soundvision/UnityProject/Assets/AzureKinectExamples/KinectDemos/ColliderDemo/Scripts/SkeletonCollider.cs

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using UnityEngine;
using System.Collections;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
public class SkeletonCollider : MonoBehaviour
{
[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("Game object used to represent the body joints.")]
public GameObject jointPrefab;
[Tooltip("Line object used to represent the bones between joints.")]
//public LineRenderer linePrefab;
public GameObject linePrefab;
[Tooltip("Camera that will be used to represent the Kinect-sensor's point of view in the scene.")]
public Camera kinectCamera;
[Tooltip("Body scale factors in X,Y,Z directions.")]
public Vector3 scaleFactors = Vector3.one;
//public UnityEngine.UI.Text debugText;
private GameObject[] joints = null;
//private LineRenderer[] lines = null;
private GameObject[] lines = null;
//private Quaternion initialRotation = Quaternion.identity;
void Start()
{
KinectManager kinectManager = KinectManager.Instance;
if (kinectManager && kinectManager.IsInitialized())
{
int jointsCount = kinectManager.GetJointCount();
if (jointPrefab)
{
// 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);
}
}
// array holding the skeleton lines
//lines = new LineRenderer[jointsCount];
lines = new GameObject[jointsCount];
}
// always mirrored
//initialRotation = Quaternion.Euler(new Vector3(0f, 180f, 0f));
}
void Update()
{
KinectManager kinectManager = KinectManager.Instance;
if (kinectManager && kinectManager.IsInitialized())
{
// overlay all joints in the skeleton
if (kinectManager.IsUserDetected(playerIndex))
{
ulong userId = kinectManager.GetUserIdByIndex(playerIndex);
int jointsCount = kinectManager.GetJointCount();
for (int i = 0; i < jointsCount; i++)
{
int joint = i;
if (kinectManager.IsJointTracked(userId, joint))
{
Vector3 posJoint = !kinectCamera ? kinectManager.GetJointPosition(userId, joint) : kinectManager.GetJointKinectPosition(userId, joint, true);
posJoint = new Vector3(posJoint.x * scaleFactors.x, posJoint.y * scaleFactors.y, posJoint.z * scaleFactors.z);
if (kinectCamera)
{
posJoint = kinectCamera.transform.TransformPoint(posJoint);
}
if (joints != null)
{
// overlay the joint
if (posJoint != Vector3.zero)
{
joints[i].SetActive(true);
joints[i].transform.position = posJoint;
}
else
{
joints[i].SetActive(false);
}
}
if (lines[i] == null && linePrefab != null)
{
lines[i] = Instantiate(linePrefab); // as LineRenderer;
lines[i].transform.parent = transform;
lines[i].name = ((KinectInterop.JointType)i).ToString() + "_Line";
lines[i].gameObject.SetActive(false);
}
if (lines[i] != null)
{
// overlay the line to the parent joint
int jointParent = (int)kinectManager.GetParentJoint((KinectInterop.JointType)joint);
Vector3 posParent = Vector3.zero;
if (kinectManager.IsJointTracked(userId, jointParent))
{
posParent = !kinectCamera ? kinectManager.GetJointPosition(userId, jointParent) : kinectManager.GetJointKinectPosition(userId, jointParent, true);
posJoint = new Vector3(posJoint.x * scaleFactors.x, posJoint.y * scaleFactors.y, posJoint.z * scaleFactors.z);
if (kinectCamera)
{
posParent = kinectCamera.transform.TransformPoint(posParent);
}
}
if (posJoint != Vector3.zero && posParent != Vector3.zero)
{
lines[i].gameObject.SetActive(true);
Vector3 dirFromParent = posJoint - posParent;
lines[i].transform.localPosition = posParent + dirFromParent / 2f;
lines[i].transform.up = transform.rotation * dirFromParent.normalized;
Vector3 lineScale = lines[i].transform.localScale;
lines[i].transform.localScale = new Vector3(lineScale.x, dirFromParent.magnitude / 2f, lineScale.z);
}
else
{
lines[i].gameObject.SetActive(false);
}
}
}
else
{
if (joints != null)
{
joints[i].SetActive(false);
}
if (lines[i] != null)
{
lines[i].gameObject.SetActive(false);
}
}
}
}
}
}
}
}