t1 / TFDContents / Assets / KinectScripts / Samples / PointCloudView.cs @ 3
이력 | 보기 | 이력해설 | 다운로드 (4.35 KB)
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using UnityEngine; |
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using System.Collections; |
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public class PointCloudView : MonoBehaviour |
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{
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[Tooltip("Target mesh width in meters.")]
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public float meshWidth = 5.12f; |
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[Tooltip("Target mesh height in meters.")]
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public float meshHeight = 4.24f; |
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private Mesh mesh; |
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private Vector3[] vertices; |
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private Vector2[] uvs; |
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private int[] triangles; |
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private KinectManager manager = null; |
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private Vector2[] colorCoords = null; |
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private ushort[] depthData = null; |
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private int depthWidth = 0; |
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private int depthHeight = 0; |
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private int colorWidth = 0; |
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private int colorHeight = 0; |
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private const int SampleSize = 2; |
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void Start() |
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{
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manager = KinectManager.Instance; |
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if (manager != null) |
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{
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depthWidth = manager.GetDepthImageWidth(); |
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depthHeight = manager.GetDepthImageHeight(); |
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colorWidth = manager.GetColorImageWidth(); |
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colorHeight = manager.GetColorImageHeight(); |
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CreateMesh(depthWidth / SampleSize, depthHeight / SampleSize); |
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} |
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} |
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void CreateMesh(int width, int height) |
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{
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mesh = new Mesh(); |
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GetComponent<MeshFilter>().mesh = mesh; |
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vertices = new Vector3[width * height]; |
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uvs = new Vector2[width * height]; |
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triangles = new int[6 * ((width - 1) * (height - 1))]; |
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float scaleX = meshWidth / width; |
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float scaleY = meshHeight / height; |
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float centerX = meshWidth / 2; |
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float centerY = meshHeight / 2; |
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int triangleIndex = 0; |
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for (int y = 0; y < height; y++) |
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{
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for (int x = 0; x < width; x++) |
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{
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int index = (y * width) + x; |
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float xScaled = x * scaleX - centerX; |
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float yScaled = y * scaleY - centerY; |
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vertices[index] = new Vector3(xScaled, -yScaled, 0); |
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uvs[index] = new Vector2(((float)x / (float)width), ((float)y / (float)height)); |
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// Skip the last row/col |
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if (x != (width - 1) && y != (height - 1)) |
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{
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int topLeft = index; |
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int topRight = topLeft + 1; |
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int bottomLeft = topLeft + width; |
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int bottomRight = bottomLeft + 1; |
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triangles[triangleIndex++] = topLeft; |
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triangles[triangleIndex++] = topRight; |
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triangles[triangleIndex++] = bottomLeft; |
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triangles[triangleIndex++] = bottomLeft; |
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triangles[triangleIndex++] = topRight; |
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triangles[triangleIndex++] = bottomRight; |
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} |
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} |
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} |
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mesh.vertices = vertices; |
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mesh.uv = uvs; |
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mesh.triangles = triangles; |
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mesh.RecalculateNormals(); |
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} |
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void Update() |
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{
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if (manager == null) |
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return; |
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// get color texture |
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gameObject.GetComponent<Renderer>().material.mainTexture = manager.GetUsersClrTex(); |
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// update the mesh |
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UpdateMesh(); |
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} |
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private void UpdateMesh() |
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{
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if(manager.MapDepthFrameToColorCoords(ref colorCoords)) |
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{
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depthData = manager.GetRawDepthMap(); |
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for (int y = 0; y < depthHeight; y += SampleSize) |
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{
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for (int x = 0; x < depthWidth; x += SampleSize) |
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{
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int indexX = x / SampleSize; |
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int indexY = y / SampleSize; |
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int smallIndex = (indexY * (depthWidth / SampleSize)) + indexX; |
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float avg = GetAvg(depthData, x, y); |
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vertices[smallIndex].z = avg; |
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// Update UV mapping with CDRP |
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Vector2 colorCoord = colorCoords[(y * depthWidth) + x]; |
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uvs[smallIndex] = new Vector2(colorCoord.x / colorWidth, colorCoord.y / colorHeight); |
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} |
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} |
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mesh.vertices = vertices; |
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mesh.uv = uvs; |
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mesh.triangles = triangles; |
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mesh.RecalculateNormals(); |
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} |
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} |
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private float GetAvg(ushort[] depthData, int x, int y) |
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{
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float sum = 0f; |
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for (int y1 = y; y1 < y + SampleSize; y1++) |
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{
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for (int x1 = x; x1 < x + SampleSize; x1++) |
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{
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int fullIndex = (y1 * depthWidth) + x1; |
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if (depthData[fullIndex] == 0) |
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sum += 4500; |
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else |
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sum += depthData[fullIndex]; |
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} |
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} |
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return sum / (1000f * SampleSize * SampleSize); |
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} |
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} |