t1 / TFDContents / Assets / KinectScripts / Samples / PointCloudView.cs @ 9
이력 | 보기 | 이력해설 | 다운로드 (4.35 KB)
1 | 3 | KTH | using UnityEngine; |
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2 | using System.Collections; |
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3 | |||
4 | |||
5 | public class PointCloudView : MonoBehaviour |
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6 | { |
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7 | [Tooltip("Target mesh width in meters.")] |
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8 | public float meshWidth = 5.12f; |
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9 | |||
10 | [Tooltip("Target mesh height in meters.")] |
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11 | public float meshHeight = 4.24f; |
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12 | |||
13 | |||
14 | private Mesh mesh; |
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15 | private Vector3[] vertices; |
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16 | private Vector2[] uvs; |
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17 | private int[] triangles; |
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18 | |||
19 | private KinectManager manager = null; |
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20 | |||
21 | private Vector2[] colorCoords = null; |
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22 | private ushort[] depthData = null; |
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23 | |||
24 | private int depthWidth = 0; |
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25 | private int depthHeight = 0; |
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26 | private int colorWidth = 0; |
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27 | private int colorHeight = 0; |
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28 | |||
29 | private const int SampleSize = 2; |
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30 | |||
31 | |||
32 | void Start() |
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33 | { |
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34 | manager = KinectManager.Instance; |
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35 | |||
36 | if (manager != null) |
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37 | { |
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38 | depthWidth = manager.GetDepthImageWidth(); |
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39 | depthHeight = manager.GetDepthImageHeight(); |
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40 | |||
41 | colorWidth = manager.GetColorImageWidth(); |
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42 | colorHeight = manager.GetColorImageHeight(); |
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43 | |||
44 | CreateMesh(depthWidth / SampleSize, depthHeight / SampleSize); |
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45 | } |
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46 | } |
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47 | |||
48 | void CreateMesh(int width, int height) |
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49 | { |
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50 | mesh = new Mesh(); |
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51 | GetComponent<MeshFilter>().mesh = mesh; |
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52 | |||
53 | vertices = new Vector3[width * height]; |
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54 | uvs = new Vector2[width * height]; |
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55 | triangles = new int[6 * ((width - 1) * (height - 1))]; |
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56 | |||
57 | float scaleX = meshWidth / width; |
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58 | float scaleY = meshHeight / height; |
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59 | |||
60 | float centerX = meshWidth / 2; |
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61 | float centerY = meshHeight / 2; |
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62 | |||
63 | int triangleIndex = 0; |
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64 | for (int y = 0; y < height; y++) |
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65 | { |
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66 | for (int x = 0; x < width; x++) |
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67 | { |
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68 | int index = (y * width) + x; |
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69 | |||
70 | float xScaled = x * scaleX - centerX; |
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71 | float yScaled = y * scaleY - centerY; |
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72 | |||
73 | vertices[index] = new Vector3(xScaled, -yScaled, 0); |
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74 | uvs[index] = new Vector2(((float)x / (float)width), ((float)y / (float)height)); |
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75 | |||
76 | // Skip the last row/col |
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77 | if (x != (width - 1) && y != (height - 1)) |
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78 | { |
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79 | int topLeft = index; |
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80 | int topRight = topLeft + 1; |
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81 | int bottomLeft = topLeft + width; |
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82 | int bottomRight = bottomLeft + 1; |
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83 | |||
84 | triangles[triangleIndex++] = topLeft; |
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85 | triangles[triangleIndex++] = topRight; |
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86 | triangles[triangleIndex++] = bottomLeft; |
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87 | triangles[triangleIndex++] = bottomLeft; |
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88 | triangles[triangleIndex++] = topRight; |
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89 | triangles[triangleIndex++] = bottomRight; |
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90 | } |
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91 | } |
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92 | } |
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93 | |||
94 | mesh.vertices = vertices; |
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95 | mesh.uv = uvs; |
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96 | mesh.triangles = triangles; |
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97 | mesh.RecalculateNormals(); |
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98 | } |
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99 | |||
100 | void Update() |
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101 | { |
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102 | if (manager == null) |
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103 | return; |
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104 | |||
105 | // get color texture |
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106 | gameObject.GetComponent<Renderer>().material.mainTexture = manager.GetUsersClrTex(); |
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107 | |||
108 | // update the mesh |
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109 | UpdateMesh(); |
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110 | } |
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111 | |||
112 | private void UpdateMesh() |
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113 | { |
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114 | if(manager.MapDepthFrameToColorCoords(ref colorCoords)) |
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115 | { |
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116 | depthData = manager.GetRawDepthMap(); |
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117 | |||
118 | for (int y = 0; y < depthHeight; y += SampleSize) |
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119 | { |
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120 | for (int x = 0; x < depthWidth; x += SampleSize) |
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121 | { |
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122 | int indexX = x / SampleSize; |
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123 | int indexY = y / SampleSize; |
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124 | int smallIndex = (indexY * (depthWidth / SampleSize)) + indexX; |
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125 | |||
126 | float avg = GetAvg(depthData, x, y); |
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127 | vertices[smallIndex].z = avg; |
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128 | |||
129 | // Update UV mapping with CDRP |
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130 | Vector2 colorCoord = colorCoords[(y * depthWidth) + x]; |
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131 | uvs[smallIndex] = new Vector2(colorCoord.x / colorWidth, colorCoord.y / colorHeight); |
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132 | } |
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133 | } |
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134 | |||
135 | mesh.vertices = vertices; |
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136 | mesh.uv = uvs; |
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137 | mesh.triangles = triangles; |
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138 | mesh.RecalculateNormals(); |
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139 | } |
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140 | |||
141 | } |
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142 | |||
143 | private float GetAvg(ushort[] depthData, int x, int y) |
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144 | { |
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145 | float sum = 0f; |
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146 | |||
147 | for (int y1 = y; y1 < y + SampleSize; y1++) |
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148 | { |
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149 | for (int x1 = x; x1 < x + SampleSize; x1++) |
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150 | { |
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151 | int fullIndex = (y1 * depthWidth) + x1; |
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152 | |||
153 | if (depthData[fullIndex] == 0) |
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154 | sum += 4500; |
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155 | else |
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156 | sum += depthData[fullIndex]; |
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157 | } |
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158 | } |
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159 | |||
160 | return sum / (1000f * SampleSize * SampleSize); |
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161 | } |
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162 | |||
163 | } |