soundvision/UnityProject/Assets/ThridParty/Keijiro/Internal/XYTable.cs

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2019-12-12 12:08:41 +00:00
using Microsoft.Azure.Kinect.Sensor;
using System;
using System.Runtime.InteropServices;
using System.Threading.Tasks;
namespace Akvfx
{
//
// Per pixel ray direction table ("XY table") used to unproject depth
// samples to the 3D camera space
//
// This class directly invokes a native method (k4a_calibration_2d_to_3d)
// contained in libk4a to avoid double symbol definition problem between
// System.Numerics and System.Numerics.Vectors.
//
sealed class XYTable
{
// Public property: Table data
public ReadOnlySpan<float> Data { get { return _data; } }
// Float vvector types
struct Float2 { public float x, y; }
struct Float3 { public float x, y, z; }
// Data storage
float [] _data;
// Constructor
public XYTable(Calibration calibration, int width, int height)
{
// Data storage allocation
var table = new float [width * height * 2];
// XY table initialization
// These loops could take a significant amount of time (e.g. 1 sec)
// even on a decent desktop PC. Luckily, this can be easily
// parallelized by using Parallel.For, so we did.
Parallel.For(0, height, y => {
Float2 v2;
Float3 v3;
bool isValid;
v2.y = y;
var offs = width * 2 * y;
for (var x = 0; x < width; x++)
{
v2.x = x;
k4a_calibration_2d_to_3d(
ref calibration,
ref v2, 1,
CalibrationDeviceType.Color,
CalibrationDeviceType.Color,
out v3,
out isValid
);
table[offs++] = v3.x;
table[offs++] = v3.y;
}
});
// Publish the table data.
_data = table;
}
// k4a_calibration_2d_to_3d native method from libk4a
[DllImport("k4a", CallingConvention = CallingConvention.Cdecl)]
static extern int k4a_calibration_2d_to_3d(
[In] ref Calibration calibration,
ref Float2 source_point2d,
float source_depth,
CalibrationDeviceType source_camera,
CalibrationDeviceType target_camera,
out Float3 target_point3d,
out bool valid
);
}
}