implement both kinect and pd integration
This commit is contained in:
parent
fc5b6ef041
commit
175892a576
14 changed files with 464 additions and 445 deletions
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@ -1,5 +1,4 @@
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using System;
|
||||
using UnityEngine;
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using UnityEngine;
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namespace VideoInput
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{
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|
@ -11,7 +10,6 @@ namespace VideoInput
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{
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var componentFactory = new ComponentFactory();
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KinectSensor = componentFactory.CreateKinectSensor();
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}
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private void Update()
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@ -1,24 +0,0 @@
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using UnityEngine;
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namespace Visualizer
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{
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||||
public interface IMeshController
|
||||
{
|
||||
void Update();
|
||||
}
|
||||
|
||||
public class MeshController : IMeshController
|
||||
{
|
||||
private Vector3[] points_;
|
||||
|
||||
MeshController(int numPoints)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void Update()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 83939e86f988414c8ababcc62ccc727d
|
||||
timeCreated: 1562501315
|
|
@ -1,4 +1,5 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using VideoInput;
|
||||
|
||||
namespace Visualizer
|
||||
|
@ -6,28 +7,37 @@ namespace Visualizer
|
|||
public class PointCloudBehaviour : MonoBehaviour
|
||||
{
|
||||
#pragma warning disable 649
|
||||
|
||||
[Header("Modifier Parameters")]
|
||||
[SerializeField] private float zScale;
|
||||
|
||||
[Header("Connections")]
|
||||
[SerializeField] private KinectManagerBehaviour kinectManagerBehaviour;
|
||||
[SerializeField] private MeshFilter meshFilter;
|
||||
#pragma warning restore 649
|
||||
|
||||
private Material material_;
|
||||
private static readonly int Scale = Shader.PropertyToID("_Scale");
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
var texture = kinectManagerBehaviour.KinectSensor.InfraredCamera.Data;
|
||||
var numPixels = texture.height * texture.width;
|
||||
|
||||
meshFilter.mesh = new Mesh
|
||||
{
|
||||
vertices = MakeVertices(texture),
|
||||
uv = MakeTexCoord(texture)
|
||||
meshFilter.mesh = new Mesh {
|
||||
vertices = MakeVertices(texture),
|
||||
uv = MakeTexCoord(texture),
|
||||
indexFormat = IndexFormat.UInt32
|
||||
};
|
||||
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()
|
||||
{
|
||||
|
||||
material_.SetFloat(Scale, zScale);
|
||||
}
|
||||
|
||||
private Vector3[] MakeVertices(Texture2D texture)
|
||||
|
@ -40,9 +50,7 @@ namespace Visualizer
|
|||
for (var j = 0; j < texture.width; ++j)
|
||||
{
|
||||
var wPhase = (float) j / texture.width;
|
||||
vertices[offset + j].x = wPhase * 10f - 5f;
|
||||
vertices[offset + j].y = hPhase * 10f - 5f;
|
||||
vertices[offset + j].z = 0f;
|
||||
vertices[offset + j] = new Vector3(wPhase * 10f - 5f, (hPhase * 10f - 5f) * -1f, 0f);
|
||||
}
|
||||
}
|
||||
return vertices;
|
||||
|
|
8
UnityProject/Assets/Shader.meta
Normal file
8
UnityProject/Assets/Shader.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 63a31322a10178141b1ce69a847c3c70
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,26 +1,24 @@
|
|||
Shader "Vertex Modifier" {
|
||||
Properties {
|
||||
_MainTex ("Texture", 2D) = "depth" {}
|
||||
_Amount ("Height Adjustment", Float) = 1.0
|
||||
_Scale ("Scale", Float) = 1.0
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType" = "Opaque" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert vertex:vert
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
// Access the shaderlab properties
|
||||
float _Amount;
|
||||
float _Scale;
|
||||
sampler2D _MainTex;
|
||||
|
||||
// Vertex modifier function
|
||||
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) {
|
||||
o.Albedo = float4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue