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>
/// SensorSkeletonOverlayer displays the the body joints and bones, as detected by a specific sensor, with spheres and lines.
/// </summary>
public class SensorSkeletonView : MonoBehaviour
{
[Tooltip("Depth sensor index - 0 is the 1st one, 1 - the 2nd one, etc.")]
public int sensorIndex = 0;
[Tooltip("Index of the body, tracked by the sensor.")]
public int bodyIndex = 0;
[Tooltip("Game object used to overlay the joints.")]
public GameObject jointPrefab;
[Tooltip("Line object used to overlay the bones.")]
public LineRenderer linePrefab;
//public float smoothFactor = 10f;
[Tooltip("Camera that will be used to overlay the 3D-objects over the background.")]
public Camera foregroundCamera;
[Tooltip("Scene object that will be used to represent the sensor's position and rotation in the scene.")]
public Transform sensorTransform;
[Tooltip("Color of the skeleton bones.")]
public Color skeletonColor = Color.blue;
//public UnityEngine.UI.Text debugText;
private GameObject[] joints = null;
private LineRenderer[] lines = null;
// initial body rotation
private Quaternion initialRotation = Quaternion.identity;
// reference to KM
private KinectManager kinectManager = null;
// background rectangle
private Rect backgroundRect = Rect.zero;
void Start()
{
kinectManager = KinectManager.Instance;
if (kinectManager && kinectManager.IsInitialized())
{
}
// always mirrored
initialRotation = Quaternion.Euler(new Vector3(0f, 180f, 0f));
//if (!foregroundCamera)
//{
// // by default - the main camera
// foregroundCamera = Camera.main;
//}
}
void Update()
{
if (kinectManager && kinectManager.IsInitialized())
{
if(foregroundCamera)
{
// get the background rectangle (use the portrait background, if available)
backgroundRect = foregroundCamera.pixelRect;
PortraitBackground portraitBack = PortraitBackground.Instance;
if (portraitBack && portraitBack.enabled)
{
backgroundRect = portraitBack.GetBackgroundRect();
}
}
// overlay all joints in the skeleton
if (kinectManager.IsSensorBodyDetected(sensorIndex, bodyIndex))
{
int jointsCount = kinectManager.GetJointCount();
if (joints == null && jointPrefab != null)
{
// array holding the skeleton joints
joints = new GameObject[jointsCount];
for (int i = 0; i < joints.Length; i++)
{
joints[i] = Instantiate(jointPrefab) as GameObject;
joints[i].transform.parent = transform;
joints[i].name = ((KinectInterop.JointType)i).ToString();
joints[i].SetActive(false);
Renderer renderer = joints[i].GetComponent<Renderer>();
if (renderer != null)
{
renderer.material.color = skeletonColor;
}
}
}
if (lines == null)
{
// array holding the skeleton lines
lines = new LineRenderer[jointsCount];
}
for (int i = 0; i < jointsCount; i++)
{
int joint = i;
if (kinectManager.IsSensorJointTracked(sensorIndex, bodyIndex, joint))
{
Vector3 posJoint = GetJointPosition(joint);
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;
Quaternion rotJoint = kinectManager.GetSensorJointOrientation(sensorIndex, bodyIndex, joint, false);
rotJoint = initialRotation * rotJoint;
joints[i].transform.rotation = rotJoint;
//if (i == (int)KinectInterop.JointType.WristLeft)
//{
// Debug.Log(string.Format("SSO {0:F3} {1} user: {2}, state: {3}\npos: {4}, rot: {5}", Time.time, (KinectInterop.JointType)i,
// playerIndex, kinectManager.GetSensorJointTrackingState(sensorIndex, playerIndex, joint),
// kinectManager.GetSensorJointPosition(sensorIndex, playerIndex, joint),
// kinectManager.GetSensorJointOrientation(sensorIndex, playerIndex, joint, false).eulerAngles));
//}
}
else
{
joints[i].SetActive(false);
}
}
if (lines[i] == null && linePrefab != null)
{
lines[i] = Instantiate(linePrefab) as LineRenderer;
lines[i].transform.parent = transform;
lines[i].gameObject.SetActive(false);
lines[i].startColor = skeletonColor;
lines[i].endColor = skeletonColor;
}
if (lines[i] != null)
{
// overlay the line to the parent joint
int jointParent = (int)kinectManager.GetParentJoint((KinectInterop.JointType)joint);
Vector3 posParent = GetJointPosition(jointParent);
if (sensorTransform)
{
posParent = sensorTransform.TransformPoint(posParent);
}
if (posJoint != Vector3.zero && posParent != Vector3.zero)
{
lines[i].gameObject.SetActive(true);
//lines[i].SetVertexCount(2);
lines[i].SetPosition(0, posParent);
lines[i].SetPosition(1, posJoint);
}
else
{
lines[i].gameObject.SetActive(false);
}
}
}
else
{
if (joints != null && joints[i] != null)
{
joints[i].SetActive(false);
}
if (lines != null && lines[i] != null)
{
lines[i].gameObject.SetActive(false);
}
}
}
}
else
{
// disable the skeleton
int jointsCount = kinectManager.GetJointCount();
for (int i = 0; i < jointsCount; i++)
{
if (joints != null && joints[i] != null)
{
joints[i].SetActive(false);
}
if (lines != null && lines[i] != null)
{
lines[i].gameObject.SetActive(false);
}
}
}
}
}
// returns body joint position
private Vector3 GetJointPosition(int joint)
{
Vector3 posJoint = Vector3.zero;
if (foregroundCamera)
{
Vector3 posJointKinect = kinectManager.GetSensorJointKinectPosition(sensorIndex, bodyIndex, joint, false);
posJoint = kinectManager.GetJointPosColorOverlay(posJointKinect, sensorIndex, foregroundCamera, backgroundRect);
}
else if (sensorTransform)
{
posJoint = kinectManager.GetSensorJointKinectPosition(sensorIndex, bodyIndex, joint, true);
}
else
{
posJoint = kinectManager.GetSensorJointPosition(sensorIndex, bodyIndex, joint);
}
return posJoint;
}
}
}