t1 / TFDContents / Assets / KinectDemos / OverlayDemo / Scripts / JointOverlayer.cs @ 9
이력 | 보기 | 이력해설 | 다운로드 (3.24 KB)
1 |
using UnityEngine; |
---|---|
2 |
using System.Collections; |
3 |
using System; |
4 |
//using Windows.Kinect; |
5 |
|
6 |
|
7 |
public class JointOverlayer : MonoBehaviour |
8 |
{ |
9 |
[Tooltip("GUI-texture used to display the color camera feed on the scene background.")] |
10 |
public GUITexture backgroundImage; |
11 |
|
12 |
[Tooltip("Camera that will be used to overlay the 3D-objects over the background.")] |
13 |
public Camera foregroundCamera; |
14 |
|
15 |
[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")] |
16 |
public int playerIndex = 0; |
17 |
|
18 |
[Tooltip("Kinect joint that is going to be overlayed.")] |
19 |
public KinectInterop.JointType trackedJoint = KinectInterop.JointType.HandRight; |
20 |
|
21 |
[Tooltip("Game object used to overlay the joint.")] |
22 |
public Transform overlayObject; |
23 |
|
24 |
[Tooltip("Smoothing factor used for joint rotation.")] |
25 |
public float smoothFactor = 10f; |
26 |
|
27 |
//public GUIText debugText; |
28 |
|
29 |
[NonSerialized] |
30 |
public Quaternion initialRotation = Quaternion.identity; |
31 |
private bool objFlipped = false; |
32 |
|
33 |
|
34 |
public void Start() |
35 |
{ |
36 |
if (!foregroundCamera) |
37 |
{ |
38 |
// by default - the main camera |
39 |
foregroundCamera = Camera.main; |
40 |
} |
41 |
|
42 |
if(overlayObject) |
43 |
{ |
44 |
// always mirrored |
45 |
initialRotation = overlayObject.rotation; // Quaternion.Euler(new Vector3(0f, 180f, 0f)); |
46 |
|
47 |
Vector3 vForward = foregroundCamera ? foregroundCamera.transform.forward : Vector3.forward; |
48 |
objFlipped = (Vector3.Dot(overlayObject.forward, vForward) < 0); |
49 |
|
50 |
overlayObject.rotation = Quaternion.identity; |
51 |
} |
52 |
} |
53 |
|
54 |
void Update () |
55 |
{ |
56 |
KinectManager manager = KinectManager.Instance; |
57 |
|
58 |
if(manager && manager.IsInitialized() && foregroundCamera) |
59 |
{ |
60 |
//backgroundImage.renderer.material.mainTexture = manager.GetUsersClrTex(); |
61 |
if(backgroundImage && (backgroundImage.texture == null)) |
62 |
{ |
63 |
backgroundImage.texture = manager.GetUsersClrTex(); |
64 |
} |
65 |
|
66 |
// get the background rectangle (use the portrait background, if available) |
67 |
Rect backgroundRect = foregroundCamera.pixelRect; |
68 |
PortraitBackground portraitBack = PortraitBackground.Instance; |
69 |
|
70 |
if(portraitBack && portraitBack.enabled) |
71 |
{ |
72 |
backgroundRect = portraitBack.GetBackgroundRect(); |
73 |
} |
74 |
|
75 |
// overlay the joint |
76 |
long userId = manager.GetUserIdByIndex(playerIndex); |
77 |
|
78 |
int iJointIndex = (int)trackedJoint; |
79 |
if (manager.IsJointTracked (userId, iJointIndex)) |
80 |
{ |
81 |
Vector3 posJoint = manager.GetJointPosColorOverlay(userId, iJointIndex, foregroundCamera, backgroundRect); |
82 |
|
83 |
if (posJoint != Vector3.zero) |
84 |
{ |
85 |
// if(debugText) |
86 |
// { |
87 |
// debugText.text = string.Format("{0} - {1}", trackedJoint, posJoint); |
88 |
// } |
89 |
|
90 |
if (overlayObject) |
91 |
{ |
92 |
overlayObject.position = posJoint; |
93 |
|
94 |
Quaternion rotJoint = manager.GetJointOrientation (userId, iJointIndex, !objFlipped); |
95 |
rotJoint = initialRotation * rotJoint; |
96 |
|
97 |
overlayObject.rotation = Quaternion.Slerp (overlayObject.rotation, rotJoint, smoothFactor * Time.deltaTime); |
98 |
} |
99 |
} |
100 |
} |
101 |
else |
102 |
{ |
103 |
// make the overlay object invisible |
104 |
if (overlayObject && overlayObject.position.z > 0f) |
105 |
{ |
106 |
Vector3 posJoint = overlayObject.position; |
107 |
posJoint.z = -10f; |
108 |
overlayObject.position = posJoint; |
109 |
} |
110 |
} |
111 |
|
112 |
} |
113 |
} |
114 |
} |