76 lines
2.9 KiB
C#
76 lines
2.9 KiB
C#
|
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("Horizontal limit - minimum, in meters.")]
|
|||
|
[Range(-5f, 5f)]
|
|||
|
public float xMin = -1f;
|
|||
|
|
|||
|
[Tooltip("Horizontal limit - maximum, in meters.")]
|
|||
|
[Range(-5f, 5f)]
|
|||
|
public float xMax = 1f;
|
|||
|
|
|||
|
[Tooltip("Vertical limit - minimum, in meters.")]
|
|||
|
[Range(-1f, 5f)]
|
|||
|
public float yMin = 0f;
|
|||
|
|
|||
|
[Tooltip("Vertical limit - maximum, in meters.")]
|
|||
|
[Range(-1f, 5f)]
|
|||
|
public float yMax = 2f;
|
|||
|
|
|||
|
[Tooltip("Distance limit - minimum, in meters.")]
|
|||
|
[Range(0.5f, 10f)]
|
|||
|
public float zMin = 1f;
|
|||
|
|
|||
|
[Tooltip("Distance limit - maximum, in meters.")]
|
|||
|
[Range(0.5f, 10f)]
|
|||
|
public float zMax = 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>
|
|||
|
public void ApplyVertexFilter(RenderTexture vertexTexture, Matrix4x4 sensorWorldMatrix)
|
|||
|
{
|
|||
|
//foregroundFilterShader.SetMatrix("Transform", sensorWorldMatrix);
|
|||
|
Matrix4x4 matWorldKinect = sensorWorldMatrix.inverse;
|
|||
|
|
|||
|
Vector3 posMin = matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMin, zMin));
|
|||
|
Vector3 posMaxX = matWorldKinect.MultiplyPoint3x4(new Vector3(xMax, yMin, zMin)) - posMin;
|
|||
|
Vector3 posMaxY = matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMax, zMin)) - posMin;
|
|||
|
Vector3 posMaxZ = matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMin, zMax)) - posMin;
|
|||
|
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("_PosDot", posDot);
|
|||
|
|
|||
|
foregroundFilterShader.SetTexture(foregroundFilterKernel, "VertexTex", vertexTexture);
|
|||
|
foregroundFilterShader.Dispatch(foregroundFilterKernel, vertexTexture.width / 8, vertexTexture.height / 8, 1);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|