t1 / TFDContents / Assets / KinectScripts / AvatarController.cs @ 3
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using UnityEngine; |
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//using Windows.Kinect; |
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|
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using System.Runtime.InteropServices; |
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using System.IO; |
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using System.Text; |
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|
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|
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/// <summary> |
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/// Avatar controller is the component that transfers the captured user motion to a humanoid model (avatar). |
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/// </summary> |
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[RequireComponent(typeof(Animator))] |
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public class AvatarController : MonoBehaviour |
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{ |
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[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")] |
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public int playerIndex = 0; |
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|
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[Tooltip("Whether the avatar is facing the player or not.")] |
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public bool mirroredMovement = false; |
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|
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[Tooltip("Whether the avatar is allowed to move vertically or not.")] |
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public bool verticalMovement = false; |
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|
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[Tooltip("Whether the avatar's root motion is applied by other component or script.")] |
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public bool externalRootMotion = false; |
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|
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[Tooltip("Whether the head rotation is controlled externally (e.g. by VR-headset)" )] |
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public bool externalHeadRotation = false; |
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|
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[Tooltip("Whether the finger orientations are allowed or not.")] |
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public bool fingerOrientations = false; |
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|
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[Tooltip("Rate at which the avatar will move through the scene.")] |
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public float moveRate = 1f; |
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|
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[Tooltip("Smooth factor used for avatar movements and joint rotations.")] |
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public float smoothFactor = 10f; |
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|
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[Tooltip("Game object this transform is relative to (optional).")] |
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public GameObject offsetNode; |
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|
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[Tooltip("If enabled, makes the avatar position relative to this camera to be the same as the player's position to the sensor.")] |
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public Camera posRelativeToCamera; |
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|
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[Tooltip("Whether the avatar's position should match the color image (in Pos-rel-to-camera mode only).")] |
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public bool posRelOverlayColor = false; |
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|
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[Tooltip("Whether z-axis movement needs to be inverted (Pos-Relative mode only).")] |
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public bool posRelInvertedZ = false; |
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|
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[Tooltip("Whether the avatar's feet must stick to the ground.")] |
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public bool groundedFeet = false; |
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|
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[Tooltip("Whether to apply the humanoid muscle limits or not.")] |
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public bool applyMuscleLimits = false; |
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|
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[Tooltip("Whether to flip left and right, relative to the sensor.")] |
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public bool flipLeftRight = false; |
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|
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|
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[Tooltip("Vertical offset of the avatar with respect to the position of user's spine-base.")] |
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[Range(-0.5f, 0.5f)] |
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public float verticalOffset = 0f; |
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|
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[Tooltip("Forward (Z) offset of the avatar with respect to the position of user's spine-base.")] |
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[Range(-0.5f, 0.5f)] |
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public float forwardOffset = 0f; |
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|
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// userId of the player |
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[NonSerialized] |
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public Int64 playerId = 0; |
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|
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|
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// The body root node |
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protected Transform bodyRoot; |
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|
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// Variable to hold all them bones. It will initialize the same size as initialRotations. |
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protected Transform[] bones; |
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|
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// Rotations of the bones when the Kinect tracking starts. |
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protected Quaternion[] initialRotations; |
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protected Quaternion[] localRotations; |
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protected bool[] isBoneDisabled; |
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|
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// Local rotations of finger bones |
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protected Dictionary<HumanBodyBones, Quaternion> fingerBoneLocalRotations = new Dictionary<HumanBodyBones, Quaternion>(); |
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protected Dictionary<HumanBodyBones, Vector3> fingerBoneLocalAxes = new Dictionary<HumanBodyBones, Vector3>(); |
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|
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// Initial position and rotation of the transform |
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protected Vector3 initialPosition; |
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protected Quaternion initialRotation; |
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protected Vector3 initialHipsPosition; |
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protected Quaternion initialHipsRotation; |
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|
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protected Vector3 offsetNodePos; |
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protected Quaternion offsetNodeRot; |
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protected Vector3 bodyRootPosition; |
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|
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// Calibration Offset Variables for Character Position. |
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[NonSerialized] |
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public bool offsetCalibrated = false; |
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protected Vector3 offsetPos = Vector3.zero; |
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//protected float xOffset, yOffset, zOffset; |
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//private Quaternion originalRotation; |
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|
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private Animator animatorComponent = null; |
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private HumanPoseHandler humanPoseHandler = null; |
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private HumanPose humanPose = new HumanPose(); |
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|
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// whether the parent transform obeys physics |
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protected bool isRigidBody = false; |
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|
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// private instance of the KinectManager |
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protected KinectManager kinectManager; |
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|
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// last hand events |
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private InteractionManager.HandEventType lastLeftHandEvent = InteractionManager.HandEventType.Release; |
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private InteractionManager.HandEventType lastRightHandEvent = InteractionManager.HandEventType.Release; |
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|
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// fist states |
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private bool bLeftFistDone = false; |
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private bool bRightFistDone = false; |
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|
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// grounder constants and variables |
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private const int raycastLayers = ~2; // Ignore Raycast |
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private const float maxFootDistanceGround = 0.02f; // maximum distance from lower foot to the ground |
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private const float maxFootDistanceTime = 0.2f; // 1.0f; // maximum allowed time, the lower foot to be distant from the ground |
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private Transform leftFoot, rightFoot; |
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|
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private float fFootDistanceInitial = 0f; |
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private float fFootDistance = 0f; |
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private float fFootDistanceTime = 0f; |
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|
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|
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/// <summary> |
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/// Gets the number of bone transforms (array length). |
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/// </summary> |
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/// <returns>The number of bone transforms.</returns> |
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public int GetBoneTransformCount() |
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{ |
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return bones != null ? bones.Length : 0; |
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} |
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|
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/// <summary> |
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/// Gets the bone transform by index. |
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/// </summary> |
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/// <returns>The bone transform.</returns> |
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/// <param name="index">Index</param> |
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public Transform GetBoneTransform(int index) |
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{ |
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if(index >= 0 && index < bones.Length) |
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{ |
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return bones[index]; |
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} |
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|
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return null; |
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} |
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|
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/// <summary> |
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/// 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 ) |
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/// </summary> |
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/// <param name="jointType"></param> |
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/// <returns></returns> |
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public Vector3 GetJointWorldPos( KinectInterop.JointType jointType ) |
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{ |
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if( !kinectManager ) |
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{ |
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return Vector3.zero; |
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} |
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|
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Vector3 jointPosition = kinectManager.GetJointPosition( playerId, (int)jointType ); |
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Vector3 worldPosition = new Vector3( |
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jointPosition.x - offsetPos.x, |
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// jointPosition.y - offsetPos.y + kinectManager.sensorHeight, //!! this should be better investigated .. |
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jointPosition.y + offsetPos.y - kinectManager.sensorHeight, //!! this workds better on my example |
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!mirroredMovement && !posRelativeToCamera ? (-jointPosition.z - offsetPos.z) : (jointPosition.z - offsetPos.z)); |
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|
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Quaternion posRotation = mirroredMovement ? Quaternion.Euler (0f, 180f, 0f) * initialRotation : initialRotation; |
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worldPosition = posRotation * worldPosition; |
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|
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return bodyRootPosition + worldPosition; |
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} |
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|
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/// <summary> |
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/// Disables the bone and optionally resets its orientation. |
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/// </summary> |
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/// <param name="index">Bone index.</param> |
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/// <param name="resetBone">If set to <c>true</c> resets bone orientation.</param> |
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public void DisableBone(int index, bool resetBone) |
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{ |
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if(index >= 0 && index < bones.Length) |
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{ |
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isBoneDisabled[index] = true; |
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|
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if (resetBone && bones[index] != null) |
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{ |
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bones[index].rotation = localRotations[index]; |
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} |
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} |
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} |
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|
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/// <summary> |
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/// Enables the bone, so AvatarController could update its orientation. |
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/// </summary> |
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/// <param name="index">Bone index.</param> |
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public void EnableBone(int index) |
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{ |
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if(index >= 0 && index < bones.Length) |
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{ |
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isBoneDisabled[index] = false; |
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} |
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} |
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|
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/// <summary> |
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/// Determines whether the bone orientation update is enabled or not. |
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/// </summary> |
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/// <returns><c>true</c> if the bone update is enabled; otherwise, <c>false</c>.</returns> |
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/// <param name="index">Bone index.</param> |
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public bool IsBoneEnabled(int index) |
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{ |
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if(index >= 0 && index < bones.Length) |
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{ |
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return !isBoneDisabled[index]; |
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} |
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|
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return false; |
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} |
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|
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/// <summary> |
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/// Gets the bone index by joint type. |
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/// </summary> |
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/// <returns>The bone index.</returns> |
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/// <param name="joint">Joint type</param> |
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/// <param name="bMirrored">If set to <c>true</c> gets the mirrored joint index.</param> |
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public int GetBoneIndexByJoint(KinectInterop.JointType joint, bool bMirrored) |
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{ |
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int boneIndex = -1; |
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|
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if(jointMap2boneIndex.ContainsKey(joint)) |
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{ |
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boneIndex = !bMirrored ? jointMap2boneIndex[joint] : mirrorJointMap2boneIndex[joint]; |
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} |
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return boneIndex; |
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} |
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|
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/// <summary> |
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/// Gets the special index by two joint types. |
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/// </summary> |
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/// <returns>The spec index by joint.</returns> |
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/// <param name="joint1">Joint 1 type.</param> |
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/// <param name="joint2">Joint 2 type.</param> |
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/// <param name="bMirrored">If set to <c>true</c> gets the mirrored joint index.</param> |
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public int GetSpecIndexByJoint(KinectInterop.JointType joint1, KinectInterop.JointType joint2, bool bMirrored) |
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{ |
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int boneIndex = -1; |
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|
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if((joint1 == KinectInterop.JointType.ShoulderLeft && joint2 == KinectInterop.JointType.SpineShoulder) || |
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(joint2 == KinectInterop.JointType.ShoulderLeft && joint1 == KinectInterop.JointType.SpineShoulder)) |
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{ |
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return (!bMirrored ? 25 : 26); |
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} |
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else if((joint1 == KinectInterop.JointType.ShoulderRight && joint2 == KinectInterop.JointType.SpineShoulder) || |
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(joint2 == KinectInterop.JointType.ShoulderRight && joint1 == KinectInterop.JointType.SpineShoulder)) |
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{ |
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return (!bMirrored ? 26 : 25); |
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} |
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else if((joint1 == KinectInterop.JointType.HandTipLeft && joint2 == KinectInterop.JointType.HandLeft) || |
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(joint2 == KinectInterop.JointType.HandTipLeft && joint1 == KinectInterop.JointType.HandLeft)) |
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{ |
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return (!bMirrored ? 27 : 28); |
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} |
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else if((joint1 == KinectInterop.JointType.HandTipRight && joint2 == KinectInterop.JointType.HandRight) || |
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(joint2 == KinectInterop.JointType.HandTipRight && joint1 == KinectInterop.JointType.HandRight)) |
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{ |
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return (!bMirrored ? 28 : 27); |
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} |
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else if((joint1 == KinectInterop.JointType.ThumbLeft && joint2 == KinectInterop.JointType.HandLeft) || |
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(joint2 == KinectInterop.JointType.ThumbLeft && joint1 == KinectInterop.JointType.HandLeft)) |
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{ |
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return (!bMirrored ? 29 : 30); |
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} |
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else if((joint1 == KinectInterop.JointType.ThumbRight && joint2 == KinectInterop.JointType.HandRight) || |
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(joint2 == KinectInterop.JointType.ThumbRight && joint1 == KinectInterop.JointType.HandRight)) |
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{ |
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return (!bMirrored ? 30 : 29); |
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} |
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|
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return boneIndex; |
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} |
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|
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|
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// transform caching gives performance boost since Unity calls GetComponent<Transform>() each time you call transform |
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private Transform _transformCache; |
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public new Transform transform |
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{ |
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get |
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{ |
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if (!_transformCache) |
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{ |
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_transformCache = base.transform; |
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} |
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|
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return _transformCache; |
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} |
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} |
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|
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|
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public void Awake() |
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{ |
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// check for double start |
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if(bones != null) |
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return; |
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if(!gameObject.activeInHierarchy) |
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return; |
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|
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// inits the bones array |
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bones = new Transform[31]; |
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|
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// get the animator reference |
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animatorComponent = GetComponent<Animator>(); |
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|
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// Map bones to the points the Kinect tracks |
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MapBones(); |
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|
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// Set model's arms to be in T-pose, if needed |
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SetModelArmsInTpose(); |
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|
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// Initial rotations and directions of the bones. |
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initialRotations = new Quaternion[bones.Length]; |
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localRotations = new Quaternion[bones.Length]; |
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isBoneDisabled = new bool[bones.Length]; |
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|
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// Get initial bone rotations |
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GetInitialRotations(); |
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|
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// enable all bones |
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for(int i = 0; i < bones.Length; i++) |
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{ |
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isBoneDisabled[i] = false; |
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} |
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|
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// get initial distance to ground |
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fFootDistanceInitial = GetDistanceToGround(); |
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fFootDistance = 0f; |
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fFootDistanceTime = 0f; |
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|
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// if parent transform uses physics |
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isRigidBody = (gameObject.GetComponent<Rigidbody>() != null); |
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|
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// get the pose handler reference |
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if (animatorComponent && animatorComponent.avatar && animatorComponent.avatar.isHuman) |
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{ |
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//Transform hipsTransform = animator.GetBoneTransform(HumanBodyBones.Hips); |
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//Transform rootTransform = hipsTransform.parent; |
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Transform rootTransform = transform; |
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|
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humanPoseHandler = new HumanPoseHandler(animatorComponent.avatar, rootTransform); |
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humanPoseHandler.GetHumanPose(ref humanPose); |
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} |
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} |
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|
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|
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// applies the muscle limits for humanoid avatar |
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private void CheckMuscleLimits() |
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{ |
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if (humanPoseHandler == null) |
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return; |
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|
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humanPoseHandler.GetHumanPose(ref humanPose); |
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|
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//Debug.Log(playerId + " - Trans: " + transform.position + ", body: " + humanPose.bodyPosition); |
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|
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bool isPoseChanged = false; |
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|
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float muscleMin = -1f; |
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float muscleMax = 1f; |
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|
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for (int i = 0; i < humanPose.muscles.Length; i++) |
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{ |
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if (float.IsNaN(humanPose.muscles[i])) |
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{ |
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//humanPose.muscles[i] = 0f; |
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continue; |
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} |
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|
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if (humanPose.muscles[i] < muscleMin) |
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{ |
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humanPose.muscles[i] = muscleMin; |
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isPoseChanged = true; |
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} |
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else if (humanPose.muscles[i] > muscleMax) |
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{ |
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humanPose.muscles[i] = muscleMax; |
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isPoseChanged = true; |
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} |
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} |
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|
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if (isPoseChanged) |
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{ |
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Quaternion localBodyRot = Quaternion.Inverse(transform.rotation) * humanPose.bodyRotation; |
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|
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// recover the body position & orientation |
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//humanPose.bodyPosition = Vector3.zero; |
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//humanPose.bodyPosition.y = initialHipsPosition.y; |
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humanPose.bodyPosition = initialHipsPosition; |
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humanPose.bodyRotation = localBodyRot; // Quaternion.identity; |
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|
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humanPoseHandler.SetHumanPose(ref humanPose); |
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//Debug.Log(" Human pose updated."); |
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} |
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|
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} |
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|
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|
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/// <summary> |
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/// Updates the avatar each frame. |
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/// </summary> |
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/// <param name="UserID">User ID</param> |
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public void UpdateAvatar(Int64 UserID) |
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{ |
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if(!gameObject.activeInHierarchy) |
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return; |
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|
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// Get the KinectManager instance |
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if(kinectManager == null) |
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{ |
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kinectManager = KinectManager.Instance; |
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} |
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|
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// move the avatar to its Kinect position |
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if(!externalRootMotion) |
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{ |
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MoveAvatar(UserID); |
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} |
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|
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// get the left hand state and event |
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if(kinectManager && kinectManager.GetJointTrackingState(UserID, (int)KinectInterop.JointType.HandLeft) != KinectInterop.TrackingState.NotTracked) |
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{ |
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KinectInterop.HandState leftHandState = kinectManager.GetLeftHandState(UserID); |
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InteractionManager.HandEventType leftHandEvent = InteractionManager.HandStateToEvent(leftHandState, lastLeftHandEvent); |
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|
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if(leftHandEvent != InteractionManager.HandEventType.None) |
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{ |
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lastLeftHandEvent = leftHandEvent; |
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} |
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} |
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|
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// get the right hand state and event |
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if(kinectManager && kinectManager.GetJointTrackingState(UserID, (int)KinectInterop.JointType.HandRight) != KinectInterop.TrackingState.NotTracked) |
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{ |
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KinectInterop.HandState rightHandState = kinectManager.GetRightHandState(UserID); |
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InteractionManager.HandEventType rightHandEvent = InteractionManager.HandStateToEvent(rightHandState, lastRightHandEvent); |
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|
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if(rightHandEvent != InteractionManager.HandEventType.None) |
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{ |
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lastRightHandEvent = rightHandEvent; |
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} |
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} |
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|
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// rotate the avatar bones |
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for (var boneIndex = 0; boneIndex < bones.Length; boneIndex++) |
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{ |
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if (!bones[boneIndex] || isBoneDisabled[boneIndex]) |
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continue; |
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|
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if(boneIndex2JointMap.ContainsKey(boneIndex)) |
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{ |
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KinectInterop.JointType joint = !(mirroredMovement ^ flipLeftRight) ? |
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boneIndex2JointMap[boneIndex] : boneIndex2MirrorJointMap[boneIndex]; |
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|
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if( externalHeadRotation && joint == KinectInterop.JointType.Head ) // skip head if moved externally |
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{ |
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continue; |
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} |
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|
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TransformBone(UserID, joint, boneIndex, !(mirroredMovement ^ flipLeftRight)); |
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} |
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else if(specIndex2JointMap.ContainsKey(boneIndex)) |
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{ |
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// special bones (clavicles) |
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List<KinectInterop.JointType> alJoints = !(mirroredMovement ^ flipLeftRight) ? |
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specIndex2JointMap[boneIndex] : specIndex2MirrorMap[boneIndex]; |
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|
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if(alJoints.Count >= 2) |
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{ |
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//Debug.Log(alJoints[0].ToString()); |
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Vector3 baseDir = alJoints[0].ToString().EndsWith("Left") ? Vector3.left : Vector3.right; |
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TransformSpecialBone(UserID, alJoints[0], alJoints[1], boneIndex, baseDir, !(mirroredMovement ^ flipLeftRight)); |
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} |
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} |
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} |
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|
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if (applyMuscleLimits && kinectManager && kinectManager.IsUserTracked(UserID)) |
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{ |
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// check for limits |
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CheckMuscleLimits(); |
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} |
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} |
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|
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/// <summary> |
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/// Resets bones to their initial positions and rotations. This also releases avatar control from KM, by settings playerId to 0 |
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/// </summary> |
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public virtual void ResetToInitialPosition() |
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{ |
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playerId = 0; |
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|
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if(bones == null) |
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return; |
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|
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// For each bone that was defined, reset to initial position. |
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transform.rotation = Quaternion.identity; |
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|
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for(int pass = 0; pass < 2; pass++) // 2 passes because clavicles are at the end |
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{ |
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for(int i = 0; i < bones.Length; i++) |
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{ |
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if(bones[i] != null) |
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{ |
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bones[i].rotation = initialRotations[i]; |
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} |
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} |
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} |
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|
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// reset finger bones to initial position |
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//Animator animatorComponent = GetComponent<Animator>(); |
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foreach(HumanBodyBones bone in fingerBoneLocalRotations.Keys) |
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{ |
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Transform boneTransform = animatorComponent ? animatorComponent.GetBoneTransform(bone) : null; |
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|
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if(boneTransform) |
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{ |
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boneTransform.localRotation = fingerBoneLocalRotations[bone]; |
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} |
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} |
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|
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// 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 |
|