2019-07-07 11:26:16 +00:00
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using UnityEngine;
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2019-07-07 20:00:44 +00:00
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using UnityEngine.Rendering;
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2019-07-07 11:26:16 +00:00
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2019-10-31 09:43:47 +00:00
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namespace cylvester
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2019-07-07 11:26:16 +00:00
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{
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2019-07-07 15:56:52 +00:00
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public class PointCloudBehaviour : MonoBehaviour
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{
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#pragma warning disable 649
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2019-07-07 20:00:44 +00:00
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[Header("Modifier Parameters")]
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[SerializeField] private float zScale;
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[Header("Connections")]
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[SerializeField] private KinectManagerBehaviour kinectManagerBehaviour;
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[SerializeField] private MeshFilter meshFilter;
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#pragma warning restore 649
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2019-07-07 20:00:44 +00:00
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private Material material_;
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private static readonly int Scale = Shader.PropertyToID("_Scale");
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private void Start()
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{
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var texture = kinectManagerBehaviour.KinectSensor.InfraredCamera.InfraredTexture;
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var numPixels = texture.height * texture.width;
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meshFilter.mesh = new Mesh {
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vertices = MakeVertices(texture),
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uv = MakeTexCoord(texture),
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indexFormat = IndexFormat.UInt32
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};
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meshFilter.mesh.SetIndices(MakeIndecies(numPixels), MeshTopology.Points, 0, false);
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2019-07-07 20:00:44 +00:00
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material_ = GetComponent<Renderer>().material;
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material_.mainTexture = kinectManagerBehaviour.KinectSensor.InfraredCamera.InfraredTexture;
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}
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private void Update()
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{
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material_.SetFloat(Scale, zScale);
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}
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private Vector3[] MakeVertices(Texture2D texture)
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{
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var vertices = new Vector3[texture.width * texture.height];
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for (var i = 0; i < texture.height; ++i)
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{
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var offset = texture.width * i;
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var hPhase = (float) i / texture.height;
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for (var j = 0; j < texture.width; ++j)
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{
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var wPhase = (float) j / texture.width;
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vertices[offset + j] = new Vector3(wPhase * 10f - 5f, (hPhase * 10f - 5f) * -1f, 0f);
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}
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}
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return vertices;
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}
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private Vector2[] MakeTexCoord(Texture2D texture)
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{
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var texCoords = new Vector2[texture.width * texture.height];
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for (var i = 0; i < texture.height; ++i)
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{
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var offset = texture.width * i;
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var hPhase = (float) i / texture.height;
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for (var j = 0; j < texture.width; ++j)
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{
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var wPhase = (float) j / texture.width;
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texCoords[offset + j].x = wPhase;
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texCoords[offset + j].y = hPhase;
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}
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}
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return texCoords;
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}
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private int[] MakeIndecies(int numPixels)
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{
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var array = new int[numPixels];
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for (var i = 0; i < numPixels; ++i)
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array[i] = i;
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return array;
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}
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}
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}
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