t1 / TFDContents / Assets / KinectScripts / Samples / JointOrientationView.cs @ 9
이력 | 보기 | 이력해설 | 다운로드 (1.84 KB)
1 | 3 | KTH | using UnityEngine; |
---|---|---|---|
2 | using System.Collections; |
||
3 | //using Windows.Kinect; |
||
4 | |||
5 | |||
6 | public class JointOrientationView : MonoBehaviour |
||
7 | { |
||
8 | [Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")] |
||
9 | public int playerIndex = 0; |
||
10 | |||
11 | [Tooltip("The Kinect joint we want to track.")] |
||
12 | public KinectInterop.JointType trackedJoint = KinectInterop.JointType.SpineBase; |
||
13 | |||
14 | [Tooltip("Whether the joint view is mirrored or not.")] |
||
15 | public bool mirroredView = false; |
||
16 | |||
17 | [Tooltip("Smooth factor used for the joint orientation smoothing.")] |
||
18 | public float smoothFactor = 5f; |
||
19 | |||
20 | [Tooltip("GUI-Text to display the current joint rotation.")] |
||
21 | public GUIText debugText; |
||
22 | |||
23 | private Quaternion initialRotation = Quaternion.identity; |
||
24 | |||
25 | |||
26 | void Start() |
||
27 | { |
||
28 | initialRotation = transform.rotation; |
||
29 | //transform.rotation = Quaternion.identity; |
||
30 | } |
||
31 | |||
32 | void Update () |
||
33 | { |
||
34 | KinectManager manager = KinectManager.Instance; |
||
35 | |||
36 | if(manager && manager.IsInitialized()) |
||
37 | { |
||
38 | int iJointIndex = (int)trackedJoint; |
||
39 | |||
40 | if(manager.IsUserDetected(playerIndex)) |
||
41 | { |
||
42 | long userId = manager.GetUserIdByIndex(playerIndex); |
||
43 | |||
44 | if(manager.IsJointTracked(userId, iJointIndex)) |
||
45 | { |
||
46 | Quaternion qRotObject = manager.GetJointOrientation(userId, iJointIndex, !mirroredView); |
||
47 | qRotObject = initialRotation * qRotObject; |
||
48 | |||
49 | if(debugText) |
||
50 | { |
||
51 | Vector3 vRotAngles = qRotObject.eulerAngles; |
||
52 | debugText.text = string.Format("{0} - R({1:000}, {2:000}, {3:000})", trackedJoint, |
||
53 | vRotAngles.x, vRotAngles.y, vRotAngles.z); |
||
54 | } |
||
55 | |||
56 | if(smoothFactor != 0f) |
||
57 | transform.rotation = Quaternion.Slerp(transform.rotation, qRotObject, smoothFactor * Time.deltaTime); |
||
58 | else |
||
59 | transform.rotation = qRotObject; |
||
60 | } |
||
61 | |||
62 | } |
||
63 | |||
64 | } |
||
65 | } |
||
66 | } |