dwelling act 4 (live motion cap w/ kinect azure)
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace com.rfilkov.kinect
{
/// <summary>
/// BackgroundRemovalByDist filters part of the real environment, according to the given spatial limits.
/// </summary>
public class BackgroundRemovalByDist : MonoBehaviour
{
[Tooltip("Whether or not to apply the sensor pose to background removal estimation.")]
public bool applySensorPose = true;
[Space]
[Tooltip("Horizontal limit - minimum, in meters.")]
[Range(-5f, 5f)]
public float xMin = -1.5f;
[Tooltip("Horizontal limit - maximum, in meters.")]
[Range(-5f, 5f)]
public float xMax = 1.5f;
[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 = 3f;
[Tooltip("Distance limit - minimum, in meters.")]
[Range(0.5f, 10f)]
public float zMin = 0.5f;
[Tooltip("Distance limit - maximum at the left end, in meters.")]
[Range(0.5f, 10f)]
public float zMaxLeft = 3f;
[Tooltip("Distance limit - maximum at the right end, in meters.")]
[Range(0.5f, 10f)]
public float zMaxRight = 3f;
// foreground filter shader
private ComputeShader foregroundFilterShader = null;
private int foregroundFilterKernel = -1;
void Start()
{
foregroundFilterShader = Resources.Load("ForegroundFiltDistShader") as ComputeShader;
foregroundFilterKernel = foregroundFilterShader != null ? foregroundFilterShader.FindKernel("FgFiltDist") : -1;
}
/// <summary>
/// Applies vertex filter by distance.
/// </summary>
/// <param name="vertexTexture">The vertex texture</param>
/// <param name="alphaTexture">The alpha texture</param>
public void ApplyVertexFilter(RenderTexture vertexTexture, RenderTexture alphaTexture, Matrix4x4 sensorWorldMatrix)
{
foregroundFilterShader.SetMatrix("_Transform", applySensorPose ? sensorWorldMatrix : Matrix4x4.identity);
//Matrix4x4 matWorldKinect = sensorWorldMatrix.inverse;
Vector3 posMin = new Vector3(xMin, yMin, zMin); // matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMin, zMin));
Vector3 posMaxX = new Vector3(xMax, yMin, zMin) - posMin; // matWorldKinect.MultiplyPoint3x4(new Vector3(xMax, yMin, zMin)) - posMin;
Vector3 posMaxY = new Vector3(xMin, yMax, zMin) - posMin; // matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMax, zMin)) - posMin;
Vector3 posMaxZLeft = new Vector3(xMin, yMin, zMaxLeft) - posMin; // matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMin, zMaxRight)) - posMin;
Vector3 posMaxZRight = new Vector3(xMin, yMin, zMaxRight) - posMin; // matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMin, zMaxLeft)) - posMin;
Vector3 posMaxZ = (posMaxZLeft + posMaxZRight) / 2;
Vector3 posDot = new Vector3(Vector3.Dot(posMaxX, posMaxX), Vector3.Dot(posMaxY, posMaxY), Vector3.Dot(posMaxZ, posMaxZ));
foregroundFilterShader.SetVector("_PosMin", posMin);
foregroundFilterShader.SetVector("_PosMaxX", posMaxX);
foregroundFilterShader.SetVector("_PosMaxY", posMaxY);
//foregroundFilterShader.SetVector("_PosMaxZ", posMaxZ);
foregroundFilterShader.SetVector("_PosMaxZLeft", posMaxZLeft);
foregroundFilterShader.SetVector("_PosMaxZRight", posMaxZRight);
foregroundFilterShader.SetVector("_PosDot", posDot);
foregroundFilterShader.SetTexture(foregroundFilterKernel, "_VertexTex", vertexTexture);
foregroundFilterShader.SetTexture(foregroundFilterKernel, "_AlphaTex", alphaTexture);
foregroundFilterShader.Dispatch(foregroundFilterKernel, vertexTexture.width / 8, vertexTexture.height / 8, 1);
}
}
}