implement both kinect and pd integration

This commit is contained in:
Chikashi Miyama 2019-07-07 22:00:44 +02:00
parent fc5b6ef041
commit 175892a576
14 changed files with 464 additions and 445 deletions

View file

@ -25,7 +25,6 @@
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View file

@ -1,5 +1,4 @@
using System; using UnityEngine;
using UnityEngine;
namespace VideoInput namespace VideoInput
{ {
@ -11,7 +10,6 @@ namespace VideoInput
{ {
var componentFactory = new ComponentFactory(); var componentFactory = new ComponentFactory();
KinectSensor = componentFactory.CreateKinectSensor(); KinectSensor = componentFactory.CreateKinectSensor();
} }
private void Update() private void Update()

View file

@ -1,24 +0,0 @@
using UnityEngine;
namespace Visualizer
{
public interface IMeshController
{
void Update();
}
public class MeshController : IMeshController
{
private Vector3[] points_;
MeshController(int numPoints)
{
}
public void Update()
{
}
}
}

View file

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 83939e86f988414c8ababcc62ccc727d
timeCreated: 1562501315

View file

@ -1,4 +1,5 @@
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering;
using VideoInput; using VideoInput;
namespace Visualizer namespace Visualizer
@ -6,28 +7,37 @@ namespace Visualizer
public class PointCloudBehaviour : MonoBehaviour public class PointCloudBehaviour : MonoBehaviour
{ {
#pragma warning disable 649 #pragma warning disable 649
[Header("Modifier Parameters")]
[SerializeField] private float zScale;
[Header("Connections")]
[SerializeField] private KinectManagerBehaviour kinectManagerBehaviour; [SerializeField] private KinectManagerBehaviour kinectManagerBehaviour;
[SerializeField] private MeshFilter meshFilter; [SerializeField] private MeshFilter meshFilter;
#pragma warning restore 649 #pragma warning restore 649
private Material material_;
private static readonly int Scale = Shader.PropertyToID("_Scale");
private void Start() private void Start()
{ {
var texture = kinectManagerBehaviour.KinectSensor.InfraredCamera.Data; var texture = kinectManagerBehaviour.KinectSensor.InfraredCamera.Data;
var numPixels = texture.height * texture.width; var numPixels = texture.height * texture.width;
meshFilter.mesh = new Mesh meshFilter.mesh = new Mesh {
{
vertices = MakeVertices(texture), vertices = MakeVertices(texture),
uv = MakeTexCoord(texture) uv = MakeTexCoord(texture),
indexFormat = IndexFormat.UInt32
}; };
meshFilter.mesh.SetIndices(MakeIndecies(numPixels), MeshTopology.Points, 0, false); meshFilter.mesh.SetIndices(MakeIndecies(numPixels), MeshTopology.Points, 0, false);
gameObject.GetComponent<Renderer>().material.mainTexture = kinectManagerBehaviour.KinectSensor.InfraredCamera.Data;
material_ = GetComponent<Renderer>().material;
material_.mainTexture = kinectManagerBehaviour.KinectSensor.InfraredCamera.Data;
} }
private void Update() private void Update()
{ {
material_.SetFloat(Scale, zScale);
} }
private Vector3[] MakeVertices(Texture2D texture) private Vector3[] MakeVertices(Texture2D texture)
@ -40,9 +50,7 @@ namespace Visualizer
for (var j = 0; j < texture.width; ++j) for (var j = 0; j < texture.width; ++j)
{ {
var wPhase = (float) j / texture.width; var wPhase = (float) j / texture.width;
vertices[offset + j].x = wPhase * 10f - 5f; vertices[offset + j] = new Vector3(wPhase * 10f - 5f, (hPhase * 10f - 5f) * -1f, 0f);
vertices[offset + j].y = hPhase * 10f - 5f;
vertices[offset + j].z = 0f;
} }
} }
return vertices; return vertices;

View file

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View file

@ -1,26 +1,24 @@
 Shader "Vertex Modifier" {  Shader "Vertex Modifier" {
Properties { Properties {
_MainTex ("Texture", 2D) = "depth" {} _MainTex ("Texture", 2D) = "depth" {}
_Amount ("Height Adjustment", Float) = 1.0 _Scale ("Scale", Float) = 1.0
} }
SubShader { SubShader {
Tags { "RenderType" = "Opaque" } Tags { "RenderType" = "Opaque" }
CGPROGRAM CGPROGRAM
#pragma surface surf Lambert vertex:vert #pragma surface surf Lambert vertex:vert
struct Input { struct Input {
float2 uv_MainTex; float2 uv_MainTex;
}; };
// Access the shaderlab properties float _Scale;
float _Amount;
sampler2D _MainTex; sampler2D _MainTex;
// Vertex modifier function
void vert (inout appdata_full v){ void vert (inout appdata_full v){
v.vertex.z += _Amount * tex2Dlod(_MainTex, v.texcoord).r; v.vertex.z += _Scale * tex2Dlod(_MainTex, v.texcoord).r;
} }
// Surface shader function
void surf (Input IN, inout SurfaceOutput o) { void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = float4(1.0f, 1.0f, 1.0f, 1.0f); o.Albedo = float4(1.0f, 1.0f, 1.0f, 1.0f);
} }