dwelling act 4 (live motion cap w/ kinect azure)
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
/// <summary>
/// SceneMeshRendererGpu renders virtual mesh of the environment in the scene, as detected by the given sensor. This component uses GPU for mesh processing rather than CPU.
/// </summary>
public class SceneMeshRendererGpu : MonoBehaviour
{
[Tooltip("Depth sensor index - 0 is the 1st one, 1 - the 2nd one, etc.")]
public int sensorIndex = 0;
[Tooltip("Resolution of the images used to generate the scene.")]
private DepthSensorBase.PointCloudResolution sourceImageResolution = DepthSensorBase.PointCloudResolution.DepthCameraResolution;
[Tooltip("Whether to show the mesh as point cloud, or as solid mesh.")]
public bool showAsPointCloud = true;
[Tooltip("Mesh coarse factor.")]
[Range(1, 4)]
public int coarseFactor = 1;
[Tooltip("Edge cut-off factor.")]
[Range(0f, 1f)]
public float edgeCutoffFactor = 0.5f;
[Tooltip("Whether the mesh texture is RGB or infrared.")]
public MeshTextureType meshTexture = MeshTextureType.ColorTexture;
public enum MeshTextureType : int { ColorTexture = 0, InfraredTexture = 1 }
[Tooltip("If set, the mesh renderer will use this texture for the mesh, instead of the color or IR texture.")]
public Texture externalMeshTexture = null;
[Tooltip("Horizontal limit - minimum, in meters.")]
[Range(-5f, 5f)]
public float xMin = -2f;
[Tooltip("Horizontal limit - maximum, in meters.")]
[Range(-5f, 5f)]
public float xMax = 2f;
[Tooltip("Vertical limit - minimum, in meters.")]
[Range(-5f, 5f)]
public float yMin = 0f;
[Tooltip("Vertical limit - maximum, in meters.")]
[Range(-5f, 5f)]
public float yMax = 2.5f;
[Tooltip("Distance limit - minimum, in meters.")]
[Range(0.5f, 10f)]
public float zMin = 1f;
[Tooltip("Distance limit - maximum, in meters.")]
[Range(0.5f, 10f)]
public float zMax = 3f;
[Tooltip("Time interval between scene mesh updates, in seconds. 0 means no wait.")]
private float updateMeshInterval = 0f;
[Tooltip("Time interval between mesh-collider updates, in seconds. 0 means no mesh-collider updates.")]
private float updateColliderInterval = 0f;
[Tooltip("Whether to apply lighting to the mesh, or not.")]
public bool applyLighting = false;
// reference to object's mesh
private Mesh mesh = null;
private Transform trans = null;
// references to KM and data
private KinectManager kinectManager = null;
private KinectInterop.SensorData sensorData = null;
private DepthSensorBase sensorInt = null;
//private Vector3 spaceScale = Vector3.zero;
private Material meshShaderMat = null;
// space table
private Vector3[] spaceTable = null;
private ComputeBuffer spaceTableBuffer = null;
private Vector3 sensorSpaceScale = Vector3.zero;
private ushort[] depthImageCopy = null;
private ComputeBuffer depthImageBuffer = null;
// render textures
private RenderTexture colorTexture = null;
private RenderTexture colorTextureCopy = null;
private bool colorTextureCreated = false;
//private bool depthBufferCreated = false;
// times
private ulong lastDepthFrameTime = 0;
private float lastMeshUpdateTime = 0f;
private float lastColliderUpdateTime = 0f;
// image parameters
private int imageWidth = 0;
private int imageHeight = 0;
// mesh parameters
private bool bMeshInited = false;
private int meshParamsCache = 0;
// lighting
private FragmentLighting lighting = new FragmentLighting();
void Start()
{
// get sensor data
kinectManager = KinectManager.Instance;
sensorData = (kinectManager != null && kinectManager.IsInitialized()) ? kinectManager.GetSensorData(sensorIndex) : null;
if (externalMeshTexture == null && meshTexture == MeshTextureType.InfraredTexture &&
kinectManager && kinectManager.GetInfraredImageTex(sensorIndex) == null)
{
Debug.LogError("Please set the 'Get Infrared Frames'-setting of KinectManager to 'Infrared texture'.");
}
// find scene lights
Light[] sceneLights = GameObject.FindObjectsOfType<Light>();
lighting.SetLightsAndBounds(sceneLights, transform.position, new Vector3(20f, 20f, 20f));
}
void OnDestroy()
{
if (bMeshInited)
{
// release the mesh-related resources
FinishMesh();
}
// release lighting resources
lighting.ReleaseResources();
}
void Update()
{
if (mesh == null && sensorData != null && sensorData.depthCamIntr != null)
{
// init mesh and its related data
InitMesh();
}
if (bMeshInited)
{
// update the mesh
UpdateMesh();
}
}
// inits the mesh and related data
private void InitMesh()
{
// create mesh
mesh = new Mesh
{
name = "SceneMesh-Sensor" + sensorIndex,
indexFormat = UnityEngine.Rendering.IndexFormat.UInt32
};
MeshFilter meshFilter = GetComponent<MeshFilter>();
if (meshFilter != null)
{
meshFilter.mesh = mesh;
}
else
{
Debug.LogWarning("MeshFilter not found! You may not see the mesh on screen");
}
// get the mesh material
Renderer meshRenderer = GetComponent<Renderer>();
if (meshRenderer)
{
Shader meshShader = Shader.Find("Kinect/SceneMeshUShader");
if(meshShader != null)
{
meshShaderMat = new Material(meshShader);
meshRenderer.material = meshShaderMat;
}
}
// get reference to the transform
trans = GetComponent<Transform>();
// get sensor interface
sensorInt = sensorData != null ? (DepthSensorBase)sensorData.sensorInterface : null;
// create point cloud color texture
if (sensorData != null && sensorInt != null && meshShaderMat != null)
{
Vector2Int imageRes = Vector2Int.zero;
if (sensorInt.pointCloudColorTexture == null)
{
sensorInt.pointCloudResolution = sourceImageResolution;
imageRes = sensorInt.GetPointCloudTexResolution(sensorData);
//colorTexture = KinectInterop.CreateRenderTexture(colorTexture, imageRes.x, imageRes.y, RenderTextureFormat.ARGB32);
//sensorInt.pointCloudColorTexture = colorTexture;
colorTextureCreated = true;
}
else
{
sourceImageResolution = sensorInt.pointCloudResolution;
imageRes = sensorInt.GetPointCloudTexResolution(sensorData);
colorTexture = sensorInt.pointCloudColorTexture;
colorTextureCreated = false;
}
// get space scale
sensorSpaceScale = kinectManager.GetSensorSpaceScale(sensorIndex); // kinectManager.GetDepthImageScale(sensorIndex)
// update textures and buffers
UpdateTexturesAndBuffers();
bMeshInited = true;
}
}
// updates the textures and buffers, needed by the mesh renderer
private void UpdateTexturesAndBuffers()
{
if (sensorData == null || sensorInt == null)
return;
// get image resolution
Vector2Int imageRes = sensorInt.GetPointCloudTexResolution(sensorData);
if (colorTextureCreated && (colorTexture == null ||
colorTexture.width != imageRes.x || colorTexture.height != imageRes.y))
{
colorTexture = KinectInterop.CreateRenderTexture(colorTexture, imageRes.x, imageRes.y, RenderTextureFormat.ARGB32);
sensorInt.pointCloudColorTexture = colorTexture;
//Debug.Log("Created pointCloudColorTexture with resolution " + imageRes);
}
// create depth image buffer
if (sourceImageResolution == DepthSensorBase.PointCloudResolution.DepthCameraResolution)
{
int depthBufferLength = sensorData.depthImageWidth * sensorData.depthImageHeight >> 1;
if (depthImageBuffer == null || depthImageBuffer.count != depthBufferLength)
{
depthImageCopy = new ushort[depthBufferLength << 1];
depthImageBuffer = KinectInterop.CreateComputeBuffer(depthImageBuffer, depthBufferLength, sizeof(uint));
//Debug.Log("Created depthImageBuffer with length " + depthBufferLength);
}
//meshShaderMat.SetBuffer("_DepthMap", depthImageBuffer);
}
else
{
int bufferLength = sensorData.colorImageWidth * sensorData.colorImageHeight >> 1;
if (sensorData.colorDepthBuffer == null || sensorData.colorDepthBuffer.count != bufferLength)
{
sensorData.colorDepthBuffer = KinectInterop.CreateComputeBuffer(sensorData.colorDepthBuffer, bufferLength, sizeof(uint));
//Debug.Log("Created colorDepthBuffer with length " + bufferLength);
}
//meshShaderMat.SetBuffer("_DepthMap", sensorData.colorDepthBuffer);
if (externalMeshTexture == null && meshTexture == MeshTextureType.InfraredTexture)
{
if (sensorData.colorInfraredBuffer == null || sensorData.colorInfraredBuffer.count != bufferLength)
{
sensorData.colorInfraredBuffer = KinectInterop.CreateComputeBuffer(sensorData.colorInfraredBuffer, bufferLength, sizeof(uint));
//Debug.Log("Created colorInfraredBuffer with length " + bufferLength);
}
}
}
if (colorTextureCopy == null || colorTextureCopy.width != imageRes.x || colorTextureCopy.height != imageRes.y)
{
// create copy texture
colorTextureCopy = KinectInterop.CreateRenderTexture(colorTextureCopy, imageRes.x, imageRes.y, RenderTextureFormat.ARGB32);
//Debug.Log("Created colorTextureCopy with resolution " + imageRes);
}
if (spaceTableBuffer == null || imageWidth != imageRes.x || imageHeight != imageRes.y)
{
// create space table
spaceTable = sensorInt.pointCloudResolution == DepthSensorBase.PointCloudResolution.DepthCameraResolution ?
sensorInt.GetDepthCameraSpaceTable(sensorData) : sensorInt.GetColorCameraSpaceTable(sensorData);
int spaceBufferLength = imageRes.x * imageRes.y * 3;
spaceTableBuffer = KinectInterop.CreateComputeBuffer(spaceTableBuffer, spaceBufferLength, sizeof(float));
spaceTableBuffer.SetData(spaceTable);
spaceTable = null;
//Debug.Log("Created spaceTable for resolution " + imageRes);
}
// create mesh vertices & indices
if (imageWidth != imageRes.x || imageHeight != imageRes.y)
{
CreateMeshVertInd(imageRes.x, imageRes.y);
}
// image width & height
imageWidth = imageRes.x;
imageHeight = imageRes.y;
}
// creates the mesh vertices and indices
private void CreateMeshVertInd(int imageWidth, int imageHeight)
{
int xVerts = (imageWidth / coarseFactor); // + 1;
int yVerts = (imageHeight / coarseFactor); // + 1;
int vCount = xVerts * yVerts;
//Debug.Log("xVerts: " + xVerts + ", yVerts: " + yVerts + ", vCount: " + vCount);
// mesh vertices
mesh.Clear();
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
Vector3[] meshVertices = new Vector3[vCount];
Vector3[] meshNormals = new Vector3[vCount];
Vector2[] meshUv = new Vector2[vCount];
float vsx = (float)coarseFactor / (float)imageWidth;
float vsy = (float)coarseFactor / (float)imageHeight;
for (int y = 0, vi = 0; y < yVerts; y++)
{
for (int x = 0; x < xVerts; x++, vi++)
{
meshVertices[vi] = new Vector3(x * vsx, y * vsy, 0f);
meshNormals[vi] = new Vector3(0f, 1f, 0f); // 0f, 0f, -1f
meshUv[vi] = new Vector2(x * vsx, y * vsy);
}
}
mesh.vertices = meshVertices;
mesh.normals = meshNormals;
mesh.uv = meshUv;
// mesh indices
if (showAsPointCloud)
{
int[] meshIndices = new int[vCount];
for (int i = 0; i < vCount; i++)
meshIndices[i] = i;
mesh.SetIndices(meshIndices, MeshTopology.Points, 0);
}
else
{
int[] meshIndices = new int[(xVerts - 1) * (yVerts - 1) * 6];
for (int y = 0, ii = 0; y < (yVerts - 1); y++)
{
for (int x = 0; x < (xVerts - 1); x++)
{
meshIndices[ii++] = (y + 1) * xVerts + x;
meshIndices[ii++] = y * xVerts + x + 1;
meshIndices[ii++] = y * xVerts + x;
meshIndices[ii++] = (y + 1) * xVerts + x + 1;
meshIndices[ii++] = y * xVerts + x + 1;
meshIndices[ii++] = (y + 1) * xVerts + x;
}
}
mesh.SetIndices(meshIndices, MeshTopology.Triangles, 0);
}
meshParamsCache = coarseFactor + (showAsPointCloud ? 10 : 0);
}
// releases mesh-related resources
private void FinishMesh()
{
if (sensorInt)
{
sensorInt.pointCloudColorTexture = null;
}
if(depthImageBuffer != null /**&& depthBufferCreated*/)
{
depthImageCopy = null;
depthImageBuffer.Release();
depthImageBuffer.Dispose();
depthImageBuffer = null;
}
if (sensorData.colorDepthBuffer != null /**&& depthBufferCreated*/)
{
sensorData.colorDepthBuffer.Release();
sensorData.colorDepthBuffer.Dispose();
sensorData.colorDepthBuffer = null;
}
if(sensorData.colorInfraredBuffer != null)
{
sensorData.colorInfraredBuffer.Release();
sensorData.colorInfraredBuffer.Dispose();
sensorData.colorInfraredBuffer = null;
}
if (colorTexture && colorTextureCreated)
{
colorTexture.Release();
colorTexture = null;
}
if (colorTextureCopy)
{
colorTextureCopy.Release();
colorTextureCopy = null;
}
if (spaceTableBuffer != null)
{
spaceTableBuffer.Dispose();
spaceTableBuffer = null;
}
bMeshInited = false;
}
// updates the mesh according to current depth frame
private void UpdateMesh()
{
if (bMeshInited && sensorData.depthImage != null && sensorData.depthCamIntr != null && meshShaderMat != null &&
lastDepthFrameTime != sensorData.lastDepthFrameTime && (Time.time - lastMeshUpdateTime) >= updateMeshInterval)
{
lastDepthFrameTime = sensorData.lastDepthFrameTime;
lastMeshUpdateTime = Time.time;
// update textures and buffers
UpdateTexturesAndBuffers();
int paramsCache = coarseFactor + (showAsPointCloud ? 10 : 0);
if(meshParamsCache != paramsCache)
{
//Debug.Log("Mesh params changed. Recreating...");
CreateMeshVertInd(imageWidth, imageHeight);
}
if (depthImageBuffer != null && sensorData.depthImage != null /**&& depthBufferCreated*/)
{
KinectInterop.CopyBytes(sensorData.depthImage, sizeof(ushort), depthImageCopy, sizeof(ushort));
int depthBufferLength = sensorData.depthImageWidth * sensorData.depthImageHeight / 2;
KinectInterop.SetComputeBufferData(depthImageBuffer, depthImageCopy, depthBufferLength, sizeof(uint));
}
if (externalMeshTexture != null)
{
// use the external texture
Graphics.Blit(externalMeshTexture, colorTextureCopy);
}
else
{
switch (meshTexture)
{
case MeshTextureType.ColorTexture:
if (colorTexture != null)
Graphics.CopyTexture(colorTexture, colorTextureCopy);
break;
case MeshTextureType.InfraredTexture:
Texture infraredTexture = sensorInt.pointCloudResolution == DepthSensorBase.PointCloudResolution.DepthCameraResolution ?
sensorData.infraredImageTexture : sensorData.colorInfraredTexture;
if (infraredTexture != null)
Graphics.CopyTexture(infraredTexture, colorTextureCopy);
break;
}
}
if (sourceImageResolution == DepthSensorBase.PointCloudResolution.DepthCameraResolution)
{
//Debug.Log("SceneMeshGpu DepthFrameTime: " + lastDepthFrameTime);
}
else
{
//sensorData.usedColorDepthBufferTime = sensorData.lastColorDepthBufferTime;
//Debug.Log("SceneMeshGpu ColorDepthBufferTime: " + sensorData.lastColorDepthBufferTime);
}
if (sourceImageResolution == DepthSensorBase.PointCloudResolution.DepthCameraResolution)
meshShaderMat.SetBuffer("_DepthMap", depthImageBuffer);
else
meshShaderMat.SetBuffer("_DepthMap", sensorData.colorDepthBuffer);
meshShaderMat.SetTexture("_ColorTex", colorTextureCopy);
meshShaderMat.SetVector("_SpaceScale", sensorSpaceScale);
meshShaderMat.SetBuffer("_SpaceTable", spaceTableBuffer);
meshShaderMat.SetVector("_TexRes", new Vector2(imageWidth, imageHeight));
//meshShaderMat.SetVector("_Cxy", new Vector2(sensorData.depthCamIntr.ppx, sensorData.depthCamIntr.ppy));
//meshShaderMat.SetVector("_Fxy", new Vector2(sensorData.depthCamIntr.fx, sensorData.depthCamIntr.fy));
meshShaderMat.SetInt("_CoarseFactor", coarseFactor);
meshShaderMat.SetInt("_IsPointCloud", showAsPointCloud ? 1 : 0);
meshShaderMat.SetFloat("_CutoffFactor", Mathf.Pow(edgeCutoffFactor, 6));
meshShaderMat.SetMatrix("_Transform", sensorInt.GetSensorToWorldMatrix());
meshShaderMat.SetVector("_PosMin", new Vector3(xMin, yMin, zMin));
meshShaderMat.SetVector("_PosMax", new Vector3(xMax, yMax, zMax));
// mesh bounds
Vector3 boundsCenter = new Vector3((xMax - xMin) / 2f, (yMax - yMin) / 2f, (zMax /**- zMin*/) / 2f);
Vector3 boundsSize = new Vector3((xMax - xMin), (yMax - yMin), (zMax /**- zMin*/));
mesh.bounds = new Bounds(boundsCenter, boundsSize);
// update lighting parameters
lighting.UpdateLighting(meshShaderMat, applyLighting);
if (updateColliderInterval > 0 && (Time.time - lastColliderUpdateTime) >= updateColliderInterval)
{
lastColliderUpdateTime = Time.time;
MeshCollider meshCollider = GetComponent<MeshCollider>();
if (meshCollider)
{
meshCollider.sharedMesh = null;
meshCollider.sharedMesh = mesh;
}
}
}
}
}
}