |
| 99 |
protected Quaternion offsetNodeRot; |
| 100 |
protected Vector3 bodyRootPosition; |
| 101 |
|
| 102 |
// Calibration Offset Variables for Character Position. |
| 103 |
[NonSerialized] |
| 104 |
public bool offsetCalibrated = false; |
| 105 |
protected Vector3 offsetPos = Vector3.zero; |
| 106 |
//protected float xOffset, yOffset, zOffset; |
| 107 |
//private Quaternion originalRotation; |
| 108 |
|
| 109 |
private Animator animatorComponent = null; |
| 110 |
private HumanPoseHandler humanPoseHandler = null; |
| 111 |
private HumanPose humanPose = new HumanPose(); |
| 112 |
|
| 113 |
// whether the parent transform obeys physics |
| 114 |
protected bool isRigidBody = false; |
| 115 |
|
| 116 |
// private instance of the KinectManager |
| 117 |
protected KinectManager kinectManager; |
| 118 |
|
| 119 |
// last hand events |
| 120 |
private InteractionManager.HandEventType lastLeftHandEvent = InteractionManager.HandEventType.Release; |
| 121 |
private InteractionManager.HandEventType lastRightHandEvent = InteractionManager.HandEventType.Release; |
| 122 |
|
| 123 |
// fist states |
| 124 |
private bool bLeftFistDone = false; |
| 125 |
private bool bRightFistDone = false; |
| 126 |
|
| 127 |
// grounder constants and variables |
| 128 |
private const int raycastLayers = ~2; // Ignore Raycast |
| 129 |
private const float maxFootDistanceGround = 0.02f; // maximum distance from lower foot to the ground |
| 130 |
private const float maxFootDistanceTime = 0.2f; // 1.0f; // maximum allowed time, the lower foot to be distant from the ground |
| 131 |
private Transform leftFoot, rightFoot; |
| 132 |
|
| 133 |
private float fFootDistanceInitial = 0f; |
| 134 |
private float fFootDistance = 0f; |
| 135 |
private float fFootDistanceTime = 0f; |
| 136 |
|
| 137 |
|
| 138 |
/// <summary> |
| 139 |
/// Gets the number of bone transforms (array length). |
| 140 |
/// </summary> |
| 141 |
/// <returns>The number of bone transforms.</returns> |
| 142 |
public int GetBoneTransformCount() |
| 143 |
{
|
| 144 |
return bones != null ? bones.Length : 0; |
| 145 |
} |
| 146 |
|
| 147 |
/// <summary> |
| 148 |
/// Gets the bone transform by index. |
| 149 |
/// </summary> |
| 150 |
/// <returns>The bone transform.</returns> |
| 151 |
/// <param name="index">Index</param> |
| 152 |
public Transform GetBoneTransform(int index) |
| 153 |
{
|
| 154 |
if(index >= 0 && index < bones.Length) |
| 155 |
{
|
| 156 |
return bones[index]; |
| 157 |
} |
| 158 |
|
| 159 |
return null; |
| 160 |
} |
| 161 |
|
| 162 |
/// <summary> |
| 163 |
/// Get joint position with respect of player world and kinect offsets ( //!!still some problems with accurate Y pos, probably connected with kinect sensor height estimation ) |
| 164 |
/// </summary> |
| 165 |
/// <param name="jointType"></param> |
| 166 |
/// <returns></returns> |
| 167 |
public Vector3 GetJointWorldPos( KinectInterop.JointType jointType ) |
| 168 |
{
|
| 169 |
if( !kinectManager ) |
| 170 |
{
|
| 171 |
return Vector3.zero; |
| 172 |
} |
| 173 |
|
| 174 |
Vector3 jointPosition = kinectManager.GetJointPosition( playerId, (int)jointType ); |
| 175 |
Vector3 worldPosition = new Vector3( |
| 176 |
jointPosition.x - offsetPos.x, |
| 177 |
// jointPosition.y - offsetPos.y + kinectManager.sensorHeight, //!! this should be better investigated .. |
| 178 |
jointPosition.y + offsetPos.y - kinectManager.sensorHeight, //!! this workds better on my example |
| 179 |
!mirroredMovement && !posRelativeToCamera ? (-jointPosition.z - offsetPos.z) : (jointPosition.z - offsetPos.z)); |
| 180 |
|
| 181 |
Quaternion posRotation = mirroredMovement ? Quaternion.Euler (0f, 180f, 0f) * initialRotation : initialRotation; |
| 182 |
worldPosition = posRotation * worldPosition; |
| 183 |
|
| 184 |
return bodyRootPosition + worldPosition; |
| 185 |
} |
| 186 |
|
| 187 |
/// <summary> |
| 188 |
/// Disables the bone and optionally resets its orientation. |
| 189 |
/// </summary> |
| 190 |
/// <param name="index">Bone index.</param> |
| 191 |
/// <param name="resetBone">If set to <c>true</c> resets bone orientation.</param> |
| 192 |
public void DisableBone(int index, bool resetBone) |
| 193 |
{
|
| 194 |
if(index >= 0 && index < bones.Length) |
| 195 |
{
|
| 196 |
isBoneDisabled[index] = true; |
| 197 |
|
| 198 |
if (resetBone && bones[index] != null) |
| 199 |
{
|
| 200 |
bones[index].rotation = localRotations[index]; |
| 201 |
} |
| 202 |
} |
| 203 |
} |
| 204 |
|
| 205 |
/// <summary> |
| 206 |
/// Enables the bone, so AvatarController could update its orientation. |
| 207 |
/// </summary> |
| 208 |
/// <param name="index">Bone index.</param> |
| 209 |
public void EnableBone(int index) |
| 210 |
{
|
| 211 |
if(index >= 0 && index < bones.Length) |
| 212 |
{
|
| 213 |
isBoneDisabled[index] = false; |
| 214 |
} |
| 215 |
} |
| 216 |
|
| 217 |
/// <summary> |
| 218 |
/// Determines whether the bone orientation update is enabled or not. |
| 219 |
/// </summary> |
| 220 |
/// <returns><c>true</c> if the bone update is enabled; otherwise, <c>false</c>.</returns> |
| 221 |
/// <param name="index">Bone index.</param> |
| 222 |
public bool IsBoneEnabled(int index) |
| 223 |
{
|
| 224 |
if(index >= 0 && index < bones.Length) |
| 225 |
{
|
| 226 |
return !isBoneDisabled[index]; |
| 227 |
} |
| 228 |
|
| 229 |
return false; |
| 230 |
} |
| 231 |
|
| 232 |
/// <summary> |
| 233 |
/// Gets the bone index by joint type. |
| 234 |
/// </summary> |
| 235 |
/// <returns>The bone index.</returns> |
| 236 |
/// <param name="joint">Joint type</param> |
| 237 |
/// <param name="bMirrored">If set to <c>true</c> gets the mirrored joint index.</param> |
| 238 |
public int GetBoneIndexByJoint(KinectInterop.JointType joint, bool bMirrored) |
| 239 |
{
|
| 240 |
int boneIndex = -1; |
| 241 |
|
| 242 |
if(jointMap2boneIndex.ContainsKey(joint)) |
| 243 |
{
|
| 244 |
boneIndex = !bMirrored ? jointMap2boneIndex[joint] : mirrorJointMap2boneIndex[joint]; |
| 245 |
} |
| 246 |
|
| 247 |
return boneIndex; |
| 248 |
} |
| 249 |
|
| 250 |
/// <summary> |
| 251 |
/// Gets the special index by two joint types. |
| 252 |
/// </summary> |
| 253 |
/// <returns>The spec index by joint.</returns> |
| 254 |
/// <param name="joint1">Joint 1 type.</param> |
| 255 |
/// <param name="joint2">Joint 2 type.</param> |
| 256 |
/// <param name="bMirrored">If set to <c>true</c> gets the mirrored joint index.</param> |
| 257 |
public int GetSpecIndexByJoint(KinectInterop.JointType joint1, KinectInterop.JointType joint2, bool bMirrored) |
| 258 |
{
|
| 259 |
int boneIndex = -1; |
| 260 |
|
| 261 |
if((joint1 == KinectInterop.JointType.ShoulderLeft && joint2 == KinectInterop.JointType.SpineShoulder) || |
| 262 |
(joint2 == KinectInterop.JointType.ShoulderLeft && joint1 == KinectInterop.JointType.SpineShoulder)) |
| 263 |
{
|
| 264 |
return (!bMirrored ? 25 : 26); |
| 265 |
} |
| 266 |
else if((joint1 == KinectInterop.JointType.ShoulderRight && joint2 == KinectInterop.JointType.SpineShoulder) || |
| 267 |
(joint2 == KinectInterop.JointType.ShoulderRight && joint1 == KinectInterop.JointType.SpineShoulder)) |
| 268 |
{
|
| 269 |
return (!bMirrored ? 26 : 25); |
| 270 |
} |
| 271 |
else if((joint1 == KinectInterop.JointType.HandTipLeft && joint2 == KinectInterop.JointType.HandLeft) || |
| 272 |
(joint2 == KinectInterop.JointType.HandTipLeft && joint1 == KinectInterop.JointType.HandLeft)) |
| 273 |
{
|
| 274 |
return (!bMirrored ? 27 : 28); |
| 275 |
} |
| 276 |
else if((joint1 == KinectInterop.JointType.HandTipRight && joint2 == KinectInterop.JointType.HandRight) || |
| 277 |
(joint2 == KinectInterop.JointType.HandTipRight && joint1 == KinectInterop.JointType.HandRight)) |
| 278 |
{
|
| 279 |
return (!bMirrored ? 28 : 27); |
| 280 |
} |
| 281 |
else if((joint1 == KinectInterop.JointType.ThumbLeft && joint2 == KinectInterop.JointType.HandLeft) || |
| 282 |
(joint2 == KinectInterop.JointType.ThumbLeft && joint1 == KinectInterop.JointType.HandLeft)) |
| 283 |
{
|
| 284 |
return (!bMirrored ? 29 : 30); |
| 285 |
} |
| 286 |
else if((joint1 == KinectInterop.JointType.ThumbRight && joint2 == KinectInterop.JointType.HandRight) || |
| 287 |
(joint2 == KinectInterop.JointType.ThumbRight && joint1 == KinectInterop.JointType.HandRight)) |
| 288 |
{
|
| 289 |
return (!bMirrored ? 30 : 29); |
| 290 |
} |
| 291 |
|
| 292 |
return boneIndex; |
| 293 |
} |
| 294 |
|
| 295 |
|
| 296 |
// transform caching gives performance boost since Unity calls GetComponent<Transform>() each time you call transform |
| 297 |
private Transform _transformCache; |
| 298 |
public new Transform transform |
| 299 |
{
|
| 300 |
get |
| 301 |
{
|
| 302 |
if (!_transformCache) |
| 303 |
{
|
| 304 |
_transformCache = base.transform; |
| 305 |
} |
| 306 |
|
| 307 |
return _transformCache; |
| 308 |
} |
| 309 |
} |
| 310 |
|
| 311 |
|
| 312 |
public void Awake() |
| 313 |
{
|
| 314 |
// check for double start |
| 315 |
if(bones != null) |
| 316 |
return; |
| 317 |
if(!gameObject.activeInHierarchy) |
| 318 |
return; |
| 319 |
|
| 320 |
// inits the bones array |
| 321 |
bones = new Transform[31]; |
| 322 |
|
| 323 |
// get the animator reference |
| 324 |
animatorComponent = GetComponent<Animator>(); |
| 325 |
|
| 326 |
// Map bones to the points the Kinect tracks |
| 327 |
MapBones(); |
| 328 |
|
| 329 |
// Set model's arms to be in T-pose, if needed |
| 330 |
SetModelArmsInTpose(); |
| 331 |
|
| 332 |
// Initial rotations and directions of the bones. |
| 333 |
initialRotations = new Quaternion[bones.Length]; |
| 334 |
localRotations = new Quaternion[bones.Length]; |
| 335 |
isBoneDisabled = new bool[bones.Length]; |
| 336 |
|
| 337 |
// Get initial bone rotations |
| 338 |
GetInitialRotations(); |
| 339 |
|
| 340 |
// enable all bones |
| 341 |
for(int i = 0; i < bones.Length; i++) |
| 342 |
{
|
| 343 |
isBoneDisabled[i] = false; |
| 344 |
} |
| 345 |
|
| 346 |
// get initial distance to ground |
| 347 |
fFootDistanceInitial = GetDistanceToGround(); |
| 348 |
fFootDistance = 0f; |
| 349 |
fFootDistanceTime = 0f; |
| 350 |
|
| 351 |
// if parent transform uses physics |
| 352 |
isRigidBody = (gameObject.GetComponent<Rigidbody>() != null); |
| 353 |
|
| 354 |
// get the pose handler reference |
| 355 |
if (animatorComponent && animatorComponent.avatar && animatorComponent.avatar.isHuman) |
| 356 |
{
|
| 357 |
//Transform hipsTransform = animator.GetBoneTransform(HumanBodyBones.Hips); |
| 358 |
//Transform rootTransform = hipsTransform.parent; |
| 359 |
Transform rootTransform = transform; |
| 360 |
|
| 361 |
humanPoseHandler = new HumanPoseHandler(animatorComponent.avatar, rootTransform); |
| 362 |
humanPoseHandler.GetHumanPose(ref humanPose); |
| 363 |
} |
| 364 |
} |
| 365 |
|
| 366 |
|
| 367 |
// applies the muscle limits for humanoid avatar |
| 368 |
private void CheckMuscleLimits() |
| 369 |
{
|
| 370 |
if (humanPoseHandler == null) |
| 371 |
return; |
| 372 |
|
| 373 |
humanPoseHandler.GetHumanPose(ref humanPose); |
| 374 |
|
| 375 |
//Debug.Log(playerId + " - Trans: " + transform.position + ", body: " + humanPose.bodyPosition); |
| 376 |
|
| 377 |
bool isPoseChanged = false; |
| 378 |
|
| 379 |
float muscleMin = -1f; |
| 380 |
float muscleMax = 1f; |
| 381 |
|
| 382 |
for (int i = 0; i < humanPose.muscles.Length; i++) |
| 383 |
{
|
| 384 |
if (float.IsNaN(humanPose.muscles[i])) |
| 385 |
{
|
| 386 |
//humanPose.muscles[i] = 0f; |
| 387 |
continue; |
| 388 |
} |
| 389 |
|
| 390 |
if (humanPose.muscles[i] < muscleMin) |
| 391 |
{
|
| 392 |
humanPose.muscles[i] = muscleMin; |
| 393 |
isPoseChanged = true; |
| 394 |
} |
| 395 |
else if (humanPose.muscles[i] > muscleMax) |
| 396 |
{
|
| 397 |
humanPose.muscles[i] = muscleMax; |
| 398 |
isPoseChanged = true; |
| 399 |
} |
| 400 |
} |
| 401 |
|
| 402 |
if (isPoseChanged) |
| 403 |
{
|
| 404 |
Quaternion localBodyRot = Quaternion.Inverse(transform.rotation) * humanPose.bodyRotation; |
| 405 |
|
| 406 |
// recover the body position & orientation |
| 407 |
//humanPose.bodyPosition = Vector3.zero; |
| 408 |
//humanPose.bodyPosition.y = initialHipsPosition.y; |
| 409 |
humanPose.bodyPosition = initialHipsPosition; |
| 410 |
humanPose.bodyRotation = localBodyRot; // Quaternion.identity; |
| 411 |
|
| 412 |
humanPoseHandler.SetHumanPose(ref humanPose); |
| 413 |
//Debug.Log(" Human pose updated.");
|
| 414 |
} |
| 415 |
|
| 416 |
} |
| 417 |
|
| 418 |
|
| 419 |
/// <summary> |
| 420 |
/// Updates the avatar each frame. |
| 421 |
/// </summary> |
| 422 |
/// <param name="UserID">User ID</param> |
| 423 |
public void UpdateAvatar(Int64 UserID) |
| 424 |
{
|
| 425 |
if(!gameObject.activeInHierarchy) |
| 426 |
return; |
| 427 |
|
| 428 |
// Get the KinectManager instance |
| 429 |
if(kinectManager == null) |
| 430 |
{
|
| 431 |
kinectManager = KinectManager.Instance; |
| 432 |
} |
| 433 |
|
| 434 |
// move the avatar to its Kinect position |
| 435 |
if(!externalRootMotion) |
| 436 |
{
|
| 437 |
MoveAvatar(UserID); |
| 438 |
} |
| 439 |
|
| 440 |
// get the left hand state and event |
| 441 |
if(kinectManager && kinectManager.GetJointTrackingState(UserID, (int)KinectInterop.JointType.HandLeft) != KinectInterop.TrackingState.NotTracked) |
| 442 |
{
|
| 443 |
KinectInterop.HandState leftHandState = kinectManager.GetLeftHandState(UserID); |
| 444 |
InteractionManager.HandEventType leftHandEvent = InteractionManager.HandStateToEvent(leftHandState, lastLeftHandEvent); |
| 445 |
|
| 446 |
if(leftHandEvent != InteractionManager.HandEventType.None) |
| 447 |
{
|
| 448 |
lastLeftHandEvent = leftHandEvent; |
| 449 |
} |
| 450 |
} |
| 451 |
|
| 452 |
// get the right hand state and event |
| 453 |
if(kinectManager && kinectManager.GetJointTrackingState(UserID, (int)KinectInterop.JointType.HandRight) != KinectInterop.TrackingState.NotTracked) |
| 454 |
{
|
| 455 |
KinectInterop.HandState rightHandState = kinectManager.GetRightHandState(UserID); |
| 456 |
InteractionManager.HandEventType rightHandEvent = InteractionManager.HandStateToEvent(rightHandState, lastRightHandEvent); |
| 457 |
|
| 458 |
if(rightHandEvent != InteractionManager.HandEventType.None) |
| 459 |
{
|
| 460 |
lastRightHandEvent = rightHandEvent; |
| 461 |
} |
| 462 |
} |
| 463 |
|
| 464 |
// rotate the avatar bones |
| 465 |
for (var boneIndex = 0; boneIndex < bones.Length; boneIndex++) |
| 466 |
{
|
| 467 |
if (!bones[boneIndex] || isBoneDisabled[boneIndex]) |
| 468 |
continue; |
| 469 |
|
| 470 |
if(boneIndex2JointMap.ContainsKey(boneIndex)) |
| 471 |
{
|
| 472 |
KinectInterop.JointType joint = !(mirroredMovement ^ flipLeftRight) ? |
| 473 |
boneIndex2JointMap[boneIndex] : boneIndex2MirrorJointMap[boneIndex]; |
| 474 |
|
| 475 |
if( externalHeadRotation && joint == KinectInterop.JointType.Head ) // skip head if moved externally |
| 476 |
{
|
| 477 |
continue; |
| 478 |
} |
| 479 |
|
| 480 |
TransformBone(UserID, joint, boneIndex, !(mirroredMovement ^ flipLeftRight)); |
| 481 |
} |
| 482 |
else if(specIndex2JointMap.ContainsKey(boneIndex)) |
| 483 |
{
|
| 484 |
// special bones (clavicles) |
| 485 |
List<KinectInterop.JointType> alJoints = !(mirroredMovement ^ flipLeftRight) ? |
| 486 |
specIndex2JointMap[boneIndex] : specIndex2MirrorMap[boneIndex]; |
| 487 |
|
| 488 |
if(alJoints.Count >= 2) |
| 489 |
{
|
| 490 |
//Debug.Log(alJoints[0].ToString()); |
| 491 |
Vector3 baseDir = alJoints[0].ToString().EndsWith("Left") ? Vector3.left : Vector3.right;
|
| 492 |
TransformSpecialBone(UserID, alJoints[0], alJoints[1], boneIndex, baseDir, !(mirroredMovement ^ flipLeftRight)); |
| 493 |
} |
| 494 |
} |
| 495 |
} |
| 496 |
|
| 497 |
if (applyMuscleLimits && kinectManager && kinectManager.IsUserTracked(UserID)) |
| 498 |
{
|
| 499 |
// check for limits |
| 500 |
CheckMuscleLimits(); |
| 501 |
} |
| 502 |
} |
| 503 |
|
| 504 |
/// <summary> |
| 505 |
/// Resets bones to their initial positions and rotations. This also releases avatar control from KM, by settings playerId to 0 |
| 506 |
/// </summary> |
| 507 |
public virtual void ResetToInitialPosition() |
| 508 |
{
|
| 509 |
playerId = 0; |
| 510 |
|
| 511 |
if(bones == null) |
| 512 |
return; |
| 513 |
|
| 514 |
// For each bone that was defined, reset to initial position. |
| 515 |
transform.rotation = Quaternion.identity; |
| 516 |
|
| 517 |
for(int pass = 0; pass < 2; pass++) // 2 passes because clavicles are at the end |
| 518 |
{
|
| 519 |
for(int i = 0; i < bones.Length; i++) |
| 520 |
{
|
| 521 |
if(bones[i] != null) |
| 522 |
{
|
| 523 |
bones[i].rotation = initialRotations[i]; |
| 524 |
} |
| 525 |
} |
| 526 |
} |
| 527 |
|
| 528 |
// reset finger bones to initial position |
| 529 |
//Animator animatorComponent = GetComponent<Animator>(); |
| 530 |
foreach(HumanBodyBones bone in fingerBoneLocalRotations.Keys) |
| 531 |
{
|
| 532 |
Transform boneTransform = animatorComponent ? animatorComponent.GetBoneTransform(bone) : null; |
| 533 |
|
| 534 |
if(boneTransform) |
| 535 |
{
|
| 536 |
boneTransform.localRotation = fingerBoneLocalRotations[bone]; |
| 537 |
} |
| 538 |
} |
| 539 |
|
| 540 |
// if(bodyRoot != null) |
| 541 |
// {
|
| 542 |
// bodyRoot.localPosition = Vector3.zero; |
| 543 |
// bodyRoot.localRotation = Quaternion.identity; |
| 544 |
// } |
| 545 |
|
| 546 |
// Restore the offset's position and rotation |
| 547 |
if(offsetNode != null) |
| 548 |
{
|
| 549 |
offsetNode.transform.position = offsetNodePos; |
| 550 |
offsetNode.transform.rotation = offsetNodeRot; |
| 551 |
} |
| 552 |
|
| 553 |
transform.position = initialPosition; |
| 554 |
transform.rotation = initialRotation; |
| 555 |
|
| 556 |
if (bones[0]) |
| 557 |
{
|
| 558 |
bones[0].localPosition = initialHipsPosition; |
| 559 |
bones[0].localRotation = initialHipsRotation; |
| 560 |
} |
| 561 |
} |
| 562 |
|
| 563 |
/// <summary> |
| 564 |
/// Invoked on the successful calibration of the player. |
| 565 |
/// </summary> |
| 566 |
/// <param name="userId">User identifier.</param> |
| 567 |
public virtual void SuccessfulCalibration(Int64 userId, bool resetInitialTransform) |
| 568 |
{
|
| 569 |
playerId = userId; |
| 570 |
|
| 571 |
// reset the models position |
| 572 |
if(offsetNode != null) |
| 573 |
{
|
| 574 |
offsetNode.transform.position = offsetNodePos; |
| 575 |
offsetNode.transform.rotation = offsetNodeRot; |
| 576 |
} |
| 577 |
|
| 578 |
// reset initial position / rotation if needed |
| 579 |
if(resetInitialTransform) |
| 580 |
{
|
| 581 |
bodyRootPosition = transform.position; |
| 582 |
initialPosition = transform.position; |
| 583 |
initialRotation = transform.rotation; |
| 584 |
} |
| 585 |
|
| 586 |
transform.position = initialPosition; |
| 587 |
transform.rotation = initialRotation; |
| 588 |
|
| 589 |
// // enable all bones |
| 590 |
// for(int i = 0; i < bones.Length; i++) |
| 591 |
// {
|
| 592 |
// isBoneDisabled[i] = false; |
| 593 |
// } |
| 594 |
|
| 595 |
// re-calibrate the position offset |
| 596 |
offsetCalibrated = false; |
| 597 |
} |
| 598 |
|
| 599 |
/// <summary> |
| 600 |
/// Moves the avatar to its initial/base position |
| 601 |
/// </summary> |
| 602 |
/// <param name="position"> world position </param> |
| 603 |
/// <param name="rotation"> rotation offset </param> |
| 604 |
public void resetInitialTransform( Vector3 position, Vector3 rotation ) |
| 605 |
{
|
| 606 |
bodyRootPosition = position; |
| 607 |
initialPosition = position; |
| 608 |
initialRotation = Quaternion.Euler( rotation ); |
| 609 |
|
| 610 |
transform.position = initialPosition; |
| 611 |
transform.rotation = initialRotation; |
| 612 |
|
| 613 |
offsetCalibrated = false; // this cause also calibrating kinect offset in moveAvatar function |
| 614 |
} |
| 615 |
|
| 616 |
// Apply the rotations tracked by kinect to the joints. |
| 617 |
protected void TransformBone(Int64 userId, KinectInterop.JointType joint, int boneIndex, bool flip) |
| 618 |
{
|
| 619 |
Transform boneTransform = bones[boneIndex]; |
| 620 |
if(boneTransform == null || kinectManager == null) |
| 621 |
return; |
| 622 |
|
| 623 |
int iJoint = (int)joint; |
| 624 |
if(iJoint < 0 || !kinectManager.IsJointTracked(userId, iJoint)) |
| 625 |
return; |
| 626 |
|
| 627 |
// Get Kinect joint orientation |
| 628 |
Quaternion jointRotation = kinectManager.GetJointOrientation(userId, iJoint, flip); |
| 629 |
if(jointRotation == Quaternion.identity) |
| 630 |
return; |
| 631 |
|
| 632 |
// calculate the new orientation |
| 633 |
Quaternion newRotation = Kinect2AvatarRot(jointRotation, boneIndex); |
| 634 |
|
| 635 |
if(externalRootMotion) |
| 636 |
{
|
| 637 |
newRotation = transform.rotation * newRotation; |
| 638 |
} |
| 639 |
|
| 640 |
// Smoothly transition to the new rotation |
| 641 |
if(smoothFactor != 0f) |
| 642 |
boneTransform.rotation = Quaternion.Slerp(boneTransform.rotation, newRotation, smoothFactor * Time.deltaTime); |
| 643 |
else |
| 644 |
boneTransform.rotation = newRotation; |
| 645 |
} |
| 646 |
|
| 647 |
// Apply the rotations tracked by kinect to a special joint |
| 648 |
protected void TransformSpecialBone(Int64 userId, KinectInterop.JointType joint, KinectInterop.JointType jointParent, int boneIndex, Vector3 baseDir, bool flip) |
| 649 |
{
|
| 650 |
Transform boneTransform = bones[boneIndex]; |
| 651 |
if(boneTransform == null || kinectManager == null) |
| 652 |
return; |
| 653 |
|
| 654 |
if(!kinectManager.IsJointTracked(userId, (int)joint) || |
| 655 |
!kinectManager.IsJointTracked(userId, (int)jointParent)) |
| 656 |
{
|
| 657 |
return; |
| 658 |
} |
| 659 |
|
| 660 |
if(boneIndex >= 27 && boneIndex <= 30) |
| 661 |
{
|
| 662 |
// fingers or thumbs |
| 663 |
if(fingerOrientations) |
| 664 |
{
|
| 665 |
TransformSpecialBoneFingers(userId, (int)joint, boneIndex, flip); |
| 666 |
} |
| 667 |
|
| 668 |
return; |
| 669 |
} |
| 670 |
|
| 671 |
Vector3 jointDir = kinectManager.GetJointDirection(userId, (int)joint, false, true); |
| 672 |
Quaternion jointRotation = jointDir != Vector3.zero ? Quaternion.FromToRotation(baseDir, jointDir) : Quaternion.identity; |
| 673 |
|
| 674 |
if(!flip) |
| 675 |
{
|
| 676 |
Vector3 mirroredAngles = jointRotation.eulerAngles; |
| 677 |
mirroredAngles.y = -mirroredAngles.y; |
| 678 |
mirroredAngles.z = -mirroredAngles.z; |
| 679 |
|
| 680 |
jointRotation = Quaternion.Euler(mirroredAngles); |
| 681 |
} |
| 682 |
|
| 683 |
if(jointRotation != Quaternion.identity) |
| 684 |
{
|
| 685 |
// Smoothly transition to the new rotation |
| 686 |
Quaternion newRotation = Kinect2AvatarRot(jointRotation, boneIndex); |
| 687 |
|
| 688 |
if(externalRootMotion) |
| 689 |
{
|
| 690 |
newRotation = transform.rotation * newRotation; |
| 691 |
} |
| 692 |
|
| 693 |
if(smoothFactor != 0f) |
| 694 |
boneTransform.rotation = Quaternion.Slerp(boneTransform.rotation, newRotation, smoothFactor * Time.deltaTime); |
| 695 |
else |
| 696 |
boneTransform.rotation = newRotation; |
| 697 |
} |
| 698 |
|
| 699 |
} |
| 700 |
|
| 701 |
// Apply the rotations tracked by kinect to fingers (one joint = multiple bones) |
| 702 |
protected void TransformSpecialBoneFingers(Int64 userId, int joint, int boneIndex, bool flip) |
| 703 |
{
|
| 704 |
// check for hand grips |
| 705 |
if(joint == (int)KinectInterop.JointType.HandTipLeft || joint == (int)KinectInterop.JointType.ThumbLeft) |
| 706 |
{
|
| 707 |
if(lastLeftHandEvent == InteractionManager.HandEventType.Grip) |
| 708 |
{
|
| 709 |
if(!bLeftFistDone) |
| 710 |
{
|
| 711 |
float angleSign = !mirroredMovement /**(boneIndex == 27 || boneIndex == 29)*/ ? -1f : -1f; |
| 712 |
float angleRot = angleSign * 60f; |
| 713 |
|
| 714 |
TransformSpecialBoneFist(boneIndex, angleRot); |
| 715 |
bLeftFistDone = (boneIndex >= 29); |
| 716 |
} |
| 717 |
|
| 718 |
return; |
| 719 |
} |
| 720 |
else if(bLeftFistDone && lastLeftHandEvent == InteractionManager.HandEventType.Release) |
| 721 |
{
|
| 722 |
TransformSpecialBoneUnfist(boneIndex); |
| 723 |
bLeftFistDone = !(boneIndex >= 29); |
| 724 |
} |
| 725 |
} |
| 726 |
else if(joint == (int)KinectInterop.JointType.HandTipRight || joint == (int)KinectInterop.JointType.ThumbRight) |
| 727 |
{
|
| 728 |
if(lastRightHandEvent == InteractionManager.HandEventType.Grip) |
| 729 |
{
|
| 730 |
if(!bRightFistDone) |
| 731 |
{
|
| 732 |
float angleSign = !mirroredMovement /**(boneIndex == 27 || boneIndex == 29)*/ ? -1f : -1f; |
| 733 |
float angleRot = angleSign * 60f; |
| 734 |
|
| 735 |
TransformSpecialBoneFist(boneIndex, angleRot); |
| 736 |
bRightFistDone = (boneIndex >= 29); |
| 737 |
} |
| 738 |
|
| 739 |
return; |
| 740 |
} |
| 741 |
else if(bRightFistDone && lastRightHandEvent == InteractionManager.HandEventType.Release) |
| 742 |
{
|
| 743 |
TransformSpecialBoneUnfist(boneIndex); |
| 744 |
bRightFistDone = !(boneIndex >= 29); |
| 745 |
} |
| 746 |
} |
| 747 |
|
| 748 |
// get the animator component |
| 749 |
//Animator animatorComponent = GetComponent<Animator>(); |
| 750 |
if(!animatorComponent) |
| 751 |
return; |
| 752 |
|
| 753 |
// Get Kinect joint orientation |
| 754 |
Quaternion jointRotation = kinectManager.GetJointOrientation(userId, joint, flip); |
| 755 |
if(jointRotation == Quaternion.identity) |
| 756 |
return; |
| 757 |
|
| 758 |
// calculate the new orientation |
| 759 |
Quaternion newRotation = Kinect2AvatarRot(jointRotation, boneIndex); |
| 760 |
|
| 761 |
if(externalRootMotion) |
| 762 |
{
|
| 763 |
newRotation = transform.rotation * newRotation; |
| 764 |
} |
| 765 |
|
| 766 |
// get the list of bones |
| 767 |
//List<HumanBodyBones> alBones = flip ? specialIndex2MultiBoneMap[boneIndex] : specialIndex2MirrorBoneMap[boneIndex]; |
| 768 |
List<HumanBodyBones> alBones = specialIndex2MultiBoneMap[boneIndex]; |
| 769 |
|
| 770 |
// Smoothly transition to the new rotation |
| 771 |
for(int i = 0; i < alBones.Count; i++) |
| 772 |
{
|
| 773 |
Transform boneTransform = animatorComponent.GetBoneTransform(alBones[i]); |
| 774 |
if(!boneTransform) |
| 775 |
continue; |
| 776 |
|
| 777 |
if(smoothFactor != 0f) |
| 778 |
boneTransform.rotation = Quaternion.Slerp(boneTransform.rotation, newRotation, smoothFactor * Time.deltaTime); |
| 779 |
else |
| 780 |
boneTransform.rotation = newRotation; |
| 781 |
} |
| 782 |
} |
| 783 |
|
| 784 |
// Apply the rotations needed to transform fingers to fist |
| 785 |
protected void TransformSpecialBoneFist(int boneIndex, float angle) |
| 786 |
{
|
| 787 |
// // do fist only for fingers |
| 788 |
// if(boneIndex != 27 && boneIndex != 28) |
| 789 |
// return; |
| 790 |
|
| 791 |
// get the animator component |
| 792 |
//Animator animatorComponent = GetComponent<Animator>(); |
| 793 |
if(!animatorComponent) |
| 794 |
return; |
| 795 |
|
| 796 |
// get the list of bones |
| 797 |
List<HumanBodyBones> alBones = specialIndex2MultiBoneMap[boneIndex]; |
| 798 |
|
| 799 |
for(int i = 0; i < alBones.Count; i++) |
| 800 |
{
|
| 801 |
if(i < 1 && (boneIndex == 29 || boneIndex == 30)) // skip the first two thumb bones |
| 802 |
continue; |
| 803 |
|
| 804 |
HumanBodyBones bone = alBones[i]; |
| 805 |
Transform boneTransform = animatorComponent.GetBoneTransform(bone); |
| 806 |
|
| 807 |
// set the fist rotation |
| 808 |
if(boneTransform && fingerBoneLocalAxes[bone] != Vector3.zero) |
| 809 |
{
|
| 810 |
Quaternion qRotFinger = Quaternion.AngleAxis(angle, fingerBoneLocalAxes[bone]); |
| 811 |
boneTransform.localRotation = fingerBoneLocalRotations[bone] * qRotFinger; |
| 812 |
} |
| 813 |
} |
| 814 |
|
| 815 |
} |
| 816 |
|
| 817 |
// Apply the initial rotations fingers |
| 818 |
protected void TransformSpecialBoneUnfist(int boneIndex) |
| 819 |
{
|
| 820 |
// // do fist only for fingers |
| 821 |
// if(boneIndex != 27 && boneIndex != 28) |
| 822 |
// return; |
| 823 |
|
| 824 |
// get the animator component |
| 825 |
//Animator animatorComponent = GetComponent<Animator>(); |
| 826 |
if(!animatorComponent) |
| 827 |
return; |
| 828 |
|
| 829 |
// get the list of bones |
| 830 |
List<HumanBodyBones> alBones = specialIndex2MultiBoneMap[boneIndex]; |
| 831 |
|
| 832 |
for(int i = 0; i < alBones.Count; i++) |
| 833 |
{
|
| 834 |
HumanBodyBones bone = alBones[i]; |
| 835 |
Transform boneTransform = animatorComponent.GetBoneTransform(bone); |
| 836 |
|
| 837 |
// set the initial rotation |
| 838 |
if(boneTransform) |
| 839 |
{
|
| 840 |
boneTransform.localRotation = fingerBoneLocalRotations[bone]; |
| 841 |
} |
| 842 |
} |
| 843 |
} |
| 844 |
|
| 845 |
// Moves the avatar - gets the tracked position of the user and applies it to avatar. |
| 846 |
protected void MoveAvatar(Int64 UserID) |
| 847 |
{
|
| 848 |
if((moveRate == 0f) || !kinectManager || |
| 849 |
!kinectManager.IsJointTracked(UserID, (int)KinectInterop.JointType.SpineBase)) |
| 850 |
{
|
| 851 |
return; |
| 852 |
} |
| 853 |
|
| 854 |
// get the position of user's spine base |
| 855 |
Vector3 trans = kinectManager.GetUserPosition(UserID); |
| 856 |
if(flipLeftRight) |
| 857 |
trans.x = -trans.x; |
| 858 |
|
| 859 |
// use the color overlay position if needed |
| 860 |
if(posRelativeToCamera && posRelOverlayColor) |
| 861 |
{
|
| 862 |
Rect backgroundRect = posRelativeToCamera.pixelRect; |
| 863 |
PortraitBackground portraitBack = PortraitBackground.Instance; |
| 864 |
|
| 865 |
if(portraitBack && portraitBack.enabled) |
| 866 |
{
|
| 867 |
backgroundRect = portraitBack.GetBackgroundRect(); |
| 868 |
} |
| 869 |
|
| 870 |
trans = kinectManager.GetJointPosColorOverlay(UserID, (int)KinectInterop.JointType.SpineBase, posRelativeToCamera, backgroundRect); |
| 871 |
if(flipLeftRight) |
| 872 |
trans.x = -trans.x; |
| 873 |
} |
| 874 |
|
| 875 |
// invert the z-coordinate, if needed |
| 876 |
if(posRelativeToCamera && posRelInvertedZ) |
| 877 |
{
|
| 878 |
trans.z = -trans.z; |
| 879 |
} |
| 880 |
|
| 881 |
if(!offsetCalibrated) |
| 882 |
{
|
| 883 |
offsetCalibrated = true; |
| 884 |
|
| 885 |
offsetPos.x = trans.x; // !mirroredMovement ? trans.x * moveRate : -trans.x * moveRate; |
| 886 |
offsetPos.y = trans.y; // trans.y * moveRate; |
| 887 |
offsetPos.z = !mirroredMovement && !posRelativeToCamera ? -trans.z : trans.z; // -trans.z * moveRate; |
| 888 |
|
| 889 |
if(posRelativeToCamera) |
| 890 |
{
|
| 891 |
Vector3 cameraPos = posRelativeToCamera.transform.position; |
| 892 |
Vector3 bodyRootPos = bodyRoot != null ? bodyRoot.position : transform.position; |
| 893 |
Vector3 hipCenterPos = bodyRoot != null ? bodyRoot.position : (bones != null && bones.Length > 0 && bones[0] != null ? bones[0].position : Vector3.zero); |
| 894 |
|
| 895 |
float yRelToAvatar = 0f; |
| 896 |
if(verticalMovement) |
| 897 |
{
|
| 898 |
yRelToAvatar = (trans.y - cameraPos.y) - (hipCenterPos - bodyRootPos).magnitude; |
| 899 |
} |
| 900 |
else |
| 901 |
{
|
| 902 |
yRelToAvatar = bodyRootPos.y - cameraPos.y; |
| 903 |
} |
| 904 |
|
| 905 |
Vector3 relativePos = new Vector3(trans.x, yRelToAvatar, trans.z); |
| 906 |
Vector3 newBodyRootPos = cameraPos + relativePos; |
| 907 |
|
| 908 |
// if(offsetNode != null) |
| 909 |
// {
|
| 910 |
// newBodyRootPos += offsetNode.transform.position; |
| 911 |
// } |
| 912 |
|
| 913 |
if(bodyRoot != null) |
| 914 |
{
|
| 915 |
bodyRoot.position = newBodyRootPos; |
| 916 |
} |
| 917 |
else |
| 918 |
{
|
| 919 |
transform.position = newBodyRootPos; |
| 920 |
} |
| 921 |
|
| 922 |
bodyRootPosition = newBodyRootPos; |
| 923 |
} |
| 924 |
} |
| 925 |
|
| 926 |
// transition to the new position |
| 927 |
Vector3 targetPos = bodyRootPosition + Kinect2AvatarPos(trans, verticalMovement); |
| 928 |
|
| 929 |
if(isRigidBody && !verticalMovement) |
| 930 |
{
|
| 931 |
// workaround for obeying the physics (e.g. gravity falling) |
| 932 |
targetPos.y = bodyRoot != null ? bodyRoot.position.y : transform.position.y; |
| 933 |
} |
| 934 |
|
| 935 |
if (verticalMovement && verticalOffset != 0f && |
| 936 |
bones[0] != null && bones[3] != null) |
| 937 |
{
|
| 938 |
Vector3 dirSpine = bones[3].position - bones[0].position; |
| 939 |
targetPos += dirSpine.normalized * verticalOffset; |
| 940 |
} |
| 941 |
|
| 942 |
if (forwardOffset != 0f && |
| 943 |
bones[0] != null && bones[3] != null && bones[5] != null && bones[11] != null) |
| 944 |
{
|
| 945 |
Vector3 dirSpine = (bones[3].position - bones[0].position).normalized; |
| 946 |
Vector3 dirShoulders = (bones[11].position - bones[5].position).normalized; |
| 947 |
Vector3 dirForward = Vector3.Cross(dirShoulders, dirSpine).normalized; |
| 948 |
|
| 949 |
targetPos += dirForward * forwardOffset; |
| 950 |
} |
| 951 |
|
| 952 |
if(groundedFeet) |
| 953 |
{
|
| 954 |
// keep the current correction |
| 955 |
float fLastTgtY = targetPos.y; |
| 956 |
targetPos.y += fFootDistance; |
| 957 |
|
| 958 |
float fNewDistance = GetDistanceToGround(); |
| 959 |
float fNewDistanceTime = Time.time; |
| 960 |
|
| 961 |
// Debug.Log(string.Format("PosY: {0:F2}, LastY: {1:F2}, TgrY: {2:F2}, NewDist: {3:F2}, Corr: {4:F2}, Time: {5:F2}", bodyRoot != null ? bodyRoot.position.y : transform.position.y,
|
| 962 |
// fLastTgtY, targetPos.y, fNewDistance, fFootDistance, fNewDistanceTime)); |
| 963 |
|
| 964 |
if(Mathf.Abs(fNewDistance) >= 0.01f && Mathf.Abs(fNewDistance - fFootDistanceInitial) >= maxFootDistanceGround) |
| 965 |
{
|
| 966 |
if((fNewDistanceTime - fFootDistanceTime) >= maxFootDistanceTime) |
| 967 |
{
|
| 968 |
fFootDistance += (fNewDistance - fFootDistanceInitial); |
| 969 |
fFootDistanceTime = fNewDistanceTime; |
| 970 |
|
| 971 |
targetPos.y = fLastTgtY + fFootDistance; |
| 972 |
|
| 973 |
// Debug.Log(string.Format(" >> change({0:F2})! - Corr: {1:F2}, LastY: {2:F2}, TgrY: {3:F2} at time {4:F2}",
|
| 974 |
// (fNewDistance - fFootDistanceInitial), fFootDistance, fLastTgtY, targetPos.y, fFootDistanceTime)); |
| 975 |
} |
| 976 |
} |
| 977 |
else |
| 978 |
{
|
| 979 |
fFootDistanceTime = fNewDistanceTime; |
| 980 |
} |
| 981 |
} |
| 982 |
|
| 983 |
if(bodyRoot != null) |
| 984 |
{
|
| 985 |
bodyRoot.position = smoothFactor != 0f ? |
| 986 |
Vector3.Lerp(bodyRoot.position, targetPos, smoothFactor * Time.deltaTime) : targetPos; |
| 987 |
} |
| 988 |
else |
| 989 |
{
|
| 990 |
transform.position = smoothFactor != 0f ? |
| 991 |
Vector3.Lerp(transform.position, targetPos, smoothFactor * Time.deltaTime) : targetPos; |
| 992 |
} |
| 993 |
} |
| 994 |
|
| 995 |
// Set model's arms to be in T-pose |
| 996 |
protected void SetModelArmsInTpose() |
| 997 |
{
|
| 998 |
Vector3 vTposeLeftDir = transform.TransformDirection(Vector3.left); |
| 999 |
Vector3 vTposeRightDir = transform.TransformDirection(Vector3.right); |
| 1000 |
|
| 1001 |
Transform transLeftUarm = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.ShoulderLeft, false)); // animator.GetBoneTransform(HumanBodyBones.LeftUpperArm); |
| 1002 |
Transform transLeftLarm = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.ElbowLeft, false)); // animator.GetBoneTransform(HumanBodyBones.LeftLowerArm); |
| 1003 |
Transform transLeftHand = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.WristLeft, false)); // animator.GetBoneTransform(HumanBodyBones.LeftHand); |
| 1004 |
|
| 1005 |
if(transLeftUarm != null && transLeftLarm != null) |
| 1006 |
{
|
| 1007 |
Vector3 vUarmLeftDir = transLeftLarm.position - transLeftUarm.position; |
| 1008 |
float fUarmLeftAngle = Vector3.Angle(vUarmLeftDir, vTposeLeftDir); |
| 1009 |
|
| 1010 |
if(Mathf.Abs(fUarmLeftAngle) >= 5f) |
| 1011 |
{
|
| 1012 |
Quaternion vFixRotation = Quaternion.FromToRotation(vUarmLeftDir, vTposeLeftDir); |
| 1013 |
transLeftUarm.rotation = vFixRotation * transLeftUarm.rotation; |
| 1014 |
} |
| 1015 |
|
| 1016 |
if(transLeftHand != null) |
| 1017 |
{
|
| 1018 |
Vector3 vLarmLeftDir = transLeftHand.position - transLeftLarm.position; |
| 1019 |
float fLarmLeftAngle = Vector3.Angle(vLarmLeftDir, vTposeLeftDir); |
| 1020 |
|
| 1021 |
if(Mathf.Abs(fLarmLeftAngle) >= 5f) |
| 1022 |
{
|
| 1023 |
Quaternion vFixRotation = Quaternion.FromToRotation(vLarmLeftDir, vTposeLeftDir); |
| 1024 |
transLeftLarm.rotation = vFixRotation * transLeftLarm.rotation; |
| 1025 |
} |
| 1026 |
} |
| 1027 |
} |
| 1028 |
|
| 1029 |
Transform transRightUarm = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.ShoulderRight, false)); // animator.GetBoneTransform(HumanBodyBones.RightUpperArm); |
| 1030 |
Transform transRightLarm = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.ElbowRight, false)); // animator.GetBoneTransform(HumanBodyBones.RightLowerArm); |
| 1031 |
Transform transRightHand = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.WristRight, false)); // animator.GetBoneTransform(HumanBodyBones.RightHand); |
| 1032 |
|
| 1033 |
if(transRightUarm != null && transRightLarm != null) |
| 1034 |
{
|
| 1035 |
Vector3 vUarmRightDir = transRightLarm.position - transRightUarm.position; |
| 1036 |
float fUarmRightAngle = Vector3.Angle(vUarmRightDir, vTposeRightDir); |
| 1037 |
|
| 1038 |
if(Mathf.Abs(fUarmRightAngle) >= 5f) |
| 1039 |
{
|
| 1040 |
Quaternion vFixRotation = Quaternion.FromToRotation(vUarmRightDir, vTposeRightDir); |
| 1041 |
transRightUarm.rotation = vFixRotation * transRightUarm.rotation; |
| 1042 |
} |
| 1043 |
|
| 1044 |
if(transRightHand != null) |
| 1045 |
{
|
| 1046 |
Vector3 vLarmRightDir = transRightHand.position - transRightLarm.position; |
| 1047 |
float fLarmRightAngle = Vector3.Angle(vLarmRightDir, vTposeRightDir); |
| 1048 |
|
| 1049 |
if(Mathf.Abs(fLarmRightAngle) >= 5f) |
| 1050 |
{
|
| 1051 |
Quaternion vFixRotation = Quaternion.FromToRotation(vLarmRightDir, vTposeRightDir); |
| 1052 |
transRightLarm.rotation = vFixRotation * transRightLarm.rotation; |
| 1053 |
} |
| 1054 |
} |
| 1055 |
} |
| 1056 |
|
| 1057 |
} |
| 1058 |
|
| 1059 |
// If the bones to be mapped have been declared, map that bone to the model. |
| 1060 |
protected virtual void MapBones() |
| 1061 |
{
|
| 1062 |
// // make OffsetNode as a parent of model transform. |
| 1063 |
// offsetNode = new GameObject(name + "Ctrl") { layer = transform.gameObject.layer, tag = transform.gameObject.tag };
|
| 1064 |
// offsetNode.transform.position = transform.position; |
| 1065 |
// offsetNode.transform.rotation = transform.rotation; |
| 1066 |
// offsetNode.transform.parent = transform.parent; |
| 1067 |
|
| 1068 |
// // take model transform as body root |
| 1069 |
// transform.parent = offsetNode.transform; |
| 1070 |
// transform.localPosition = Vector3.zero; |
| 1071 |
// transform.localRotation = Quaternion.identity; |
| 1072 |
|
| 1073 |
//bodyRoot = transform; |
| 1074 |
|
| 1075 |
// get bone transforms from the animator component |
| 1076 |
//Animator animatorComponent = GetComponent<Animator>(); |
| 1077 |
|
| 1078 |
for (int boneIndex = 0; boneIndex < bones.Length; boneIndex++) |
| 1079 |
{
|
| 1080 |
if (!boneIndex2MecanimMap.ContainsKey(boneIndex)) |
| 1081 |
continue; |
| 1082 |
|
| 1083 |
bones[boneIndex] = animatorComponent ? animatorComponent.GetBoneTransform(boneIndex2MecanimMap[boneIndex]) : null; |
| 1084 |
} |
| 1085 |
} |
| 1086 |
|
| 1087 |
// Capture the initial rotations of the bones |
| 1088 |
protected void GetInitialRotations() |
| 1089 |
{
|
| 1090 |
// save the initial rotation |
| 1091 |
if(offsetNode != null) |
| 1092 |
{
|
| 1093 |
offsetNodePos = offsetNode.transform.position; |
| 1094 |
offsetNodeRot = offsetNode.transform.rotation; |
| 1095 |
} |
| 1096 |
|
| 1097 |
initialPosition = transform.position; |
| 1098 |
initialRotation = transform.rotation; |
| 1099 |
|
| 1100 |
initialHipsPosition = bones[0] ? bones[0].localPosition : Vector3.zero; |
| 1101 |
initialHipsRotation = bones[0] ? bones[0].localRotation : Quaternion.identity; |
| 1102 |
|
| 1103 |
// if(offsetNode != null) |
| 1104 |
// {
|
| 1105 |
// initialRotation = Quaternion.Inverse(offsetNodeRot) * initialRotation; |
| 1106 |
// } |
| 1107 |
|
| 1108 |
transform.rotation = Quaternion.identity; |
| 1109 |
|
| 1110 |
// save the body root initial position |
| 1111 |
if(bodyRoot != null) |
| 1112 |
{
|
| 1113 |
bodyRootPosition = bodyRoot.position; |
| 1114 |
} |
| 1115 |
else |
| 1116 |
{
|
| 1117 |
bodyRootPosition = transform.position; |
| 1118 |
} |
| 1119 |
|
| 1120 |
if(offsetNode != null) |
| 1121 |
{
|
| 1122 |
bodyRootPosition = bodyRootPosition - offsetNodePos; |
| 1123 |
} |
| 1124 |
|
| 1125 |
// save the initial bone rotations |
| 1126 |
for (int i = 0; i < bones.Length; i++) |
| 1127 |
{
|
| 1128 |
if (bones[i] != null) |
| 1129 |
{
|
| 1130 |
initialRotations[i] = bones[i].rotation; |
| 1131 |
localRotations[i] = bones[i].localRotation; |
| 1132 |
} |
| 1133 |
} |
| 1134 |
|
| 1135 |
// get finger bones' local rotations |
| 1136 |
//Animator animatorComponent = GetComponent<Animator>(); |
| 1137 |
foreach(int boneIndex in specialIndex2MultiBoneMap.Keys) |
| 1138 |
{
|
| 1139 |
List<HumanBodyBones> alBones = specialIndex2MultiBoneMap[boneIndex]; |
| 1140 |
//Transform handTransform = animatorComponent.GetBoneTransform((boneIndex == 27 || boneIndex == 29) ? HumanBodyBones.LeftHand : HumanBodyBones.RightHand); |
| 1141 |
|
| 1142 |
for(int b = 0; b < alBones.Count; b++) |
| 1143 |
{
|
| 1144 |
HumanBodyBones bone = alBones[b]; |
| 1145 |
Transform boneTransform = animatorComponent ? animatorComponent.GetBoneTransform(bone) : null; |
| 1146 |
|
| 1147 |
// get the finger's 1st transform |
| 1148 |
Transform fingerBaseTransform = animatorComponent ? animatorComponent.GetBoneTransform(alBones[b - (b % 3)]) : null; |
| 1149 |
//Vector3 vBoneDirParent = handTransform && fingerBaseTransform ? (handTransform.position - fingerBaseTransform.position).normalized : Vector3.zero; |
| 1150 |
|
| 1151 |
// get the finger's 2nd transform |
| 1152 |
Transform baseChildTransform = fingerBaseTransform && fingerBaseTransform.childCount > 0 ? fingerBaseTransform.GetChild(0) : null; |
| 1153 |
Vector3 vBoneDirChild = baseChildTransform && fingerBaseTransform ? (baseChildTransform.position - fingerBaseTransform.position).normalized : Vector3.zero; |
| 1154 |
Vector3 vOrthoDirChild = Vector3.Cross(vBoneDirChild, Vector3.up).normalized; |
| 1155 |
|
| 1156 |
if(boneTransform) |
| 1157 |
{
|
| 1158 |
fingerBoneLocalRotations[bone] = boneTransform.localRotation; |
| 1159 |
|
| 1160 |
if (vBoneDirChild != Vector3.zero) |
| 1161 |
{
|
| 1162 |
fingerBoneLocalAxes[bone] = boneTransform.InverseTransformDirection(vOrthoDirChild).normalized; |
| 1163 |
} |
| 1164 |
else |
| 1165 |
{
|
| 1166 |
fingerBoneLocalAxes [bone] = Vector3.zero; |
| 1167 |
} |
| 1168 |
|
| 1169 |
// Transform bparTransform = boneTransform ? boneTransform.parent : null; |
| 1170 |
// Transform bchildTransform = boneTransform && boneTransform.childCount > 0 ? boneTransform.GetChild(0) : null; |
| 1171 |
// |
| 1172 |
// // get the finger base transform (1st joint) |
| 1173 |
// Transform fingerBaseTransform = animatorComponent.GetBoneTransform(alBones[b - (b % 3)]); |
| 1174 |
// Vector3 vBoneDir2 = (handTransform.position - fingerBaseTransform.position).normalized; |
| 1175 |
// |
| 1176 |
// // set the fist rotation |
| 1177 |
// if(boneTransform && fingerBaseTransform && handTransform) |
| 1178 |
// {
|
| 1179 |
// Vector3 vBoneDir = bchildTransform ? (bchildTransform.position - boneTransform.position).normalized : |
| 1180 |
// (bparTransform ? (boneTransform.position - bparTransform.position).normalized : Vector3.zero); |
| 1181 |
// |
| 1182 |
// Vector3 vOrthoDir = Vector3.Cross(vBoneDir2, vBoneDir).normalized; |
| 1183 |
// fingerBoneLocalAxes[bone] = boneTransform.InverseTransformDirection(vOrthoDir); |
| 1184 |
// } |
| 1185 |
} |
| 1186 |
} |
| 1187 |
} |
| 1188 |
|
| 1189 |
// Restore the initial rotation |
| 1190 |
transform.rotation = initialRotation; |
| 1191 |
} |
| 1192 |
|
| 1193 |
// Converts kinect joint rotation to avatar joint rotation, depending on joint initial rotation and offset rotation |
| 1194 |
protected Quaternion Kinect2AvatarRot(Quaternion jointRotation, int boneIndex) |
| 1195 |
{
|
| 1196 |
Quaternion newRotation = jointRotation * initialRotations[boneIndex]; |
| 1197 |
//newRotation = initialRotation * newRotation; |
| 1198 |
|
| 1199 |
// if(offsetNode != null) |
| 1200 |
// {
|
| 1201 |
// newRotation = offsetNode.transform.rotation * newRotation; |
| 1202 |
// } |
| 1203 |
// else |
| 1204 |
{
|
| 1205 |
newRotation = initialRotation * newRotation; |
| 1206 |
} |
| 1207 |
|
| 1208 |
return newRotation; |
| 1209 |
} |
| 1210 |
|
| 1211 |
// Converts Kinect position to avatar skeleton position, depending on initial position, mirroring and move rate |
| 1212 |
protected Vector3 Kinect2AvatarPos(Vector3 jointPosition, bool bMoveVertically) |
| 1213 |
{
|
| 1214 |
float xPos = (jointPosition.x - offsetPos.x) * moveRate; |
| 1215 |
float yPos = (jointPosition.y - offsetPos.y) * moveRate; |
| 1216 |
float zPos = !mirroredMovement && !posRelativeToCamera ? (-jointPosition.z - offsetPos.z) * moveRate : (jointPosition.z - offsetPos.z) * moveRate; |
| 1217 |
|
| 1218 |
Vector3 newPosition = new Vector3(xPos, bMoveVertically ? yPos : 0f, zPos); |
| 1219 |
|
| 1220 |
Quaternion posRotation = mirroredMovement ? Quaternion.Euler (0f, 180f, 0f) * initialRotation : initialRotation; |
| 1221 |
newPosition = posRotation * newPosition; |
| 1222 |
|
| 1223 |
if(offsetNode != null) |
| 1224 |
{
|
| 1225 |
//newPosition += offsetNode.transform.position; |
| 1226 |
newPosition = offsetNode.transform.position; |
| 1227 |
} |
| 1228 |
|
| 1229 |
return newPosition; |
| 1230 |
} |
| 1231 |
|
| 1232 |
// returns distance from the given transform to the underlying object. The player must be in IgnoreRaycast layer. |
| 1233 |
protected virtual float GetTransformDistanceToGround(Transform trans) |
| 1234 |
{
|
| 1235 |
if(!trans) |
| 1236 |
return 0f; |
| 1237 |
|
| 1238 |
// RaycastHit hit; |
| 1239 |
// if(Physics.Raycast(trans.position, Vector3.down, out hit, 2f, raycastLayers)) |
| 1240 |
// {
|
| 1241 |
// return -hit.distance; |
| 1242 |
// } |
| 1243 |
// else if(Physics.Raycast(trans.position, Vector3.up, out hit, 2f, raycastLayers)) |
| 1244 |
// {
|
| 1245 |
// return hit.distance; |
| 1246 |
// } |
| 1247 |
// else |
| 1248 |
// {
|
| 1249 |
// if (trans.position.y < 0) |
| 1250 |
// return -trans.position.y; |
| 1251 |
// else |
| 1252 |
// return 1000f; |
| 1253 |
// } |
| 1254 |
|
| 1255 |
return -trans.position.y; |
| 1256 |
} |
| 1257 |
|
| 1258 |
// returns the lower distance distance from left or right foot to the ground, or 1000f if no LF/RF transforms are found |
| 1259 |
protected virtual float GetDistanceToGround() |
| 1260 |
{
|
| 1261 |
if(leftFoot == null && rightFoot == null) |
| 1262 |
{
|
| 1263 |
// Animator animatorComponent = GetComponent<Animator>(); |
| 1264 |
// |
| 1265 |
// if(animatorComponent) |
| 1266 |
// {
|
| 1267 |
// leftFoot = animatorComponent.GetBoneTransform(HumanBodyBones.LeftFoot); |
| 1268 |
// rightFoot = animatorComponent.GetBoneTransform(HumanBodyBones.RightFoot); |
| 1269 |
// } |
| 1270 |
|
| 1271 |
leftFoot = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.FootLeft, false)); |
| 1272 |
rightFoot = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.FootRight, false)); |
| 1273 |
|
| 1274 |
if (leftFoot == null || rightFoot == null) |
| 1275 |
{
|
| 1276 |
leftFoot = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.AnkleLeft, false)); |
| 1277 |
rightFoot = GetBoneTransform(GetBoneIndexByJoint(KinectInterop.JointType.AnkleRight, false)); |
| 1278 |
} |
| 1279 |
} |
| 1280 |
|
| 1281 |
float fDistMin = 1000f; |
| 1282 |
float fDistLeft = leftFoot ? GetTransformDistanceToGround(leftFoot) : fDistMin; |
| 1283 |
float fDistRight = rightFoot ? GetTransformDistanceToGround(rightFoot) : fDistMin; |
| 1284 |
fDistMin = Mathf.Abs(fDistLeft) < Mathf.Abs(fDistRight) ? fDistLeft : fDistRight; |
| 1285 |
|
| 1286 |
if(fDistMin == 1000f) |
| 1287 |
{
|
| 1288 |
fDistMin = 0f; // fFootDistanceInitial; |
| 1289 |
} |
| 1290 |
|
| 1291 |
// Debug.Log (string.Format ("LFootY: {0:F2}, Dist: {1:F2}, RFootY: {2:F2}, Dist: {3:F2}, Min: {4:F2}", leftFoot ? leftFoot.position.y : 0f, fDistLeft,
|
| 1292 |
// rightFoot ? rightFoot.position.y : 0f, fDistRight, fDistMin)); |
| 1293 |
|
| 1294 |
return fDistMin; |
| 1295 |
} |
| 1296 |
|
| 1297 |
// protected void OnCollisionEnter(Collision col) |
| 1298 |
// {
|
| 1299 |
// Debug.Log("Collision entered");
|
| 1300 |
// } |
| 1301 |
// |
| 1302 |
// protected void OnCollisionExit(Collision col) |
| 1303 |
// {
|
| 1304 |
// Debug.Log("Collision exited");
|
| 1305 |
// } |
| 1306 |
|
| 1307 |
// dictionaries to speed up bones' processing |
| 1308 |
// the author of the terrific idea for kinect-joints to mecanim-bones mapping |
| 1309 |
// along with its initial implementation, including following dictionary is |
| 1310 |
// Mikhail Korchun (korchoon@gmail.com). Big thanks to this guy! |
| 1311 |
protected static readonly Dictionary<int, HumanBodyBones> boneIndex2MecanimMap = new Dictionary<int, HumanBodyBones> |
| 1312 |
{
|
| 1313 |
{0, HumanBodyBones.Hips},
|
| 1314 |
{1, HumanBodyBones.Spine},
|
| 1315 |
// {2, HumanBodyBones.Chest},
|
| 1316 |
{3, HumanBodyBones.Neck},
|
| 1317 |
// {4, HumanBodyBones.Head},
|
| 1318 |
|
| 1319 |
{5, HumanBodyBones.LeftUpperArm},
|
| 1320 |
{6, HumanBodyBones.LeftLowerArm},
|
| 1321 |
{7, HumanBodyBones.LeftHand},
|
| 1322 |
// {8, HumanBodyBones.LeftIndexProximal},
|
| 1323 |
// {9, HumanBodyBones.LeftIndexIntermediate},
|
| 1324 |
// {10, HumanBodyBones.LeftThumbProximal},
|
| 1325 |
|
| 1326 |
{11, HumanBodyBones.RightUpperArm},
|
| 1327 |
{12, HumanBodyBones.RightLowerArm},
|
| 1328 |
{13, HumanBodyBones.RightHand},
|
| 1329 |
// {14, HumanBodyBones.RightIndexProximal},
|
| 1330 |
// {15, HumanBodyBones.RightIndexIntermediate},
|
| 1331 |
// {16, HumanBodyBones.RightThumbProximal},
|
| 1332 |
|
| 1333 |
{17, HumanBodyBones.LeftUpperLeg},
|
| 1334 |
{18, HumanBodyBones.LeftLowerLeg},
|
| 1335 |
{19, HumanBodyBones.LeftFoot},
|
| 1336 |
// {20, HumanBodyBones.LeftToes},
|
| 1337 |
|
| 1338 |
{21, HumanBodyBones.RightUpperLeg},
|
| 1339 |
{22, HumanBodyBones.RightLowerLeg},
|
| 1340 |
{23, HumanBodyBones.RightFoot},
|
| 1341 |
// {24, HumanBodyBones.RightToes},
|
| 1342 |
|
| 1343 |
{25, HumanBodyBones.LeftShoulder},
|
| 1344 |
{26, HumanBodyBones.RightShoulder},
|
| 1345 |
{27, HumanBodyBones.LeftIndexProximal},
|
| 1346 |
{28, HumanBodyBones.RightIndexProximal},
|
| 1347 |
{29, HumanBodyBones.LeftThumbProximal},
|
| 1348 |
{30, HumanBodyBones.RightThumbProximal},
|
| 1349 |
}; |
| 1350 |
|
| 1351 |
protected static readonly Dictionary<int, KinectInterop.JointType> boneIndex2JointMap = new Dictionary<int, KinectInterop.JointType> |
| 1352 |
{
|
| 1353 |
{0, KinectInterop.JointType.SpineBase},
|
| 1354 |
{1, KinectInterop.JointType.SpineMid},
|
| 1355 |
{2, KinectInterop.JointType.SpineShoulder},
|
| 1356 |
{3, KinectInterop.JointType.Neck},
|
| 1357 |
{4, KinectInterop.JointType.Head},
|
| 1358 |
|
| 1359 |
{5, KinectInterop.JointType.ShoulderLeft},
|
| 1360 |
{6, KinectInterop.JointType.ElbowLeft},
|
| 1361 |
{7, KinectInterop.JointType.WristLeft},
|
| 1362 |
{8, KinectInterop.JointType.HandLeft},
|
| 1363 |
|
| 1364 |
{9, KinectInterop.JointType.HandTipLeft},
|
| 1365 |
{10, KinectInterop.JointType.ThumbLeft},
|
| 1366 |
|
| 1367 |
{11, KinectInterop.JointType.ShoulderRight},
|
| 1368 |
{12, KinectInterop.JointType.ElbowRight},
|
| 1369 |
{13, KinectInterop.JointType.WristRight},
|
| 1370 |
{14, KinectInterop.JointType.HandRight},
|
| 1371 |
|
| 1372 |
{15, KinectInterop.JointType.HandTipRight},
|
| 1373 |
{16, KinectInterop.JointType.ThumbRight},
|
| 1374 |
|
| 1375 |
{17, KinectInterop.JointType.HipLeft},
|
| 1376 |
{18, KinectInterop.JointType.KneeLeft},
|
| 1377 |
{19, KinectInterop.JointType.AnkleLeft},
|
| 1378 |
{20, KinectInterop.JointType.FootLeft},
|
| 1379 |
|
| 1380 |
{21, KinectInterop.JointType.HipRight},
|
| 1381 |
{22, KinectInterop.JointType.KneeRight},
|
| 1382 |
{23, KinectInterop.JointType.AnkleRight},
|
| 1383 |
{24, KinectInterop.JointType.FootRight},
|
| 1384 |
}; |
| 1385 |
|
| 1386 |
protected static readonly Dictionary<int, List<KinectInterop.JointType>> specIndex2JointMap = new Dictionary<int, List<KinectInterop.JointType>> |
| 1387 |
{
|
| 1388 |
{25, new List<KinectInterop.JointType> {KinectInterop.JointType.ShoulderLeft, KinectInterop.JointType.SpineShoulder} },
|
| 1389 |
{26, new List<KinectInterop.JointType> {KinectInterop.JointType.ShoulderRight, KinectInterop.JointType.SpineShoulder} },
|
| 1390 |
{27, new List<KinectInterop.JointType> {KinectInterop.JointType.HandTipLeft, KinectInterop.JointType.HandLeft} },
|
| 1391 |
{28, new List<KinectInterop.JointType> {KinectInterop.JointType.HandTipRight, KinectInterop.JointType.HandRight} },
|
| 1392 |
{29, new List<KinectInterop.JointType> {KinectInterop.JointType.ThumbLeft, KinectInterop.JointType.HandLeft} },
|
| 1393 |
{30, new List<KinectInterop.JointType> {KinectInterop.JointType.ThumbRight, KinectInterop.JointType.HandRight} },
|
| 1394 |
}; |
| 1395 |
|
| 1396 |
protected static readonly Dictionary<int, KinectInterop.JointType> boneIndex2MirrorJointMap = new Dictionary<int, KinectInterop.JointType> |
| 1397 |
{
|
| 1398 |
{0, KinectInterop.JointType.SpineBase},
|
| 1399 |
{1, KinectInterop.JointType.SpineMid},
|
| 1400 |
{2, KinectInterop.JointType.SpineShoulder},
|
| 1401 |
{3, KinectInterop.JointType.Neck},
|
| 1402 |
{4, KinectInterop.JointType.Head},
|
| 1403 |
|
| 1404 |
{5, KinectInterop.JointType.ShoulderRight},
|
| 1405 |
{6, KinectInterop.JointType.ElbowRight},
|
| 1406 |
{7, KinectInterop.JointType.WristRight},
|
| 1407 |
{8, KinectInterop.JointType.HandRight},
|
| 1408 |
|
| 1409 |
{9, KinectInterop.JointType.HandTipRight},
|
| 1410 |
{10, KinectInterop.JointType.ThumbRight},
|
| 1411 |
|
| 1412 |
{11, KinectInterop.JointType.ShoulderLeft},
|
| 1413 |
{12, KinectInterop.JointType.ElbowLeft},
|
| 1414 |
{13, KinectInterop.JointType.WristLeft},
|
| 1415 |
{14, KinectInterop.JointType.HandLeft},
|
| 1416 |
|
| 1417 |
{15, KinectInterop.JointType.HandTipLeft},
|
| 1418 |
{16, KinectInterop.JointType.ThumbLeft},
|
| 1419 |
|
| 1420 |
{17, KinectInterop.JointType.HipRight},
|
| 1421 |
{18, KinectInterop.JointType.KneeRight},
|
| 1422 |
{19, KinectInterop.JointType.AnkleRight},
|
| 1423 |
{20, KinectInterop.JointType.FootRight},
|
| 1424 |
|
| 1425 |
{21, KinectInterop.JointType.HipLeft},
|
| 1426 |
{22, KinectInterop.JointType.KneeLeft},
|
| 1427 |
{23, KinectInterop.JointType.AnkleLeft},
|
| 1428 |
{24, KinectInterop.JointType.FootLeft},
|
| 1429 |
}; |
| 1430 |
|
| 1431 |
protected static readonly Dictionary<int, List<KinectInterop.JointType>> specIndex2MirrorMap = new Dictionary<int, List<KinectInterop.JointType>> |
| 1432 |
{
|
| 1433 |
{25, new List<KinectInterop.JointType> {KinectInterop.JointType.ShoulderRight, KinectInterop.JointType.SpineShoulder} },
|
| 1434 |
{26, new List<KinectInterop.JointType> {KinectInterop.JointType.ShoulderLeft, KinectInterop.JointType.SpineShoulder} },
|
| 1435 |
{27, new List<KinectInterop.JointType> {KinectInterop.JointType.HandTipRight, KinectInterop.JointType.HandRight} },
|
| 1436 |
{28, new List<KinectInterop.JointType> {KinectInterop.JointType.HandTipLeft, KinectInterop.JointType.HandLeft} },
|
| 1437 |
{29, new List<KinectInterop.JointType> {KinectInterop.JointType.ThumbRight, KinectInterop.JointType.HandRight} },
|
| 1438 |
{30, new List<KinectInterop.JointType> {KinectInterop.JointType.ThumbLeft, KinectInterop.JointType.HandLeft} },
|
| 1439 |
}; |
| 1440 |
|
| 1441 |
protected static readonly Dictionary<KinectInterop.JointType, int> jointMap2boneIndex = new Dictionary<KinectInterop.JointType, int> |
| 1442 |
{
|
| 1443 |
{KinectInterop.JointType.SpineBase, 0},
|
| 1444 |
{KinectInterop.JointType.SpineMid, 1},
|
| 1445 |
{KinectInterop.JointType.SpineShoulder, 2},
|
| 1446 |
{KinectInterop.JointType.Neck, 3},
|
| 1447 |
{KinectInterop.JointType.Head, 4},
|
| 1448 |
|
| 1449 |
{KinectInterop.JointType.ShoulderLeft, 5},
|
| 1450 |
{KinectInterop.JointType.ElbowLeft, 6},
|
| 1451 |
{KinectInterop.JointType.WristLeft, 7},
|
| 1452 |
{KinectInterop.JointType.HandLeft, 8},
|
| 1453 |
|
| 1454 |
{KinectInterop.JointType.HandTipLeft, 9},
|
| 1455 |
{KinectInterop.JointType.ThumbLeft, 10},
|
| 1456 |
|
| 1457 |
{KinectInterop.JointType.ShoulderRight, 11},
|
| 1458 |
{KinectInterop.JointType.ElbowRight, 12},
|
| 1459 |
{KinectInterop.JointType.WristRight, 13},
|
| 1460 |
{KinectInterop.JointType.HandRight, 14},
|
| 1461 |
|
| 1462 |
{KinectInterop.JointType.HandTipRight, 15},
|
| 1463 |
{KinectInterop.JointType.ThumbRight, 16},
|
| 1464 |
|
| 1465 |
{KinectInterop.JointType.HipLeft, 17},
|
| 1466 |
{KinectInterop.JointType.KneeLeft, 18},
|
| 1467 |
{KinectInterop.JointType.AnkleLeft, 19},
|
| 1468 |
{KinectInterop.JointType.FootLeft, 20},
|
| 1469 |
|
| 1470 |
{KinectInterop.JointType.HipRight, 21},
|
| 1471 |
{KinectInterop.JointType.KneeRight, 22},
|
| 1472 |
{KinectInterop.JointType.AnkleRight, 23},
|
| 1473 |
{KinectInterop.JointType.FootRight, 24},
|
| 1474 |
}; |
| 1475 |
|
| 1476 |
protected static readonly Dictionary<KinectInterop.JointType, int> mirrorJointMap2boneIndex = new Dictionary<KinectInterop.JointType, int> |
| 1477 |
{
|
| 1478 |
{KinectInterop.JointType.SpineBase, 0},
|
| 1479 |
{KinectInterop.JointType.SpineMid, 1},
|
| 1480 |
{KinectInterop.JointType.SpineShoulder, 2},
|
| 1481 |
{KinectInterop.JointType.Neck, 3},
|
| 1482 |
{KinectInterop.JointType.Head, 4},
|
| 1483 |
|
| 1484 |
{KinectInterop.JointType.ShoulderRight, 5},
|
| 1485 |
{KinectInterop.JointType.ElbowRight, 6},
|
| 1486 |
{KinectInterop.JointType.WristRight, 7},
|
| 1487 |
{KinectInterop.JointType.HandRight, 8},
|
| 1488 |
|
| 1489 |
{KinectInterop.JointType.HandTipRight, 9},
|
| 1490 |
{KinectInterop.JointType.ThumbRight, 10},
|
| 1491 |
|
| 1492 |
{KinectInterop.JointType.ShoulderLeft, 11},
|
| 1493 |
{KinectInterop.JointType.ElbowLeft, 12},
|
| 1494 |
{KinectInterop.JointType.WristLeft, 13},
|
| 1495 |
{KinectInterop.JointType.HandLeft, 14},
|
| 1496 |
|
| 1497 |
{KinectInterop.JointType.HandTipLeft, 15},
|
| 1498 |
{KinectInterop.JointType.ThumbLeft, 16},
|
| 1499 |
|
| 1500 |
{KinectInterop.JointType.HipRight, 17},
|
| 1501 |
{KinectInterop.JointType.KneeRight, 18},
|
| 1502 |
{KinectInterop.JointType.AnkleRight, 19},
|
| 1503 |
{KinectInterop.JointType.FootRight, 20},
|
| 1504 |
|
| 1505 |
{KinectInterop.JointType.HipLeft, 21},
|
| 1506 |
{KinectInterop.JointType.KneeLeft, 22},
|
| 1507 |
{KinectInterop.JointType.AnkleLeft, 23},
|
| 1508 |
{KinectInterop.JointType.FootLeft, 24},
|
| 1509 |
}; |
| 1510 |
|
| 1511 |
|
| 1512 |
protected static readonly Dictionary<int, List<HumanBodyBones>> specialIndex2MultiBoneMap = new Dictionary<int, List<HumanBodyBones>> |
| 1513 |
{
|
| 1514 |
{27, new List<HumanBodyBones> { // left fingers
|
| 1515 |
HumanBodyBones.LeftIndexProximal, |
| 1516 |
HumanBodyBones.LeftIndexIntermediate, |
| 1517 |
HumanBodyBones.LeftIndexDistal, |
| 1518 |
HumanBodyBones.LeftMiddleProximal, |
| 1519 |
HumanBodyBones.LeftMiddleIntermediate, |
| 1520 |
HumanBodyBones.LeftMiddleDistal, |
| 1521 |
HumanBodyBones.LeftRingProximal, |
| 1522 |
HumanBodyBones.LeftRingIntermediate, |
| 1523 |
HumanBodyBones.LeftRingDistal, |
| 1524 |
HumanBodyBones.LeftLittleProximal, |
| 1525 |
HumanBodyBones.LeftLittleIntermediate, |
| 1526 |
HumanBodyBones.LeftLittleDistal, |
| 1527 |
}}, |
| 1528 |
{28, new List<HumanBodyBones> { // right fingers
|
| 1529 |
HumanBodyBones.RightIndexProximal, |
| 1530 |
HumanBodyBones.RightIndexIntermediate, |
| 1531 |
HumanBodyBones.RightIndexDistal, |
| 1532 |
HumanBodyBones.RightMiddleProximal, |
| 1533 |
HumanBodyBones.RightMiddleIntermediate, |
| 1534 |
HumanBodyBones.RightMiddleDistal, |
| 1535 |
HumanBodyBones.RightRingProximal, |
| 1536 |
HumanBodyBones.RightRingIntermediate, |
| 1537 |
HumanBodyBones.RightRingDistal, |
| 1538 |
HumanBodyBones.RightLittleProximal, |
| 1539 |
HumanBodyBones.RightLittleIntermediate, |
| 1540 |
HumanBodyBones.RightLittleDistal, |
| 1541 |
}}, |
| 1542 |
{29, new List<HumanBodyBones> { // left thumb
|
| 1543 |
HumanBodyBones.LeftThumbProximal, |
| 1544 |
HumanBodyBones.LeftThumbIntermediate, |
| 1545 |
HumanBodyBones.LeftThumbDistal, |
| 1546 |
}}, |
| 1547 |
{30, new List<HumanBodyBones> { // right thumb
|
| 1548 |
HumanBodyBones.RightThumbProximal, |
| 1549 |
HumanBodyBones.RightThumbIntermediate, |
| 1550 |
HumanBodyBones.RightThumbDistal, |
| 1551 |
}}, |
| 1552 |
}; |
| 1553 |
|
| 1554 |
} |
| 1555 |
|