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301 lines
14 KiB
301 lines
14 KiB
1 year ago
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using UnityEngine;
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using System.Collections;
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using com.rfilkov.kinect;
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using System;
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namespace com.rfilkov.components
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{
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/// <summary>
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/// Background user-body image is component that displays the user-body image on RawImage texture, usually the scene background.
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/// </summary>
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public class BackgroundUserBodyImage : MonoBehaviour
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{
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[Tooltip("Depth sensor index - 0 is the 1st one, 1 - the 2nd one, etc.")]
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public int sensorIndex = 0;
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[Tooltip("Index of the player, tracked by this component. -1 means all players, 0 - the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
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public int playerIndex = -1;
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[Tooltip("RawImage used to display the user-body image.")]
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public UnityEngine.UI.RawImage backgroundImage;
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[Tooltip("Camera used to display the background image. Set it, if you'd like to allow background image to resize, to match the depth image's aspect ratio.")]
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public Camera backgroundCamera;
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// last camera rect width & height
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private float lastCamRectW = 0;
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private float lastCamRectH = 0;
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// references
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private KinectManager kinectManager = null;
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private KinectInterop.SensorData sensorData = null;
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private Vector2 initialAnchorPos = Vector2.zero;
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// color-camera aligned frames
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private ulong lastDepthFrameTime = 0;
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private ulong lastBodyIndexFrameTime = 0;
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// color-camera aligned texture and buffers
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private RenderTexture bodyImageTexture = null;
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private Material bodyImageMaterial = null;
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private ComputeBuffer bodyIndexBuffer = null;
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private ComputeBuffer depthImageBuffer = null;
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private ComputeBuffer bodyHistBuffer = null;
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// body image hist data
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protected int[] depthBodyBufferData = null;
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protected int[] equalBodyBufferData = null;
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protected int bodyHistTotalPoints = 0;
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void Start()
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{
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if (backgroundImage == null)
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{
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backgroundImage = GetComponent<UnityEngine.UI.RawImage>();
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}
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kinectManager = KinectManager.Instance;
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sensorData = kinectManager != null ? kinectManager.GetSensorData(sensorIndex) : null;
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if (sensorData != null)
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{
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// create the user texture and needed buffers
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//bodyImageTexture = KinectInterop.CreateRenderTexture(bodyImageTexture, sensorData.depthImageWidth, sensorData.depthImageHeight);
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bodyImageMaterial = new Material(Shader.Find("Kinect/UserHistImageShader"));
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bodyHistBuffer = KinectInterop.CreateComputeBuffer(bodyHistBuffer, DepthSensorBase.MAX_DEPTH_DISTANCE_MM + 1, sizeof(int));
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depthBodyBufferData = new int[DepthSensorBase.MAX_DEPTH_DISTANCE_MM + 1];
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equalBodyBufferData = new int[DepthSensorBase.MAX_DEPTH_DISTANCE_MM + 1];
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}
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}
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void OnDestroy()
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{
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if (bodyImageTexture)
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{
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bodyImageTexture.Release();
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bodyImageTexture = null;
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}
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if (bodyIndexBuffer != null)
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{
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bodyIndexBuffer.Dispose();
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bodyIndexBuffer = null;
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}
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if (depthImageBuffer != null)
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{
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depthImageBuffer.Dispose();
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depthImageBuffer = null;
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}
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if (bodyHistBuffer != null)
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{
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bodyHistBuffer.Dispose();
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bodyHistBuffer = null;
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}
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}
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void Update()
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{
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if (kinectManager && kinectManager.IsInitialized() && sensorData != null)
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{
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float cameraWidth = backgroundCamera ? backgroundCamera.pixelRect.width : 0f;
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float cameraHeight = backgroundCamera ? backgroundCamera.pixelRect.height : 0f;
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// check for new depth and body-index frames
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UpdateTextureWithNewFrame();
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//Texture bodyImageTexture = kinectManager.GetUsersImageTex(sensorIndex);
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if (backgroundImage && bodyImageTexture != null && (backgroundImage.texture == null ||
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backgroundImage.texture.width != bodyImageTexture.width || backgroundImage.texture.height != bodyImageTexture.height ||
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lastCamRectW != cameraWidth || lastCamRectH != cameraHeight))
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{
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lastCamRectW = cameraWidth;
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lastCamRectH = cameraHeight;
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backgroundImage.texture = bodyImageTexture;
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backgroundImage.rectTransform.localScale = sensorData.depthImageScale; // kinectManager.GetDepthImageScale(sensorIndex);
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backgroundImage.color = Color.white;
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if (backgroundCamera != null)
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{
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// adjust image's size and position to match the stream aspect ratio
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int depthImageWidth = sensorData.depthImageWidth; // kinectManager.GetDepthImageWidth(sensorIndex);
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int depthImageHeight = sensorData.depthImageHeight; // kinectManager.GetDepthImageHeight(sensorIndex);
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if (depthImageWidth == 0 || depthImageHeight == 0)
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return;
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RectTransform rectImage = backgroundImage.rectTransform;
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float rectWidth = (rectImage.anchorMin.x != rectImage.anchorMax.x) ? cameraWidth * (rectImage.anchorMax.x - rectImage.anchorMin.x) : rectImage.sizeDelta.x;
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float rectHeight = (rectImage.anchorMin.y != rectImage.anchorMax.y) ? cameraHeight * (rectImage.anchorMax.y - rectImage.anchorMin.y) : rectImage.sizeDelta.y;
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if (depthImageWidth > depthImageHeight)
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rectWidth = rectHeight * depthImageWidth / depthImageHeight;
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else
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rectHeight = rectWidth * depthImageHeight / depthImageWidth;
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Vector2 pivotOffset = (rectImage.pivot - new Vector2(0.5f, 0.5f)) * 2f;
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Vector2 imageScale = sensorData.depthImageScale; // (Vector2)kinectManager.GetDepthImageScale(sensorIndex);
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Vector2 anchorPos = rectImage.anchoredPosition + pivotOffset * imageScale * new Vector2(rectWidth, rectHeight);
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if (rectImage.anchorMin.x != rectImage.anchorMax.x)
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{
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rectWidth = -(cameraWidth - rectWidth);
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}
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if (rectImage.anchorMin.y != rectImage.anchorMax.y)
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{
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rectHeight = -(cameraHeight - rectHeight);
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}
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rectImage.sizeDelta = new Vector2(rectWidth, rectHeight);
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rectImage.anchoredPosition = initialAnchorPos = anchorPos;
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}
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}
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//if (backgroundImage)
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//{
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// // update the anchor position, if needed
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// if (sensorData != null && sensorData.sensorInterface != null)
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// {
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// Vector2 updatedAnchorPos = initialAnchorPos + sensorData.sensorInterface.GetBackgroundImageAnchorPos(sensorData);
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// if (backgroundImage.rectTransform.anchoredPosition != updatedAnchorPos)
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// {
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// backgroundImage.rectTransform.anchoredPosition = updatedAnchorPos;
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// }
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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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// reset the background texture, if needed
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if (backgroundImage && backgroundImage.texture != null)
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{
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backgroundImage.texture = null;
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}
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}
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//RectTransform rectTransform = backgroundImage.rectTransform;
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//Debug.Log("pivot: " + rectTransform.pivot + ", anchorPos: " + rectTransform.anchoredPosition + ", \nanchorMin: " + rectTransform.anchorMin + ", anchorMax: " + rectTransform.anchorMax);
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}
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// checks for new color-camera aligned frames, and composes an updated body-index texture, if needed
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private void UpdateTextureWithNewFrame()
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{
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if (sensorData == null || sensorData.sensorInterface == null || sensorData.bodyIndexImage == null || sensorData.depthImage == null)
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return;
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if (sensorData.depthImageWidth == 0 || sensorData.depthImageHeight == 0 || sensorData.lastDepthFrameTime == 0 || sensorData.lastBodyIndexFrameTime == 0)
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return;
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// get body index frame
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if (lastDepthFrameTime != sensorData.lastDepthFrameTime || lastBodyIndexFrameTime != sensorData.lastBodyIndexFrameTime)
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{
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lastDepthFrameTime = sensorData.lastDepthFrameTime;
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lastBodyIndexFrameTime = sensorData.lastBodyIndexFrameTime;
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if (bodyImageTexture == null || bodyImageTexture.width != sensorData.depthImageWidth || bodyImageTexture.height != sensorData.depthImageHeight)
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{
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bodyImageTexture = KinectInterop.CreateRenderTexture(bodyImageTexture, sensorData.depthImageWidth, sensorData.depthImageHeight);
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}
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Array.Clear(depthBodyBufferData, 0, depthBodyBufferData.Length);
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Array.Clear(equalBodyBufferData, 0, equalBodyBufferData.Length);
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bodyHistTotalPoints = 0;
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// get configured min & max distances
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float minDistance = ((DepthSensorBase)sensorData.sensorInterface).minDepthDistance;
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float maxDistance = ((DepthSensorBase)sensorData.sensorInterface).maxDepthDistance;
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int depthMinDistance = (int)(minDistance * 1000f);
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int depthMaxDistance = (int)(maxDistance * 1000f);
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int frameLen = sensorData.depthImage.Length;
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for (int i = 0; i < frameLen; i++)
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{
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int depth = sensorData.depthImage[i];
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int limDepth = (depth >= depthMinDistance && depth <= depthMaxDistance) ? depth : 0;
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if (/**rawBodyIndexImage[i] != 255 &&*/ limDepth > 0)
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{
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depthBodyBufferData[limDepth]++;
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bodyHistTotalPoints++;
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}
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}
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if (bodyHistTotalPoints > 0)
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{
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equalBodyBufferData[0] = depthBodyBufferData[0];
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for (int i = 1; i < depthBodyBufferData.Length; i++)
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{
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equalBodyBufferData[i] = equalBodyBufferData[i - 1] + depthBodyBufferData[i];
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}
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}
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int bodyIndexBufferLength = sensorData.bodyIndexImage.Length >> 2;
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if (bodyIndexBuffer == null || bodyIndexBuffer.count != bodyIndexBufferLength)
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{
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bodyIndexBuffer = KinectInterop.CreateComputeBuffer(bodyIndexBuffer, bodyIndexBufferLength, sizeof(uint));
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}
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KinectInterop.SetComputeBufferData(bodyIndexBuffer, sensorData.bodyIndexImage, bodyIndexBufferLength, sizeof(uint));
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int depthBufferLength = sensorData.depthImage.Length >> 1;
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if (depthImageBuffer == null || depthImageBuffer.count != depthBufferLength)
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{
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depthImageBuffer = KinectInterop.CreateComputeBuffer(depthImageBuffer, depthBufferLength, sizeof(uint));
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}
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KinectInterop.SetComputeBufferData(depthImageBuffer, sensorData.depthImage, depthBufferLength, sizeof(uint));
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if (bodyHistBuffer != null)
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{
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KinectInterop.SetComputeBufferData(bodyHistBuffer, equalBodyBufferData, equalBodyBufferData.Length, sizeof(int));
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}
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float minDist = minDistance; // kinectManager.minUserDistance != 0f ? kinectManager.minUserDistance : minDistance;
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float maxDist = maxDistance; // kinectManager.maxUserDistance != 0f ? kinectManager.maxUserDistance : maxDistance;
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bodyImageMaterial.SetInt("_TexResX", sensorData.depthImageWidth);
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bodyImageMaterial.SetInt("_TexResY", sensorData.depthImageHeight);
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bodyImageMaterial.SetInt("_MinDepth", (int)(minDist * 1000f));
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bodyImageMaterial.SetInt("_MaxDepth", (int)(maxDist * 1000f));
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bodyImageMaterial.SetBuffer("_BodyIndexMap", bodyIndexBuffer);
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bodyImageMaterial.SetBuffer("_DepthMap", depthImageBuffer);
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bodyImageMaterial.SetBuffer("_HistMap", bodyHistBuffer);
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bodyImageMaterial.SetInt("_TotalPoints", bodyHistTotalPoints);
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Color[] bodyIndexColors = kinectManager.GetBodyIndexColors();
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if (playerIndex >= 0)
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{
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ulong userId = kinectManager.GetUserIdByIndex(playerIndex);
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int bodyIndex = kinectManager.GetBodyIndexByUserId(userId);
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int numBodyIndices = bodyIndexColors.Length;
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Color clrNone = new Color(0f, 0f, 0f, 0f);
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for (int i = 0; i < numBodyIndices; i++)
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{
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if (i != bodyIndex)
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bodyIndexColors[i] = clrNone;
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}
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}
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bodyImageMaterial.SetColorArray("_BodyIndexColors", bodyIndexColors);
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Graphics.Blit(null, bodyImageTexture, bodyImageMaterial);
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}
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}
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}
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}
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