t1 / TFDContents / Assets / KinectScripts / AvatarControllerClassic.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (3.25 KB)
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using UnityEngine; |
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//using Windows.Kinect; |
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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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/// <summary> |
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/// Avatar controller is the component that transfers the captured user motion to a humanoid model (avatar). Avatar controller classic allows manual assignment of model's rigged bones to the Kinect's tracked joints. |
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/// </summary> |
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public class AvatarControllerClassic : AvatarController |
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{
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// Public variables that will get matched to bones. If empty, the Kinect will simply not track it. |
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public Transform HipCenter; |
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public Transform Spine; |
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public Transform ShoulderCenter; |
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public Transform Neck; |
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// public Transform Head; |
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public Transform ClavicleLeft; |
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public Transform ShoulderLeft; |
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public Transform ElbowLeft; |
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public Transform HandLeft; |
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public Transform FingersLeft; |
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// private Transform FingerTipsLeft = null; |
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public Transform ThumbLeft; |
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public Transform ClavicleRight; |
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public Transform ShoulderRight; |
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public Transform ElbowRight; |
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public Transform HandRight; |
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public Transform FingersRight; |
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// private Transform FingerTipsRight = null; |
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public Transform ThumbRight; |
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public Transform HipLeft; |
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public Transform KneeLeft; |
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public Transform FootLeft; |
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// private Transform ToesLeft = null; |
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public Transform HipRight; |
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public Transform KneeRight; |
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public Transform FootRight; |
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// private Transform ToesRight = null; |
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[Tooltip("The body root node (optional).")]
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public Transform BodyRoot; |
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// Offset node this transform is relative to, if any (optional) |
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//public GameObject OffsetNode; |
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// If the bones to be mapped have been declared, map that bone to the model. |
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protected override void MapBones() |
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{
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bones[0] = HipCenter; |
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bones[1] = Spine; |
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bones[2] = ShoulderCenter; |
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bones[3] = Neck; |
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// bones[4] = Head; |
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bones[5] = ShoulderLeft; |
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bones[6] = ElbowLeft; |
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bones[7] = HandLeft; |
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// bones[8] = FingersLeft; |
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// bones[9] = FingerTipsLeft; |
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// bones[10] = ThumbLeft; |
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bones[11] = ShoulderRight; |
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bones[12] = ElbowRight; |
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bones[13] = HandRight; |
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// bones[14] = FingersRight; |
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// bones[15] = FingerTipsRight; |
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// bones[16] = ThumbRight; |
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bones[17] = HipLeft; |
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bones[18] = KneeLeft; |
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bones[19] = FootLeft; |
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// bones[20] = ToesLeft; |
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bones[21] = HipRight; |
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bones[22] = KneeRight; |
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bones[23] = FootRight; |
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// bones[24] = ToesRight; |
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// special bones |
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bones[25] = ClavicleLeft; |
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bones[26] = ClavicleRight; |
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bones[27] = FingersLeft; |
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bones[28] = FingersRight; |
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bones[29] = ThumbLeft; |
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bones[30] = ThumbRight; |
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// body root and offset |
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bodyRoot = BodyRoot; |
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//offsetNode = OffsetNode; |
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// if(offsetNode == null) |
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// {
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// offsetNode = new GameObject(name + "Ctrl") { layer = transform.gameObject.layer, tag = transform.gameObject.tag };
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// offsetNode.transform.position = transform.position; |
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// offsetNode.transform.rotation = transform.rotation; |
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// offsetNode.transform.parent = transform.parent; |
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// |
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// transform.parent = offsetNode.transform; |
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// transform.localPosition = Vector3.zero; |
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// transform.localRotation = Quaternion.identity; |
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// } |
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// if(bodyRoot == null) |
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// {
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// bodyRoot = transform; |
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// } |
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} |
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} |
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