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311 lines
13 KiB
311 lines
13 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using com.rfilkov.kinect;
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namespace com.rfilkov.components
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{
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/// <summary>
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/// ForegroundBlendRenderer provides volumetric rendering and lighting of the real environment, filtered by the background-removal manager.
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/// </summary>
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public class ForegroundBlendRenderer : MonoBehaviour
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{
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[Tooltip("Reference to background removal manager. If left to None, it looks up the first available BR-manager in the scene.")]
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public BackgroundRemovalManager backgroundRemovalManager = null;
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[Tooltip("Depth value in meters, used for invalid depth points.")]
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public float invalidDepthValue = 0f;
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[Tooltip("Whether to maximize the rendered object on the screen, or not.")]
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public bool maximizeOnScreen = true;
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[Tooltip("Whether to apply per-pixel lighting on the foreground, or not.")]
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public bool applyLighting = false;
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[Tooltip("Camera used to scale the mesh, to fill the camera's background. If left empty, it will default to the main camera in the scene.")]
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public Camera foregroundCamera;
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[Tooltip("Background image (if any) that needs to be overlayed by this blend renderer.")]
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public UnityEngine.UI.RawImage backgroundImage;
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// references to KM and data
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private KinectManager kinectManager = null;
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private KinectInterop.SensorData sensorData = null;
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private DepthSensorBase sensorInt = null;
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private Material matRenderer = null;
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// depth image buffer (in depth camera resolution)
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private ComputeBuffer depthImageBuffer = null;
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// textures
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private Texture alphaTex = null;
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private Texture colorTex = null;
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// lighting
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private FragmentLighting lighting = new FragmentLighting();
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// saved screen width & height
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private int lastScreenW = 0;
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private int lastScreenH = 0;
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private int lastColorW = 0;
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private int lastColorH = 0;
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private float lastAnchorPos = 0f;
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private Vector3 initialScale = Vector3.one;
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// distances
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private float distToBackImage = 0f;
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private float distToTransform = 0f;
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void Start()
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{
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kinectManager = KinectManager.Instance;
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initialScale = transform.localScale;
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if (backgroundRemovalManager == null)
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{
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backgroundRemovalManager = FindObjectOfType<BackgroundRemovalManager>();
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}
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// get distance to back image
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if(backgroundImage)
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{
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Canvas canvas = backgroundImage.canvas;
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if (canvas.renderMode == RenderMode.ScreenSpaceCamera)
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distToBackImage = canvas.planeDistance;
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else
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distToBackImage = 0f;
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}
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// get distance to transform
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distToTransform = transform.localPosition.z;
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// set renderer material
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Renderer meshRenderer = GetComponent<Renderer>();
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if (meshRenderer)
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{
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Shader blendShader = Shader.Find("Kinect/ForegroundBlendShader");
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if(blendShader != null)
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{
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matRenderer = new Material(blendShader);
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meshRenderer.material = matRenderer;
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}
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}
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// get sensor data
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if (kinectManager && kinectManager.IsInitialized() && backgroundRemovalManager && backgroundRemovalManager.enabled)
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{
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sensorData = kinectManager.GetSensorData(backgroundRemovalManager.sensorIndex);
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sensorInt = sensorData != null ? (DepthSensorBase)sensorData.sensorInterface : null;
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}
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if (foregroundCamera == null)
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{
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foregroundCamera = Camera.main;
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}
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// find scene lights
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Light[] sceneLights = GameObject.FindObjectsOfType<Light>();
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lighting.SetLightsAndBounds(sceneLights, transform.position, new Vector3(20f, 20f, 20f));
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//Debug.Log("sceneLights: " + sceneLights.Length);
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//for(int i = 0; i < sceneLights.Length; i++)
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//{
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// Debug.Log(i.ToString() + " - " + sceneLights[i].name + " - " + sceneLights[i].type);
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//}
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}
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void OnDestroy()
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{
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if (sensorData != null && sensorData.colorDepthBuffer != null)
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{
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sensorData.colorDepthBuffer.Release();
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sensorData.colorDepthBuffer = null;
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}
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if (depthImageBuffer != null)
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{
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//depthImageCopy = null;
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depthImageBuffer.Release();
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depthImageBuffer = null;
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}
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// release lighting resources
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lighting.ReleaseResources();
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}
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void Update()
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{
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if (matRenderer == null || sensorData == null || sensorInt == null)
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return;
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if(alphaTex == null || alphaTex.width != sensorData.colorImageWidth || alphaTex.height != sensorData.colorImageHeight)
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{
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// alpha texture
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alphaTex = backgroundRemovalManager.GetAlphaTex();
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if(alphaTex != null)
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{
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matRenderer.SetTexture("_AlphaTex", alphaTex);
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}
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}
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if(colorTex == null || colorTex.width != sensorData.colorImageWidth || colorTex.height != sensorData.colorImageHeight)
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{
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// color texture
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colorTex = !backgroundRemovalManager.computeAlphaMaskOnly ? backgroundRemovalManager.GetForegroundTex() : alphaTex; // sensorInt.pointCloudColorTexture
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if (colorTex != null)
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{
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matRenderer.SetInt("_TexResX", colorTex.width);
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matRenderer.SetInt("_TexResY", colorTex.height);
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matRenderer.SetTexture("_ColorTex", colorTex);
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}
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}
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if (colorTex == null || alphaTex == null /**|| foregroundCamera == null*/)
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return;
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if (sensorInt.pointCloudResolution == DepthSensorBase.PointCloudResolution.DepthCameraResolution)
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{
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int depthBufferLength = sensorData.depthImageWidth * sensorData.depthImageHeight / 2;
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if (depthImageBuffer == null || depthImageBuffer.count != depthBufferLength)
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{
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//int depthImageLength = sensorData.depthImageWidth * sensorData.depthImageHeight;
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//depthImageCopy = new ushort[depthImageLength];
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depthImageBuffer = KinectInterop.CreateComputeBuffer(depthImageBuffer, depthBufferLength, sizeof(uint));
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matRenderer.SetBuffer("_DepthMap", depthImageBuffer);
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//Debug.Log("Created depthImageBuffer with len: " + depthBufferLength);
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}
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if (depthImageBuffer != null && sensorData.depthImage != null)
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{
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//KinectInterop.CopyBytes(sensorData.depthImage, sizeof(ushort), depthImageCopy, sizeof(ushort));
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KinectInterop.SetComputeBufferData(depthImageBuffer, sensorData.depthImage, depthBufferLength, sizeof(uint));
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}
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//Debug.Log("ForegroundBlendRenderer DepthFrameTime: " + lastDepthFrameTime);
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}
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else
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{
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int bufferLength = sensorData.colorImageWidth * sensorData.colorImageHeight / 2;
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if (sensorData.colorDepthBuffer == null || sensorData.colorDepthBuffer.count != bufferLength)
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{
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sensorData.colorDepthBuffer = new ComputeBuffer(bufferLength, sizeof(uint));
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matRenderer.SetBuffer("_DepthMap", sensorData.colorDepthBuffer);
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//Debug.Log("Created colorDepthBuffer with len: " + bufferLength);
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}
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//Debug.Log("ForegroundBlendRenderer ColorDepthBufferTime: " + sensorData.lastColorDepthBufferTime);
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}
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matRenderer.SetFloat("_DepthDistance", 0f);
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matRenderer.SetFloat("_InvDepthVal", invalidDepthValue);
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int curScreenW = foregroundCamera ? foregroundCamera.pixelWidth : Screen.width;
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int curScreenH = foregroundCamera ? foregroundCamera.pixelHeight : Screen.height;
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if (lastScreenW != curScreenW || lastScreenH != curScreenH || lastColorW != sensorData.colorImageWidth || lastColorH != sensorData.colorImageHeight)
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{
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ScaleRendererTransform(curScreenW, curScreenH);
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}
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Vector2 anchorPos = backgroundImage ? backgroundImage.rectTransform.anchoredPosition : Vector2.zero;
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float curAnchorPos = anchorPos.x + anchorPos.y; // Mathf.Abs(anchorPos.x) + Mathf.Abs(anchorPos.y);
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if (Mathf.Abs(curAnchorPos - lastAnchorPos) >= 20f)
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{
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//Debug.Log("anchorPos: " + anchorPos + ", curAnchorPos: " + curAnchorPos + ", lastAnchorPos: " + lastAnchorPos + ", diff: " + Mathf.Abs(curAnchorPos - lastAnchorPos));
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CenterRendererTransform(anchorPos, curAnchorPos);
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}
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// update lighting parameters
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lighting.UpdateLighting(matRenderer, applyLighting);
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}
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// scales the renderer's transform properly
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private void ScaleRendererTransform(int curScreenW, int curScreenH)
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{
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lastScreenW = curScreenW;
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lastScreenH = curScreenH;
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lastColorW = sensorData.colorImageWidth;
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lastColorH = sensorData.colorImageHeight;
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Vector3 localScale = Vector3.one; // transform.localScale;
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if (maximizeOnScreen && foregroundCamera)
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{
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float objectZ = distToTransform; // transform.localPosition.z; // the transform should be a child of the camera
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float screenW = foregroundCamera.pixelWidth;
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float screenH = foregroundCamera.pixelHeight;
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if (backgroundImage)
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{
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PortraitBackground portraitBack = backgroundImage.gameObject.GetComponent<PortraitBackground>();
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if (portraitBack != null)
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{
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Rect backRect = portraitBack.GetBackgroundRect();
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screenW = backRect.width;
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screenH = backRect.height;
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}
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}
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Vector3 vLeft = foregroundCamera.ScreenToWorldPoint(new Vector3(0f, screenH / 2f, objectZ));
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Vector3 vRight = foregroundCamera.ScreenToWorldPoint(new Vector3(screenW, screenH / 2f, objectZ));
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float distLeftRight = (vRight - vLeft).magnitude;
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Vector3 vBottom = foregroundCamera.ScreenToWorldPoint(new Vector3(screenW / 2f, 0f, objectZ));
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Vector3 vTop = foregroundCamera.ScreenToWorldPoint(new Vector3(screenW / 2f, screenH, objectZ));
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float distBottomTop = (vTop - vBottom).magnitude;
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localScale.x = distLeftRight / initialScale.x;
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localScale.y = distBottomTop / initialScale.y;
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//Debug.Log("ForegroundRenderer scale: " + localScale + ", screenW: " + screenW + ", screenH: " + screenH + ", objZ: " + objectZ +
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// "\nleft: " + vLeft + ", right: " + vRight + ", bottom: " + vBottom + ", vTop: " + vTop +
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// "\ndH: " + distLeftRight + ", dV: " + distBottomTop + ", initialScale: " + initialScale);
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}
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// scale according to color-tex resolution
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//localScale.y = localScale.x * colorTex.height / colorTex.width;
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// apply color image scale
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Vector3 colorImageScale = kinectManager.GetColorImageScale(backgroundRemovalManager.sensorIndex);
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if (colorImageScale.x < 0f)
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localScale.x = -localScale.x;
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if (colorImageScale.y < 0f)
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localScale.y = -localScale.y;
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transform.localScale = localScale;
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}
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// centers the renderer's transform, according to the background image
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private void CenterRendererTransform(Vector2 anchorPos, float curAnchorPos)
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{
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lastAnchorPos = curAnchorPos;
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if (foregroundCamera && distToBackImage > 0f)
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{
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float objectZ = distToTransform; // transform.localPosition.z; // the transform should be a child of the camera
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float screenW = sensorData.colorImageWidth; // foregroundCamera.pixelWidth;
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float screenH = sensorData.colorImageHeight; // foregroundCamera.pixelHeight;
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Vector2 screenCenter = new Vector2(screenW / 2f, screenH / 2f);
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Vector2 anchorScaled = new Vector2(anchorPos.x * distToTransform / distToBackImage, anchorPos.y * distToTransform / distToBackImage);
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Vector3 vCenter = foregroundCamera.ScreenToWorldPoint(new Vector3(screenCenter.x + anchorScaled.x, screenCenter.y + anchorScaled.y, objectZ));
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transform.position = vCenter;
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//Vector3 vLocalPos = transform.localPosition;
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//string sLocalPos = string.Format("({0:F3}, {1:F3}, {2:F3})", vLocalPos.x, vLocalPos.y, vLocalPos.z);
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//Debug.Log("ForegroundRenderer anchor: " + anchorPos + ", screenW: " + screenW + ", screenH: " + screenH + ", objZ: " + objectZ + ", localPos: " + sLocalPos);
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}
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}
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}
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}
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