190 lines
7.2 KiB
C#
190 lines
7.2 KiB
C#
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using UnityEngine;
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using System.Collections;
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using com.rfilkov.kinect;
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namespace com.rfilkov.components
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{
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/// <summary>
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/// SkeletonOverlayer overlays the the user's body joints and bones with spheres and lines.
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/// </summary>
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public class SkeletonOverlayer : MonoBehaviour
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{
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[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
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public int playerIndex = 0;
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[Tooltip("Game object used to overlay the joints.")]
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public GameObject jointPrefab;
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[Tooltip("Line object used to overlay the bones.")]
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public LineRenderer linePrefab;
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//public float smoothFactor = 10f;
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[Tooltip("Depth sensor index - 0 is the 1st one, 1 - the 2nd one, etc.")]
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public int sensorIndex = 0;
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[Tooltip("Camera that will be used to overlay the 3D-objects over the background.")]
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public Camera foregroundCamera;
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//public UnityEngine.UI.Text debugText;
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private GameObject[] joints = null;
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private LineRenderer[] lines = null;
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private Quaternion initialRotation = Quaternion.identity;
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// reference to KM
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private KinectManager kinectManager = null;
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void Start()
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{
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kinectManager = KinectManager.Instance;
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if (kinectManager && kinectManager.IsInitialized())
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{
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int jointsCount = kinectManager.GetJointCount();
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if (jointPrefab)
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{
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// array holding the skeleton joints
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joints = new GameObject[jointsCount];
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for (int i = 0; i < joints.Length; i++)
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{
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joints[i] = Instantiate(jointPrefab) as GameObject;
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joints[i].transform.parent = transform;
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joints[i].name = ((KinectInterop.JointType)i).ToString();
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joints[i].SetActive(false);
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}
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}
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// array holding the skeleton lines
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lines = new LineRenderer[jointsCount];
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}
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// always mirrored
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initialRotation = Quaternion.Euler(new Vector3(0f, 180f, 0f));
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if (!foregroundCamera)
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{
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// by default - the main camera
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foregroundCamera = Camera.main;
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}
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}
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void Update()
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{
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if (kinectManager && kinectManager.IsInitialized() && foregroundCamera)
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{
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// get the background rectangle (use the portrait background, if available)
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Rect backgroundRect = foregroundCamera.pixelRect;
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PortraitBackground portraitBack = PortraitBackground.Instance;
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if (portraitBack && portraitBack.enabled)
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{
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backgroundRect = portraitBack.GetBackgroundRect();
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}
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// overlay all joints in the skeleton
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if (kinectManager.IsUserDetected(playerIndex))
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{
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ulong userId = kinectManager.GetUserIdByIndex(playerIndex);
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int jointsCount = kinectManager.GetJointCount();
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//Debug.Log("Displaying user " + playerIndex + ", ID: " + userId +
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// ", body: " + kinectManager.GetBodyIndexByUserId(userId) + ", pos: " + kinectManager.GetJointKinectPosition(userId, 0));
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for (int i = 0; i < jointsCount; i++)
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{
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int joint = i;
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if (kinectManager.IsJointTracked(userId, joint))
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{
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Vector3 posJoint = kinectManager.GetJointPosColorOverlay(userId, joint, sensorIndex, foregroundCamera, backgroundRect);
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//Vector3 posJoint = manager.GetJointPosition(userId, joint);
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if (joints != null)
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{
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// overlay the joint
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if (posJoint != Vector3.zero)
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{
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joints[i].SetActive(true);
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joints[i].transform.position = posJoint;
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Quaternion rotJoint = kinectManager.GetJointOrientation(userId, joint, false);
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rotJoint = initialRotation * rotJoint;
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joints[i].transform.rotation = rotJoint;
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}
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else
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{
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joints[i].SetActive(false);
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}
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}
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if (lines[i] == null && linePrefab != null)
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{
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lines[i] = Instantiate(linePrefab) as LineRenderer;
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lines[i].transform.parent = transform;
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lines[i].gameObject.SetActive(false);
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}
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if (lines[i] != null)
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{
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// overlay the line to the parent joint
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int jointParent = (int)kinectManager.GetParentJoint((KinectInterop.JointType)joint);
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Vector3 posParent = kinectManager.GetJointPosColorOverlay(userId, jointParent, sensorIndex, foregroundCamera, backgroundRect);
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if (posJoint != Vector3.zero && posParent != Vector3.zero)
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{
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lines[i].gameObject.SetActive(true);
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//lines[i].SetVertexCount(2);
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lines[i].SetPosition(0, posParent);
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lines[i].SetPosition(1, posJoint);
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}
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else
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{
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lines[i].gameObject.SetActive(false);
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}
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}
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}
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else
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{
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if (joints[i] != null)
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{
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joints[i].SetActive(false);
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}
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if (lines[i] != null)
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{
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lines[i].gameObject.SetActive(false);
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}
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}
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}
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}
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else
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{
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// disable the skeleton
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int jointsCount = kinectManager.GetJointCount();
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for (int i = 0; i < jointsCount; i++)
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{
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if (joints[i] != null)
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{
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joints[i].SetActive(false);
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}
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if (lines[i] != null)
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{
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lines[i].gameObject.SetActive(false);
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}
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}
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}
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}
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}
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}
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}
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