t1 / TFDContents / Assets / KinectDemos / OverlayDemo / Scripts / JointOverlayer.cs @ 9
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using UnityEngine; |
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using System.Collections; |
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using System; |
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//using Windows.Kinect; |
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public class JointOverlayer : MonoBehaviour |
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{
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[Tooltip("GUI-texture used to display the color camera feed on the scene background.")]
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public GUITexture backgroundImage; |
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[Tooltip("Camera that will be used to overlay the 3D-objects over the background.")]
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public Camera foregroundCamera; |
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[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
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public int playerIndex = 0; |
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[Tooltip("Kinect joint that is going to be overlayed.")]
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public KinectInterop.JointType trackedJoint = KinectInterop.JointType.HandRight; |
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[Tooltip("Game object used to overlay the joint.")]
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public Transform overlayObject; |
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[Tooltip("Smoothing factor used for joint rotation.")]
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public float smoothFactor = 10f; |
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//public GUIText debugText; |
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[NonSerialized] |
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public Quaternion initialRotation = Quaternion.identity; |
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private bool objFlipped = false; |
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public void Start() |
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{
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if (!foregroundCamera) |
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{
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// by default - the main camera |
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foregroundCamera = Camera.main; |
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} |
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if(overlayObject) |
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{
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// always mirrored |
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initialRotation = overlayObject.rotation; // Quaternion.Euler(new Vector3(0f, 180f, 0f)); |
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Vector3 vForward = foregroundCamera ? foregroundCamera.transform.forward : Vector3.forward; |
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objFlipped = (Vector3.Dot(overlayObject.forward, vForward) < 0); |
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overlayObject.rotation = Quaternion.identity; |
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} |
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} |
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void Update () |
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{
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KinectManager manager = KinectManager.Instance; |
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if(manager && manager.IsInitialized() && foregroundCamera) |
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{
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//backgroundImage.renderer.material.mainTexture = manager.GetUsersClrTex(); |
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if(backgroundImage && (backgroundImage.texture == null)) |
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{
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backgroundImage.texture = manager.GetUsersClrTex(); |
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} |
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// get the background rectangle (use the portrait background, if available) |
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Rect backgroundRect = foregroundCamera.pixelRect; |
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PortraitBackground portraitBack = PortraitBackground.Instance; |
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if(portraitBack && portraitBack.enabled) |
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{
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backgroundRect = portraitBack.GetBackgroundRect(); |
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} |
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// overlay the joint |
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long userId = manager.GetUserIdByIndex(playerIndex); |
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int iJointIndex = (int)trackedJoint; |
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if (manager.IsJointTracked (userId, iJointIndex)) |
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{
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Vector3 posJoint = manager.GetJointPosColorOverlay(userId, iJointIndex, foregroundCamera, backgroundRect); |
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if (posJoint != Vector3.zero) |
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{
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// if(debugText) |
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// {
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// debugText.text = string.Format("{0} - {1}", trackedJoint, posJoint);
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// } |
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if (overlayObject) |
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{
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overlayObject.position = posJoint; |
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Quaternion rotJoint = manager.GetJointOrientation (userId, iJointIndex, !objFlipped); |
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rotJoint = initialRotation * rotJoint; |
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overlayObject.rotation = Quaternion.Slerp (overlayObject.rotation, rotJoint, smoothFactor * Time.deltaTime); |
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} |
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} |
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} |
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else |
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{
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// make the overlay object invisible |
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if (overlayObject && overlayObject.position.z > 0f) |
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{
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Vector3 posJoint = overlayObject.position; |
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posJoint.z = -10f; |
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overlayObject.position = posJoint; |
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} |
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} |
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} |
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} |
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} |