dwelling act 4 (live motion cap w/ kinect azure)
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using UnityEngine;
using System.Collections;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
/// <summary>
/// Background depth image is component that displays the depth camera image on RawImage texture, usually the scene background.
/// </summary>
public class BackgroundDepthImage : MonoBehaviour
{
[Tooltip("Depth sensor index - 0 is the 1st one, 1 - the 2nd one, etc.")]
public int sensorIndex = 0;
[Tooltip("RawImage used to display the depth image.")]
public UnityEngine.UI.RawImage backgroundImage;
[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.")]
public Camera backgroundCamera;
// last camera rect width & height
private float lastCamRectW = 0;
private float lastCamRectH = 0;
// references
private KinectManager kinectManager = null;
private KinectInterop.SensorData sensorData = null;
private Vector2 initialAnchorPos = Vector2.zero;
void Start()
{
if (backgroundImage == null)
{
backgroundImage = GetComponent<UnityEngine.UI.RawImage>();
}
kinectManager = KinectManager.Instance;
sensorData = kinectManager != null ? kinectManager.GetSensorData(sensorIndex) : null;
}
void Update()
{
if (kinectManager && kinectManager.IsInitialized())
{
float cameraWidth = backgroundCamera ? backgroundCamera.pixelRect.width : 0f;
float cameraHeight = backgroundCamera ? backgroundCamera.pixelRect.height : 0f;
Texture imageTex = kinectManager.GetDepthImageTex(sensorIndex);
if (backgroundImage && imageTex != null && (backgroundImage.texture == null ||
backgroundImage.texture.width != imageTex.width || backgroundImage.texture.height != imageTex.height ||
lastCamRectW != cameraWidth || lastCamRectH != cameraHeight))
{
lastCamRectW = cameraWidth;
lastCamRectH = cameraHeight;
backgroundImage.texture = imageTex;
backgroundImage.rectTransform.localScale = sensorData.depthImageScale; // kinectManager.GetDepthImageScale(sensorIndex);
backgroundImage.color = Color.white;
//Debug.Log("aPos: " + backgroundImage.rectTransform.anchoredPosition + ", aMin: " + backgroundImage.rectTransform.anchorMin +
// ", aMax:" + backgroundImage.rectTransform.anchorMax + ", pivot: " + backgroundImage.rectTransform.pivot +
// ", size: " + backgroundImage.rectTransform.sizeDelta);
if (backgroundCamera != null)
{
// adjust image's size and position to match the stream aspect ratio
int depthImageWidth = sensorData.depthImageWidth; // kinectManager.GetDepthImageWidth(sensorIndex);
int depthImageHeight = sensorData.depthImageHeight; // kinectManager.GetDepthImageHeight(sensorIndex);
if (depthImageWidth == 0 || depthImageHeight == 0)
return;
RectTransform rectImage = backgroundImage.rectTransform;
float rectWidth = (rectImage.anchorMin.x != rectImage.anchorMax.x) ? cameraWidth * (rectImage.anchorMax.x - rectImage.anchorMin.x) : rectImage.sizeDelta.x;
float rectHeight = (rectImage.anchorMin.y != rectImage.anchorMax.y) ? cameraHeight * (rectImage.anchorMax.y - rectImage.anchorMin.y) : rectImage.sizeDelta.y;
if (depthImageWidth > depthImageHeight)
rectWidth = rectHeight * depthImageWidth / depthImageHeight;
else
rectHeight = rectWidth * depthImageHeight / depthImageWidth;
Vector2 pivotOffset = (rectImage.pivot - new Vector2(0.5f, 0.5f)) * 2f;
Vector2 imageScale = sensorData.depthImageScale; // (Vector2)kinectManager.GetDepthImageScale(sensorIndex);
Vector2 anchorPos = rectImage.anchoredPosition + pivotOffset * imageScale * new Vector2(rectWidth, rectHeight);
if (rectImage.anchorMin.x != rectImage.anchorMax.x)
{
rectWidth = -(cameraWidth - rectWidth);
}
if (rectImage.anchorMin.y != rectImage.anchorMax.y)
{
rectHeight = -(cameraHeight - rectHeight);
}
rectImage.sizeDelta = new Vector2(rectWidth, rectHeight);
rectImage.anchoredPosition = initialAnchorPos = anchorPos;
}
}
//if (backgroundImage)
//{
// // update the anchor position, if needed
// if (sensorData != null && sensorData.sensorInterface != null)
// {
// Vector2 updatedAnchorPos = initialAnchorPos + sensorData.sensorInterface.GetBackgroundImageAnchorPos(sensorData);
// if (backgroundImage.rectTransform.anchoredPosition != updatedAnchorPos)
// {
// backgroundImage.rectTransform.anchoredPosition = updatedAnchorPos;
// }
// }
//}
}
else
{
// reset the background texture, if needed
if (backgroundImage && backgroundImage.texture != null)
{
backgroundImage.texture = null;
}
}
//RectTransform rectTransform = backgroundImage.rectTransform;
//Debug.Log("pivot: " + rectTransform.pivot + ", anchorPos: " + rectTransform.anchoredPosition + ", \nanchorMin: " + rectTransform.anchorMin + ", anchorMax: " + rectTransform.anchorMax);
}
}
}