using UnityEngine;
using System.Collections;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
///
/// UserSkeletonCollider creates colliders for the joints and bones of the given user, so they can interact with the physical objects in the scene.
///
public class UserSkeletonCollider : MonoBehaviour
{
[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
public int playerIndex = 0;
[Tooltip("Radius of the sphere and capsule colliders, in meters.")]
[Range(0f, 0.1f)]
public float colliderRadius = 0.02f;
[Tooltip("Scene object that will be used to represent the sensor's position and rotation in the scene.")]
public Transform sensorTransform;
[Tooltip("Depth sensor index, if this components uses sensor transform - 0 is the 1st one, 1 - the 2nd one, etc.")]
public int sensorIndex = 0;
[Tooltip("Whether to follow the sensor's depth or color camera pose, if this components uses sensor transform.")]
public ReferencePose referencePose = ReferencePose.DepthCameraPose;
public enum ReferencePose : int { DepthCameraPose = 0, ColorCameraPose = 1 };
//[Tooltip("Body scale factors in X,Y,Z directions.")]
//private Vector3 scaleFactors = Vector3.one;
//public UnityEngine.UI.Text debugText;
private GameObject[] joints = null;
//private LineRenderer[] lines = null;
private GameObject[] lines = null;
private CapsuleCollider[] lineColliders = null;
//private Quaternion initialRotation = Quaternion.identity;
// reference to KM
KinectManager kinectManager = null;
void Start()
{
kinectManager = KinectManager.Instance;
if (kinectManager && kinectManager.IsInitialized())
{
int jointCount = kinectManager.GetJointCount();
// array holding the skeleton joints
joints = new GameObject[jointCount];
for (int i = 0; i < joints.Length; i++)
{
string sColObjectName = ((KinectInterop.JointType)i).ToString() + "JointCollider";
joints[i] = new GameObject(sColObjectName);
joints[i].transform.parent = transform;
SphereCollider collider = joints[i].AddComponent();
collider.radius = colliderRadius;
joints[i].SetActive(false);
}
// array holding the skeleton lines
lines = new GameObject[jointCount];
lineColliders = new CapsuleCollider[jointCount];
}
// always mirrored
//initialRotation = Quaternion.Euler(new Vector3(0f, 180f, 0f));
}
void Update()
{
if (kinectManager && kinectManager.IsInitialized())
{
int jointsCount = kinectManager.GetJointCount();
// overlay all joints in the skeleton
if (kinectManager.IsUserDetected(playerIndex))
{
ulong userId = kinectManager.GetUserIdByIndex(playerIndex);
for (int i = 0; i < jointsCount; i++)
{
int joint = i;
if (kinectManager.IsJointTracked(userId, joint))
{
Vector3 posJoint = GetJointPosition(userId, joint); // !sensorTransform ? kinectManager.GetJointPosition(userId, joint) : kinectManager.GetJointKinectPosition(userId, joint, true);
//posJoint = new Vector3(posJoint.x * scaleFactors.x, posJoint.y * scaleFactors.y, posJoint.z * scaleFactors.z);
if (sensorTransform)
{
posJoint = sensorTransform.TransformPoint(posJoint);
}
if (joints != null)
{
// overlay the joint
if (posJoint != Vector3.zero)
{
joints[i].SetActive(true);
joints[i].transform.position = posJoint;
}
else
{
joints[i].SetActive(false);
}
}
if (lines[i] == null)
{
string sColObjectName = ((KinectInterop.JointType)i).ToString() + "BoneCollider";
lines[i] = new GameObject(sColObjectName);
lines[i].transform.parent = transform;
CapsuleCollider collider = lines[i].AddComponent();
collider.radius = colliderRadius;
lineColliders[i] = collider;
lines[i].gameObject.SetActive(false);
}
if (lines[i] != null)
{
// overlay the line to the parent joint
int jointParent = (int)kinectManager.GetParentJoint((KinectInterop.JointType)joint);
Vector3 posParent = Vector3.zero;
if (kinectManager.IsJointTracked(userId, jointParent))
{
posParent = GetJointPosition(userId, jointParent); // !sensorTransform ? kinectManager.GetJointPosition(userId, jointParent) : kinectManager.GetJointKinectPosition(userId, jointParent, true);
//posJoint = new Vector3(posJoint.x * scaleFactors.x, posJoint.y * scaleFactors.y, posJoint.z * scaleFactors.z);
if (sensorTransform)
{
posParent = sensorTransform.TransformPoint(posParent);
}
}
if (posJoint != Vector3.zero && posParent != Vector3.zero)
{
lines[i].gameObject.SetActive(true);
Vector3 dirFromParent = posJoint - posParent;
lines[i].transform.position = posParent + dirFromParent / 2f;
lines[i].transform.up = /**transform.rotation * */ dirFromParent.normalized;
if(lineColliders[i] != null)
{
lineColliders[i].height = dirFromParent.magnitude;
}
}
else
{
lines[i].gameObject.SetActive(false);
}
}
}
else
{
if (joints != null)
{
joints[i].SetActive(false);
}
if (lines[i] != null)
{
lines[i].gameObject.SetActive(false);
}
}
}
}
else
{
// user not found - hide all colliders
for (int i = 0; i < jointsCount; i++)
{
if (joints != null)
{
joints[i].SetActive(false);
}
if (lines[i] != null)
{
lines[i].gameObject.SetActive(false);
}
}
}
}
}
// returns body joint position
private Vector3 GetJointPosition(ulong userId, int joint)
{
Vector3 posJoint = Vector3.zero;
if (sensorTransform)
{
int bodyIndex = kinectManager.GetBodyIndexByUserId(userId);
posJoint = kinectManager.GetSensorJointKinectPosition(sensorIndex, bodyIndex, joint, true);
if(referencePose == ReferencePose.ColorCameraPose)
{
KinectInterop.SensorData sensorData = kinectManager.GetSensorData(sensorIndex);
if(sensorData != null)
{
Vector3 spaceScale = sensorData.sensorSpaceScale;
float u2mScale = sensorData.unitToMeterFactor;
float m2uScale = 1f / u2mScale;
posJoint = new Vector3(posJoint.x * spaceScale.x * m2uScale, posJoint.y * spaceScale.y * m2uScale, posJoint.z * spaceScale.z * m2uScale);
posJoint = kinectManager.SensorTransformPoint(sensorIndex, sensorData.depth2ColorExtr, posJoint);
posJoint = new Vector3(posJoint.x * spaceScale.x * u2mScale, posJoint.y * spaceScale.y * u2mScale, posJoint.z * spaceScale.z * u2mScale);
}
}
}
else
{
posJoint = kinectManager.GetJointPosition(userId, joint);
}
return posJoint;
}
}
}