131 lines
4.5 KiB
C#
131 lines
4.5 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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/// Portrait background is the component that sets the background image in the required screen resolution.
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/// </summary>
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public class PortraitBackground : MonoBehaviour
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{
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[Tooltip("Index of the sensor, whose color image will be used as background image.")]
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public int sensorIndex = 0;
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[Tooltip("Target aspect ratio. If left at 0:0, it will determine the aspect ratio from the current screen resolution.")]
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public Vector2 targetAspectRatio = Vector2.zero; // new Vector2 (9f, 16f);
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private bool isInitialized = false;
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private Rect pixelInsetRect;
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private Rect backgroundRect;
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private Rect inScreenRect;
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private Rect shaderUvRect;
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private static PortraitBackground instance = null;
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/// <summary>
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/// Gets the singleton PortraitBackground instance.
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/// </summary>
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/// <value>The PortraitBackground instance.</value>
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public static PortraitBackground Instance
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{
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get
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{
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return instance;
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}
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}
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/// <summary>
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/// Determines whether the instance is initialized or not.
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/// </summary>
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/// <returns><c>true</c> if the instance is initialized; otherwise, <c>false</c>.</returns>
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public bool IsInitialized()
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{
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return isInitialized;
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}
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/// <summary>
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/// Gets the background rectangle in pixels. This rectangle can be provided as an argument to the GetJointPosColorOverlay()-KM function.
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/// </summary>
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/// <returns>The background rectangle, in pixels</returns>
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public Rect GetBackgroundRect()
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{
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return backgroundRect;
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}
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/// <summary>
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/// Gets the in-screen rectangle in pixels.
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/// </summary>
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/// <returns>The in-screen rectangle, in pixels.</returns>
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public Rect GetInScreenRect()
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{
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return inScreenRect;
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}
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/// <summary>
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/// Gets the shader uv rectangle. Can be used by custom shaders that need the portrait image uv-offsets and sizes.
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/// </summary>
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/// <returns>The shader uv rectangle.</returns>
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public Rect GetShaderUvRect()
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{
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return shaderUvRect;
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}
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////////////////////////////////////////////////////////////////////////
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void Awake()
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{
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instance = this;
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}
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void Start()
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{
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KinectManager kinectManager = KinectManager.Instance;
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if (kinectManager && kinectManager.IsInitialized())
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{
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// determine the target screen aspect ratio
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float screenAspectRatio = targetAspectRatio != Vector2.zero ? (targetAspectRatio.x / targetAspectRatio.y) :
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((float)Screen.width / (float)Screen.height);
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float fFactorDW = (float)kinectManager.GetColorImageWidth(sensorIndex) / (float)kinectManager.GetColorImageHeight(sensorIndex) -
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//(float)kinectManager.GetColorImageHeight() / (float)kinectManager.GetColorImageWidth();
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screenAspectRatio;
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float fDeltaWidth = (float)Screen.height * fFactorDW;
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float dOffsetX = -fDeltaWidth / 2f;
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float fFactorSW = (float)kinectManager.GetColorImageWidth(sensorIndex) / (float)kinectManager.GetColorImageHeight(sensorIndex);
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float fScreenWidth = (float)Screen.height * fFactorSW;
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float fAbsOffsetX = fDeltaWidth / 2f;
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pixelInsetRect = new Rect(dOffsetX, 0, fDeltaWidth, 0);
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backgroundRect = new Rect(dOffsetX, 0, fScreenWidth, Screen.height);
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inScreenRect = new Rect(fAbsOffsetX, 0, fScreenWidth - fDeltaWidth, Screen.height);
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shaderUvRect = new Rect(fAbsOffsetX / fScreenWidth, 0, (fScreenWidth - fDeltaWidth) / fScreenWidth, 1);
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//GUITexture guiTexture = GetComponent<GUITexture>();
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//if(guiTexture)
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//{
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// guiTexture.pixelInset = pixelInsetRect;
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//}
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UnityEngine.UI.RawImage rawImage = GetComponent<UnityEngine.UI.RawImage>();
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if (rawImage)
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{
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rawImage.uvRect = shaderUvRect;
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}
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isInitialized = true;
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}
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}
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}
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}
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