dwelling act 4 (live motion cap w/ kinect azure)
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
/// <summary>
/// This interface has to be implemented by all interaction listeners.
/// </summary>
public interface InteractionListenerInterface
{
/// <summary>
/// Invoked when hand grip is detected.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="isRightHand">Whether it is the right hand or not</param>
/// <param name="isHandInteracting">Whether this hand is the interacting one or not</param>
/// <param name="handScreenPos">Hand screen position, including depth (Z)</param>
void HandGripDetected(ulong userId, int userIndex, bool isRightHand, bool isHandInteracting, Vector3 handScreenPos);
/// <summary>
/// Invoked when hand release is detected.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="isRightHand">Whether it is the right hand or not</param>
/// <param name="isHandInteracting">Whether this hand is the interacting one or not</param>
/// <param name="handScreenPos">Hand screen position, including depth (Z)</param>
void HandReleaseDetected(ulong userId, int userIndex, bool isRightHand, bool isHandInteracting, Vector3 handScreenPos);
/// <summary>
/// Invoked when hand click is detected.
/// </summary>
/// <returns><c>true</c>, if the click detection must be restarted, <c>false</c> otherwise.</returns>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="isRightHand">Whether it is the right hand or not</param>
/// <param name="handScreenPos">Hand screen position, including depth (Z)</param>
bool HandClickDetected(ulong userId, int userIndex, bool isRightHand, Vector3 handScreenPos);
}
/// <summary>
/// InteractionManager is the component that controls the hand cursor and manages the hand interactions.
/// </summary>
public class InteractionManager : MonoBehaviour
{
/// <summary>
/// The hand event types.
/// </summary>
public enum HandEventType : int
{
None = 0,
Grip = 1,
Release = 2
}
[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("Whether the left hand interaction is allowed.")]
public bool leftHandInteraction = true;
[Tooltip("Whether the right hand interaction is allowed.")]
public bool rightHandInteraction = true;
[Tooltip("The image that may be used to show the hand-moved cursor on the screen or not. The sprite textures below need to be set too.")]
public Image guiHandCursor;
[Tooltip("Hand-cursor sprite texture, for the hand-grip state.")]
public Sprite gripHandTexture;
[Tooltip("Hand-cursor sprite texture, for the hand-release state.")]
public Sprite releaseHandTexture;
[Tooltip("Hand-cursor sprite texture, for the non-tracked state.")]
public Sprite normalHandTexture;
[Tooltip("Whether the hand cursor should overlay user's hand on color camera image, or not.")]
public bool handOverlayCursor = false;
[Tooltip("Depth sensor index used for color camera overlay - 0 is the 1st one, 1 - the 2nd one, etc.")]
public int sensorIndex = 0;
[Tooltip("Smooth factor for cursor movement.")]
public float smoothFactor = 10f;
[Tooltip("Whether the hand clicks (i.e. hand staying in place for ~2 seconds) are enabled or not.")]
public bool allowHandClicks = true;
[Tooltip("Whether the hand pushes need to be considered as clicks or not.")]
public bool allowPushToClick = true;
[Tooltip("Whether the hand cursor and interactions control the mouse cursor or not.")]
public bool controlMouseCursor = false;
[Tooltip("Whether the hand grips and releases control mouse dragging or not.")]
public bool controlMouseDrag = false;
// Bool to specify whether to convert Unity screen coordinates to full screen mouse coordinates
//public bool convertMouseToFullScreen = false;
[Tooltip("List of the interaction listeners in the scene. If the list is empty, the available interaction listeners will be detected at scene start up.")]
public List<MonoBehaviour> interactionListeners;
[Tooltip("UI-Text to display the interaction-manager debug messages.")]
public Text debugText;
// tracked userId
private ulong playerUserID = 0;
private ulong lastUserID = 0;
// hand press properties
private bool isLeftHandPrimary = false;
private bool isRightHandPrimary = false;
private bool isLeftHandPress = false;
private bool isRightHandPress = false;
private float lastLeftHandPressTime = 0f;
private float lastRightHandPressTime = 0f;
private float leftHandPressProgress = 0f;
private float rightHandPressProgress = 0f;
// cursor properties
private Vector3 cursorScreenPos = Vector3.zero;
private bool dragInProgress = false;
private Image cursorProgressBar;
private float cursorClickProgress = 0f;
// hand states
private KinectInterop.HandState leftHandState = KinectInterop.HandState.Unknown;
private KinectInterop.HandState rightHandState = KinectInterop.HandState.Unknown;
// left hand properties
private HandEventType leftHandEvent = HandEventType.None;
private HandEventType lastLeftHandEvent = HandEventType.Release;
private Vector3 leftHandPos = Vector3.zero;
private Vector3 leftHandScreenPos = Vector3.zero;
private Vector3 leftIboxLeftBotBack = Vector3.zero;
private Vector3 leftIboxRightTopFront = Vector3.zero;
private bool isleftIboxValid = false;
private bool isLeftHandInteracting = false;
private float leftHandInteractingSince = 0f;
// left hand click properties
private Vector3 lastLeftHandPos = Vector3.zero;
private float lastLeftHandClickTime = 0f;
private bool isLeftHandClick = false;
private float leftHandClickProgress = 0f;
// left hand properties
private HandEventType rightHandEvent = HandEventType.None;
private HandEventType lastRightHandEvent = HandEventType.Release;
private Vector3 rightHandPos = Vector3.zero;
private Vector3 rightHandScreenPos = Vector3.zero;
private Vector3 rightIboxLeftBotBack = Vector3.zero;
private Vector3 rightIboxRightTopFront = Vector3.zero;
private bool isRightIboxValid = false;
private bool isRightHandInteracting = false;
private float rightHandInteractingSince = 0f;
// right hand click properties
private Vector3 lastRightHandPos = Vector3.zero;
private float lastRightHandClickTime = 0f;
private bool isRightHandClick = false;
private float rightHandClickProgress = 0f;
// Bool to keep track whether Kinect and Interaction library have been initialized
private bool interactionInited = false;
// The single instance of FacetrackingManager
//private static InteractionManager instance;
// hand states
private float lHandState = 0f;
private float rHandState = 0f;
///// <summary>
///// Gets the single InteractionManager instance.
///// </summary>
///// <value>The InteractionManager instance.</value>
//public static InteractionManager Instance
//{
// get
// {
// return instance;
// }
//}
/// <summary>
/// Gets the proper instance of InteractionManager, or null if no proper IM is found.
/// </summary>
/// <param name="playerIndex">Player index, tracked by the IM.</param>
/// <param name="leftHandInteraction">Whether the IM tracks left-hand interactions or not.</param>
/// <param name="rightHandInteraction">Whether the IM tracks right-hand interactions or not.</param>
/// <returns></returns>
public static InteractionManager GetInstance(int playerIndex, bool leftHandInteraction, bool rightHandInteraction)
{
// find the proper interaction manager
MonoBehaviour[] monoScripts = FindObjectsOfType(typeof(MonoBehaviour)) as MonoBehaviour[];
foreach (MonoBehaviour monoScript in monoScripts)
{
if ((monoScript is InteractionManager) && monoScript.enabled)
{
InteractionManager intManager = (InteractionManager)monoScript;
if (intManager.playerIndex == playerIndex &&
(!leftHandInteraction || intManager.leftHandInteraction) &&
(!rightHandInteraction || intManager.rightHandInteraction))
{
return intManager;
}
}
}
// not found
return null;
}
/// <summary>
/// Determines whether the InteractionManager was successfully initialized.
/// </summary>
/// <returns><c>true</c> if InteractionManager was successfully initialized; otherwise, <c>false</c>.</returns>
public bool IsInteractionInited()
{
return interactionInited;
}
/// <summary>
/// Gets the current user ID, or 0 if no user is currently tracked.
/// </summary>
/// <returns>The user ID</returns>
public ulong GetUserID()
{
return playerUserID;
}
/// <summary>
/// Gets the current left hand event (none, grip or release).
/// </summary>
/// <returns>The current left hand event.</returns>
public HandEventType GetLeftHandEvent()
{
return leftHandEvent;
}
/// <summary>
/// Gets the last detected left hand event (grip or release).
/// </summary>
/// <returns>The last left hand event.</returns>
public HandEventType GetLastLeftHandEvent()
{
return lastLeftHandEvent;
}
/// <summary>
/// Gets the current normalized viewport position of the left hand, in range [0, 1].
/// </summary>
/// <returns>The left hand viewport position.</returns>
public Vector3 GetLeftHandScreenPos()
{
return leftHandScreenPos;
}
/// <summary>
/// Determines whether the left hand is primary for the user.
/// </summary>
/// <returns><c>true</c> if the left hand is primary for the user; otherwise, <c>false</c>.</returns>
public bool IsLeftHandPrimary()
{
return isLeftHandPrimary;
}
/// <summary>
/// Determines whether the left hand is pressing.
/// </summary>
/// <returns><c>true</c> if the left hand is pressing; otherwise, <c>false</c>.</returns>
public bool IsLeftHandPress()
{
return isLeftHandPress;
}
/// <summary>
/// Determines whether a left hand click is detected, false otherwise.
/// </summary>
/// <returns><c>true</c> if a left hand click is detected; otherwise, <c>false</c>.</returns>
public bool IsLeftHandClickDetected()
{
if (isLeftHandClick)
{
isLeftHandClick = false;
cursorClickProgress = leftHandClickProgress = 0f;
lastLeftHandPos = Vector3.zero;
lastLeftHandClickTime = Time.realtimeSinceStartup;
lastLeftHandPressTime = Time.realtimeSinceStartup;
return true;
}
return false;
}
/// <summary>
/// Gets the left hand click progress, in range [0, 1].
/// </summary>
/// <returns>The left hand click progress.</returns>
public float GetLeftHandClickProgress()
{
return leftHandClickProgress;
}
/// <summary>
/// Gets the current right hand event (none, grip or release).
/// </summary>
/// <returns>The current right hand event.</returns>
public HandEventType GetRightHandEvent()
{
return rightHandEvent;
}
/// <summary>
/// Gets the last detected right hand event (grip or release).
/// </summary>
/// <returns>The last right hand event.</returns>
public HandEventType GetLastRightHandEvent()
{
return lastRightHandEvent;
}
/// <summary>
/// Gets the current normalized viewport position of the right hand, in range [0, 1].
/// </summary>
/// <returns>The right hand viewport position.</returns>
public Vector3 GetRightHandScreenPos()
{
return rightHandScreenPos;
}
/// <summary>
/// Determines whether the right hand is primary for the user.
/// </summary>
/// <returns><c>true</c> if the right hand is primary for the user; otherwise, <c>false</c>.</returns>
public bool IsRightHandPrimary()
{
return isRightHandPrimary;
}
/// <summary>
/// Determines whether the right hand is pressing.
/// </summary>
/// <returns><c>true</c> if the right hand is pressing; otherwise, <c>false</c>.</returns>
public bool IsRightHandPress()
{
return isRightHandPress;
}
/// <summary>
/// Determines whether a right hand click is detected, false otherwise.
/// </summary>
/// <returns><c>true</c> if a right hand click is detected; otherwise, <c>false</c>.</returns>
public bool IsRightHandClickDetected()
{
if (isRightHandClick)
{
isRightHandClick = false;
cursorClickProgress = rightHandClickProgress = 0f;
lastRightHandPos = Vector3.zero;
lastRightHandClickTime = Time.realtimeSinceStartup;
lastRightHandPressTime = Time.realtimeSinceStartup;
return true;
}
return false;
}
/// <summary>
/// Gets the right hand click progress, in range [0, 1].
/// </summary>
/// <returns>The right hand click progress.</returns>
public float GetRightHandClickProgress()
{
return rightHandClickProgress;
}
/// <summary>
/// Gets the current cursor normalized viewport position.
/// </summary>
/// <returns>The cursor viewport position.</returns>
public Vector3 GetCursorPosition()
{
return cursorScreenPos;
}
/// <summary>
/// Gets the cursor click progress, in range [0, 1].
/// </summary>
/// <returns>The right hand click progress.</returns>
public float GetCursorClickProgress()
{
return cursorClickProgress;
}
//----------------------------------- end of public functions --------------------------------------//
void Awake()
{
//instance = this;
}
void Start()
{
// get the progress bar reference if any
GameObject objProgressBar = guiHandCursor && guiHandCursor.gameObject.transform.childCount > 0 ? guiHandCursor.transform.GetChild(0).gameObject : null;
cursorProgressBar = objProgressBar ? objProgressBar.GetComponent<Image>() : null;
interactionInited = true;
// try to automatically detect the available interaction listeners in the scene
if (interactionListeners.Count == 0)
{
MonoBehaviour[] monoScripts = FindObjectsOfType(typeof(MonoBehaviour)) as MonoBehaviour[];
foreach (MonoBehaviour monoScript in monoScripts)
{
//if (typeof(InteractionListenerInterface).IsAssignableFrom(monoScript.GetType()) &&
// monoScript.enabled)
if ((monoScript is InteractionListenerInterface) && monoScript.enabled)
{
interactionListeners.Add(monoScript);
}
}
}
}
void OnDestroy()
{
interactionInited = false;
//instance = null;
}
void Update()
{
KinectManager kinectManager = KinectManager.Instance;
// update Kinect interaction
if (kinectManager && kinectManager.IsInitialized())
{
playerUserID = kinectManager.GetUserIdByIndex(playerIndex);
if (playerUserID != 0)
{
lastUserID = playerUserID;
HandEventType handEvent = HandEventType.None;
float fTimeSmooth = 10f * Time.deltaTime;
// get the left hand state
int handState = (int)kinectManager.GetLeftHandState(playerUserID);
lHandState = Mathf.Lerp(lHandState, handState, fTimeSmooth);
leftHandState = (KinectInterop.HandState)Mathf.RoundToInt(lHandState); // (KinectInterop.HandState)handState; //
// check if the left hand is interacting
isleftIboxValid = kinectManager.GetLeftHandInteractionBox(playerUserID, ref leftIboxLeftBotBack, ref leftIboxRightTopFront, isleftIboxValid);
//bool bLeftHandPrimaryNow = false;
// was the left hand interacting till now
bool wasLeftHandInteracting = isLeftHandInteracting;
if (isleftIboxValid && leftHandInteraction && //bLeftHandPrimaryNow &&
kinectManager.GetJointTrackingState(playerUserID, (int)KinectInterop.JointType.HandLeft) != KinectInterop.TrackingState.NotTracked)
{
leftHandPos = kinectManager.GetJointPosition(playerUserID, (int)KinectInterop.JointType.HandLeft);
leftHandScreenPos.z = Mathf.Clamp01((leftIboxLeftBotBack.z - leftHandPos.z) / (leftIboxLeftBotBack.z - leftIboxRightTopFront.z));
if (!handOverlayCursor)
{
leftHandScreenPos.x = Mathf.Clamp01((leftHandPos.x - leftIboxLeftBotBack.x) / (leftIboxRightTopFront.x - leftIboxLeftBotBack.x));
leftHandScreenPos.y = Mathf.Clamp01((leftHandPos.y - leftIboxLeftBotBack.y) / (leftIboxRightTopFront.y - leftIboxLeftBotBack.y));
isLeftHandInteracting = (leftHandPos.x >= (leftIboxLeftBotBack.x - 1.0f)) && (leftHandPos.x <= (leftIboxRightTopFront.x + 0.5f)) &&
(leftHandPos.y >= (leftIboxLeftBotBack.y - 0.1f)) && (leftHandPos.y <= (leftIboxRightTopFront.y + 0.7f)) &&
(leftIboxLeftBotBack.z >= leftHandPos.z) && (leftIboxRightTopFront.z * 0.8f <= leftHandPos.z);
}
else
{
isLeftHandInteracting = GetHandOverlayScreenPos(kinectManager, (int)KinectInterop.JointType.HandLeft, ref leftHandScreenPos) &&
(leftHandPos.y >= (leftIboxLeftBotBack.y - 0.15f)) && (leftHandPos.y <= (leftIboxRightTopFront.y + 0.7f)) &&
(leftIboxLeftBotBack.z >= leftHandPos.z) && (leftIboxRightTopFront.z * 0.8f <= leftHandPos.z);
}
//bLeftHandPrimaryNow = isLeftHandInteracting;
// start interacting?
if (!wasLeftHandInteracting && isLeftHandInteracting)
{
leftHandInteractingSince = Time.realtimeSinceStartup;
}
// check for left press
isLeftHandPress = leftHandScreenPos.z > 0.99f; // ((leftIboxRightTopFront.z - 0.1f) >= leftHandPos.z);
leftHandPressProgress = (Time.realtimeSinceStartup - lastLeftHandPressTime) >= KinectInterop.Constants.ClickStayDuration &&
leftHandScreenPos.z >= 0.7f ? (leftHandScreenPos.z - 0.7f) / 0.3f : 0f;
// check for left hand click
if (!dragInProgress && isLeftHandInteracting &&
((allowHandClicks && ((leftHandPos - lastLeftHandPos).magnitude < KinectInterop.Constants.ClickMaxDistance)) ||
(allowPushToClick && leftHandPressProgress > 0f)))
{
if ((allowHandClicks && (Time.realtimeSinceStartup - lastLeftHandClickTime) >= KinectInterop.Constants.ClickStayDuration) ||
(allowPushToClick && leftHandPressProgress > 0.99f && isLeftHandPress))
{
if (!isLeftHandClick)
{
isLeftHandClick = true;
cursorClickProgress = leftHandClickProgress = 1f;
foreach (InteractionListenerInterface listener in interactionListeners)
{
if (listener.HandClickDetected(playerUserID, playerIndex, false, leftHandScreenPos))
{
isLeftHandClick = false;
cursorClickProgress = leftHandClickProgress = 0f;
lastLeftHandPos = Vector3.zero;
lastLeftHandClickTime = Time.realtimeSinceStartup;
lastLeftHandPressTime = Time.realtimeSinceStartup;
}
}
if (controlMouseCursor)
{
MouseControl.MouseClick();
isLeftHandClick = false;
cursorClickProgress = leftHandClickProgress = 0f;
lastLeftHandPos = Vector3.zero;
lastLeftHandClickTime = Time.realtimeSinceStartup;
lastLeftHandPressTime = Time.realtimeSinceStartup;
}
}
}
else
{
// show progress after the 1st half of the needed duration
float leftHandTimeProgress = allowHandClicks && (Time.realtimeSinceStartup - lastLeftHandClickTime) >= (KinectInterop.Constants.ClickStayDuration / 2f) ?
((Time.realtimeSinceStartup - lastLeftHandClickTime - (KinectInterop.Constants.ClickStayDuration / 2f)) * 2f / KinectInterop.Constants.ClickStayDuration) : 0f;
cursorClickProgress = leftHandClickProgress = allowPushToClick && leftHandScreenPos.z >= 0.7f ? leftHandPressProgress : leftHandTimeProgress;
}
}
else
{
isLeftHandClick = false;
leftHandClickProgress = 0f;
lastLeftHandPos = leftHandPos;
lastLeftHandClickTime = Time.realtimeSinceStartup;
}
}
else
{
isLeftHandInteracting = false;
isLeftHandPress = false;
leftHandPressProgress = 0f;
}
// get the right hand state
handState = (int)kinectManager.GetRightHandState(playerUserID);
rHandState = Mathf.Lerp(rHandState, handState, fTimeSmooth);
rightHandState = (KinectInterop.HandState)Mathf.RoundToInt(rHandState);
// check if the right hand is interacting
isRightIboxValid = kinectManager.GetRightHandInteractionBox(playerUserID, ref rightIboxLeftBotBack, ref rightIboxRightTopFront, isRightIboxValid);
//bool bRightHandPrimaryNow = false;
// was the right hand interacting till now
bool wasRightHandInteracting = isRightHandInteracting;
if (isRightIboxValid && rightHandInteraction && //bRightHandPrimaryNow &&
kinectManager.GetJointTrackingState(playerUserID, (int)KinectInterop.JointType.HandRight) != KinectInterop.TrackingState.NotTracked)
{
rightHandPos = kinectManager.GetJointPosition(playerUserID, (int)KinectInterop.JointType.HandRight);
rightHandScreenPos.z = Mathf.Clamp01((rightIboxLeftBotBack.z - rightHandPos.z) / (rightIboxLeftBotBack.z - rightIboxRightTopFront.z));
if (!handOverlayCursor)
{
rightHandScreenPos.x = Mathf.Clamp01((rightHandPos.x - rightIboxLeftBotBack.x) / (rightIboxRightTopFront.x - rightIboxLeftBotBack.x));
rightHandScreenPos.y = Mathf.Clamp01((rightHandPos.y - rightIboxLeftBotBack.y) / (rightIboxRightTopFront.y - rightIboxLeftBotBack.y));
isRightHandInteracting = (rightHandPos.x >= (rightIboxLeftBotBack.x - 0.5f)) && (rightHandPos.x <= (rightIboxRightTopFront.x + 1.0f)) &&
(rightHandPos.y >= (rightIboxLeftBotBack.y - 0.1f)) && (rightHandPos.y <= (rightIboxRightTopFront.y + 0.7f)) &&
(rightIboxLeftBotBack.z >= rightHandPos.z) && (rightIboxRightTopFront.z * 0.8f <= rightHandPos.z);
}
else
{
isRightHandInteracting = GetHandOverlayScreenPos(kinectManager, (int)KinectInterop.JointType.HandRight, ref rightHandScreenPos) &&
(rightHandPos.y >= (rightIboxLeftBotBack.y - 0.15f)) && (rightHandPos.y <= (rightIboxRightTopFront.y + 0.7f)) &&
(rightIboxLeftBotBack.z >= rightHandPos.z) && (rightIboxRightTopFront.z * 0.8f <= rightHandPos.z);
}
//bRightHandPrimaryNow = isRightHandInteracting;
if (!wasRightHandInteracting && isRightHandInteracting)
{
rightHandInteractingSince = Time.realtimeSinceStartup;
}
// check for right press
isRightHandPress = rightHandScreenPos.z > 0.99f; // ((rightIboxRightTopFront.z - 0.1f) >= rightHandPos.z);
rightHandPressProgress = (Time.realtimeSinceStartup - lastRightHandPressTime) >= KinectInterop.Constants.ClickStayDuration &&
rightHandScreenPos.z >= 0.7f ? (rightHandScreenPos.z - 0.7f) / 0.3f : 0f;
// check for right hand click
if (!dragInProgress && isRightHandInteracting &&
((allowHandClicks && ((rightHandPos - lastRightHandPos).magnitude < KinectInterop.Constants.ClickMaxDistance)) ||
(allowPushToClick && rightHandPressProgress > 0f)))
{
if ((allowHandClicks && (Time.realtimeSinceStartup - lastRightHandClickTime) >= KinectInterop.Constants.ClickStayDuration) ||
(allowPushToClick && rightHandPressProgress > 0.99f && isRightHandPress))
{
if (!isRightHandClick)
{
isRightHandClick = true;
cursorClickProgress = rightHandClickProgress = 1f;
foreach (InteractionListenerInterface listener in interactionListeners)
{
if (listener.HandClickDetected(playerUserID, playerIndex, true, rightHandScreenPos))
{
isRightHandClick = false;
cursorClickProgress = rightHandClickProgress = 0f;
lastRightHandPos = Vector3.zero;
lastRightHandClickTime = Time.realtimeSinceStartup;
lastRightHandPressTime = Time.realtimeSinceStartup;
}
}
if (controlMouseCursor)
{
MouseControl.MouseClick();
isRightHandClick = false;
cursorClickProgress = rightHandClickProgress = 0f;
lastRightHandPos = Vector3.zero;
lastRightHandClickTime = Time.realtimeSinceStartup;
lastRightHandPressTime = Time.realtimeSinceStartup;
}
}
}
else
{
// show progress after the 1st half of the needed duration
float rightHandTimeProgress = allowHandClicks && (Time.realtimeSinceStartup - lastRightHandClickTime) >= (KinectInterop.Constants.ClickStayDuration / 2f) ?
((Time.realtimeSinceStartup - lastRightHandClickTime - (KinectInterop.Constants.ClickStayDuration / 2f)) * 2f / KinectInterop.Constants.ClickStayDuration) : 0f;
cursorClickProgress = rightHandClickProgress = allowPushToClick && rightHandScreenPos.z >= 0.7f ? rightHandPressProgress : rightHandTimeProgress;
}
}
else
{
isRightHandClick = false;
rightHandClickProgress = 0f;
lastRightHandPos = rightHandPos;
lastRightHandClickTime = Time.realtimeSinceStartup;
}
}
else
{
isRightHandInteracting = false;
isRightHandPress = false;
rightHandPressProgress = 0f;
}
// stop the cursor click progress, if both left and right hand are not clicking
if (leftHandClickProgress == 0f && rightHandClickProgress == 0f && cursorClickProgress > 0f)
{
cursorClickProgress = 0f;
}
// if both hands are interacting, check which one interacts longer than the other
if (isLeftHandInteracting && isRightHandInteracting)
{
if (rightHandInteractingSince <= leftHandInteractingSince)
isLeftHandInteracting = false;
else
isRightHandInteracting = false;
}
// if left hand just stopped interacting, send extra non-interaction event
if (wasLeftHandInteracting && !isLeftHandInteracting)
{
foreach (InteractionListenerInterface listener in interactionListeners)
{
if (lastLeftHandEvent == HandEventType.Grip)
listener.HandReleaseDetected(playerUserID, playerIndex, false, true, leftHandScreenPos);
}
lastLeftHandEvent = HandEventType.Release;
}
// if right hand just stopped interacting, send extra non-interaction event
if (wasRightHandInteracting && !isRightHandInteracting)
{
foreach (InteractionListenerInterface listener in interactionListeners)
{
if (lastRightHandEvent == HandEventType.Grip)
listener.HandReleaseDetected(playerUserID, playerIndex, true, true, rightHandScreenPos);
}
lastRightHandEvent = HandEventType.Release;
}
// process left hand
handEvent = HandStateToEvent(leftHandState, lastLeftHandEvent);
if ((isLeftHandInteracting != isLeftHandPrimary) || (isRightHandInteracting != isRightHandPrimary))
{
if (controlMouseCursor && dragInProgress)
{
MouseControl.MouseRelease();
dragInProgress = false;
}
lastLeftHandEvent = HandEventType.Release;
lastRightHandEvent = HandEventType.Release;
}
if (controlMouseCursor && (handEvent != lastLeftHandEvent))
{
if (controlMouseDrag && !dragInProgress && (handEvent == HandEventType.Grip))
{
dragInProgress = true;
MouseControl.MouseDrag();
}
else if (dragInProgress && (handEvent == HandEventType.Release))
{
MouseControl.MouseRelease();
dragInProgress = false;
}
}
leftHandEvent = handEvent;
if (handEvent != HandEventType.None)
{
// no clicks, while hand grip is detected
if (leftHandEvent == HandEventType.Grip && leftHandClickProgress > 0f)
{
cursorClickProgress = leftHandClickProgress = 0f;
lastLeftHandClickTime = Time.realtimeSinceStartup;
}
if (leftHandEvent != lastLeftHandEvent)
{
// invoke interaction listeners
foreach (InteractionListenerInterface listener in interactionListeners)
{
if (leftHandEvent == HandEventType.Grip)
listener.HandGripDetected(playerUserID, playerIndex, false, isLeftHandInteracting, leftHandScreenPos);
else if (leftHandEvent == HandEventType.Release)
listener.HandReleaseDetected(playerUserID, playerIndex, false, isLeftHandInteracting, leftHandScreenPos);
}
}
lastLeftHandEvent = handEvent;
}
// if the hand is primary, set the cursor position
if (isLeftHandInteracting)
{
isLeftHandPrimary = true;
if (leftHandClickProgress < 0.8f) // stop the cursor after 80% click progress
{
float smooth = smoothFactor * Time.deltaTime;
if (smooth == 0f) smooth = 1f;
cursorScreenPos = Vector3.Lerp(cursorScreenPos, leftHandScreenPos, smooth);
}
// move mouse-only if there is no cursor texture
if (controlMouseCursor &&
(!guiHandCursor || (!gripHandTexture && !releaseHandTexture && !normalHandTexture)))
{
MouseControl.MouseMove(cursorScreenPos, debugText);
}
}
else
{
isLeftHandPrimary = false;
}
// process right hand
handEvent = HandStateToEvent(rightHandState, lastRightHandEvent);
if (controlMouseCursor && (handEvent != lastRightHandEvent))
{
if (controlMouseDrag && !dragInProgress && (handEvent == HandEventType.Grip))
{
dragInProgress = true;
MouseControl.MouseDrag();
}
else if (dragInProgress && (handEvent == HandEventType.Release))
{
MouseControl.MouseRelease();
dragInProgress = false;
}
}
rightHandEvent = handEvent;
if (handEvent != HandEventType.None)
{
// no clicks, while hand grip is detected
if (rightHandEvent == HandEventType.Grip && rightHandClickProgress > 0f)
{
cursorClickProgress = rightHandClickProgress = 0f;
lastRightHandClickTime = Time.realtimeSinceStartup;
}
if (rightHandEvent != lastRightHandEvent)
{
// invoke interaction listeners
foreach (InteractionListenerInterface listener in interactionListeners)
{
if (rightHandEvent == HandEventType.Grip)
listener.HandGripDetected(playerUserID, playerIndex, true, isRightHandInteracting, rightHandScreenPos);
else if (rightHandEvent == HandEventType.Release)
listener.HandReleaseDetected(playerUserID, playerIndex, true, isRightHandInteracting, rightHandScreenPos);
}
}
lastRightHandEvent = handEvent;
}
// if the hand is primary, set the cursor position
if (isRightHandInteracting)
{
isRightHandPrimary = true;
if (rightHandClickProgress < 0.8f) // stop the cursor after 80% click progress
{
float smooth = smoothFactor * Time.deltaTime;
if (smooth == 0f) smooth = 1f;
cursorScreenPos = Vector3.Lerp(cursorScreenPos, rightHandScreenPos, smooth);
}
// move mouse-only if there is no cursor texture
if (controlMouseCursor &&
(!guiHandCursor || (!gripHandTexture && !releaseHandTexture && !normalHandTexture)))
{
MouseControl.MouseMove(cursorScreenPos, debugText);
}
}
else
{
isRightHandPrimary = false;
}
}
else
{
// send release events
if (lastLeftHandEvent == HandEventType.Grip || lastRightHandEvent == HandEventType.Grip)
{
foreach (InteractionListenerInterface listener in interactionListeners)
{
if (lastLeftHandEvent == HandEventType.Grip)
listener.HandReleaseDetected(lastUserID, playerIndex, false, true, leftHandScreenPos);
if (lastRightHandEvent == HandEventType.Grip)
listener.HandReleaseDetected(lastUserID, playerIndex, true, true, leftHandScreenPos);
}
}
leftHandState = KinectInterop.HandState.NotTracked;
rightHandState = KinectInterop.HandState.NotTracked;
isLeftHandPrimary = isRightHandPrimary = false;
isLeftHandInteracting = isRightHandInteracting = false;
leftHandInteractingSince = rightHandInteractingSince = 0f;
isLeftHandClick = isRightHandClick = false;
cursorClickProgress = leftHandClickProgress = rightHandClickProgress = 0f;
lastLeftHandClickTime = lastRightHandClickTime = Time.realtimeSinceStartup;
lastLeftHandPressTime = lastRightHandPressTime = Time.realtimeSinceStartup;
isLeftHandPress = false;
isRightHandPress = false;
leftHandPressProgress = 0f;
rightHandPressProgress = 0f;
leftHandEvent = HandEventType.None;
rightHandEvent = HandEventType.None;
lastLeftHandEvent = HandEventType.Release;
lastRightHandEvent = HandEventType.Release;
if (controlMouseCursor && dragInProgress)
{
MouseControl.MouseRelease();
dragInProgress = false;
}
}
// update cursor texture and position
UpdateGUI();
}
}
// updates cursor texture and position
private void UpdateGUI()
{
if (!interactionInited)
return;
// display debug information
if (debugText)
{
string sGuiText = string.Empty;
//if(isLeftHandPrimary)
{
sGuiText += "L.Hand" + (isLeftHandInteracting ? "*: " : " : ") + leftHandScreenPos.ToString();
if (lastLeftHandEvent == HandEventType.Grip)
{
sGuiText += " LeftGrip";
}
else if (lastLeftHandEvent == HandEventType.Release)
{
sGuiText += " LeftRelease";
}
if (isLeftHandClick)
{
sGuiText += " LeftClick";
}
//else if (leftHandClickProgress > 0.5f)
//{
// sGuiText += String.Format(" {0:F0}%", leftHandClickProgress * 100);
//}
if (isLeftHandPress)
{
sGuiText += " LeftPress";
}
//sGuiText += " " + leftHandClickProgress;
}
//if(isRightHandPrimary)
{
sGuiText += "\nR.Hand" + (isRightHandInteracting ? "*: " : " : ") + rightHandScreenPos.ToString();
if (lastRightHandEvent == HandEventType.Grip)
{
sGuiText += " RightGrip";
}
else if (lastRightHandEvent == HandEventType.Release)
{
sGuiText += " RightRelease";
}
if (isRightHandClick)
{
sGuiText += " RightClick";
}
//else if (rightHandClickProgress > 0.5f)
//{
// sGuiText += String.Format(" {0:F0}%", rightHandClickProgress * 100);
//}
if (isRightHandPress)
{
sGuiText += " RightPress";
}
//sGuiText += " " + rightHandClickProgress;
}
debugText.text = sGuiText;
}
// display the cursor status and position
if (guiHandCursor)
{
Sprite cursorTexture = null;
if (isLeftHandPrimary)
{
if (lastLeftHandEvent == HandEventType.Grip)
cursorTexture = gripHandTexture;
else if (lastLeftHandEvent == HandEventType.Release)
cursorTexture = releaseHandTexture;
}
else if (isRightHandPrimary)
{
if (lastRightHandEvent == HandEventType.Grip)
cursorTexture = gripHandTexture;
else if (lastRightHandEvent == HandEventType.Release)
cursorTexture = releaseHandTexture;
}
if (cursorTexture == null)
{
cursorTexture = normalHandTexture;
}
if ((cursorTexture != null) /**&& (isLeftHandPrimary || isRightHandPrimary)*/)
{
Vector2 posSprite;
if (controlMouseCursor)
{
MouseControl.MouseMove(cursorScreenPos, debugText);
posSprite = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
}
else
{
Rect rectCanvas = guiHandCursor.canvas.pixelRect;
float canvasScale = guiHandCursor.canvas.scaleFactor;
posSprite = new Vector2(cursorScreenPos.x * rectCanvas.width / canvasScale, cursorScreenPos.y * rectCanvas.height / canvasScale);
//Debug.Log("PosCursor: " + posSprite + ", Rect: " + rectCanvas + ", Scale: " + canvasScale);
}
guiHandCursor.sprite = cursorTexture;
guiHandCursor.rectTransform.anchoredPosition = posSprite;
if (cursorProgressBar)
{
cursorProgressBar.fillAmount = cursorClickProgress;
}
}
}
}
// estimates screen cursor overlay position for the given hand
private bool GetHandOverlayScreenPos(KinectManager kinectManager, int iHandJointIndex, ref Vector3 handScreenPos)
{
Vector3 posJointRaw = kinectManager.GetJointKinectPosition(playerUserID, iHandJointIndex, false);
if (posJointRaw != Vector3.zero)
{
Vector2 posDepth = kinectManager.MapSpacePointToDepthCoords(sensorIndex, posJointRaw);
ushort depthValue = kinectManager.GetDepthForPixel(sensorIndex, posDepth);
if (posDepth != Vector2.zero && depthValue > 0)
{
// depth pos to color pos
Vector2 posColor = kinectManager.MapDepthPointToColorCoords(sensorIndex, posDepth, depthValue);
if (posColor.x != 0f && !float.IsInfinity(posColor.x))
{
float clrImageW = kinectManager.GetColorImageWidth(sensorIndex);
float clrImageH = kinectManager.GetColorImageHeight(sensorIndex);
// get the color image x-offset and width (use the portrait background, if available)
float colorWidth = clrImageW;
float colorOfsX = 0f;
PortraitBackground portraitBack = PortraitBackground.Instance;
if (portraitBack && portraitBack.enabled)
{
colorWidth = clrImageH * clrImageH / clrImageW;
colorOfsX = (clrImageW - colorWidth) / 2f;
}
float xScaled = (posColor.x - colorOfsX) / colorWidth;
float yScaled = posColor.y / clrImageH;
handScreenPos.x = xScaled;
handScreenPos.y = 1f - yScaled;
return true;
}
}
}
return false;
}
// converts hand state to hand event type
public static HandEventType HandStateToEvent(KinectInterop.HandState handState, HandEventType lastEventType)
{
switch (handState)
{
case KinectInterop.HandState.Open:
return HandEventType.Release;
case KinectInterop.HandState.Closed:
case KinectInterop.HandState.Lasso:
return HandEventType.Grip;
case KinectInterop.HandState.Unknown:
return lastEventType;
}
return HandEventType.None;
}
}
}