Azure Kinect Demos

Bought the asset to test with
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max 2019-10-26 11:04:12 +02:00
parent b44743ba07
commit 53c1b2d7b5
667 changed files with 153134 additions and 439 deletions

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using UnityEngine;
using System.Collections;
namespace com.rfilkov.components
{
public class CameraPitchCorrector : MonoBehaviour
{
[Tooltip("Smooth factor used for the camera re-orientation.")]
public float smoothFactor = 10f;
void LateUpdate()
{
Vector3 jointDir = transform.rotation * Vector3.up;
Vector3 projectedDir = Vector3.ProjectOnPlane(jointDir, Vector3.forward);
Quaternion invPitchRot = Quaternion.FromToRotation(projectedDir, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, transform.rotation * invPitchRot, smoothFactor * Time.deltaTime);
}
}
}

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using UnityEngine;
using System.Collections;
namespace com.rfilkov.components
{
public class OffsetNodeMover : MonoBehaviour
{
[Tooltip("Speed at which the offset node will move through the scene.")]
public float moveSpeed = 1f;
[Tooltip("Smooth factor used for offset node movements.")]
public float smoothFactor = 1f;
void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
if (h != 0f || v != 0f)
{
Vector3 vMoveStep = new Vector3(h * moveSpeed, 0f, v * moveSpeed);
Vector3 vMoveTo = transform.position + vMoveStep;
transform.position = Vector3.Lerp(transform.position, vMoveTo, Time.deltaTime * smoothFactor);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
public class UserAvatarMatcher : MonoBehaviour
{
[Tooltip("Humanoid model used for avatar instatiation.")]
public GameObject avatarModel;
[Tooltip("Smooth factor used by the avatar controller.")]
public float smoothFactor = 10f;
[Tooltip("If enabled, makes the avatar position relative to this camera to be the same as the player's position to the sensor.")]
public Camera posRelativeToCamera;
[Tooltip("Whether the avatar is facing the player or not.")]
public bool mirroredMovement = true;
[Tooltip("Whether the avatar is allowed to move vertically or not.")]
public bool verticalMovement = true;
[Tooltip("Whether the avatar's feet must stick to the ground.")]
public bool groundedFeet = false;
[Tooltip("Whether to apply the humanoid model's muscle limits or not.")]
public bool applyMuscleLimits = false;
private KinectManager kinectManager;
private int maxUserCount = 0;
private ulong userChecksum = 0;
private Dictionary<ulong, GameObject> alUserAvatars = new Dictionary<ulong, GameObject>();
void Start()
{
kinectManager = KinectManager.Instance;
}
void Update()
{
ulong checksum = GetUserChecksum(out maxUserCount);
if (userChecksum != checksum)
{
userChecksum = checksum;
List<ulong> alAvatarToRemove = new List<ulong>(alUserAvatars.Keys);
for (int i = 0; i < maxUserCount; i++)
{
ulong userId = kinectManager.GetUserIdByIndex(i);
if (userId == 0)
continue;
if (alAvatarToRemove.Contains(userId))
alAvatarToRemove.Remove(userId);
if (!alUserAvatars.ContainsKey(userId))
{
Debug.Log("Creating avatar for userId: " + userId + ", Time: " + Time.realtimeSinceStartup);
// create avatar for the user
int userIndex = kinectManager.GetUserIndexById(userId);
GameObject avatarObj = CreateUserAvatar(userId, userIndex);
alUserAvatars[userId] = avatarObj;
}
}
// remove the missing users from the list
foreach (ulong userId in alAvatarToRemove)
{
if (alUserAvatars.ContainsKey(userId))
{
Debug.Log("Destroying avatar for userId: " + userId + ", Time: " + Time.realtimeSinceStartup);
GameObject avatarObj = alUserAvatars[userId];
alUserAvatars.Remove(userId);
// destroy the user's avatar
DestroyUserAvatar(avatarObj);
}
}
}
}
// returns the checksum of current users
private ulong GetUserChecksum(out int maxUserCount)
{
maxUserCount = 0;
ulong checksum = 0;
if (kinectManager && kinectManager.IsInitialized())
{
maxUserCount = kinectManager.GetMaxBodyCount();
//ulong csMask = 0xFFFFFFFFFFFFFFF;
for (int i = 0; i < maxUserCount; i++)
{
ulong userId = kinectManager.GetUserIdByIndex(i);
//userId &= csMask;
if (userId != 0)
{
checksum += userId;
//checksum &= csMask;
}
}
}
return checksum;
}
// creates avatar for the given user
private GameObject CreateUserAvatar(ulong userId, int userIndex)
{
GameObject avatarObj = null;
if (avatarModel)
{
Vector3 userPos = new Vector3(userIndex, 0, 0);
Quaternion userRot = Quaternion.Euler(!mirroredMovement ? Vector3.zero : new Vector3(0, 180, 0));
avatarObj = Instantiate(avatarModel, userPos, userRot);
avatarObj.name = "User-" + userId;
AvatarController ac = avatarObj.GetComponent<AvatarController>();
if (ac == null)
{
ac = avatarObj.AddComponent<AvatarController>();
ac.playerIndex = userIndex;
ac.smoothFactor = smoothFactor;
ac.posRelativeToCamera = posRelativeToCamera;
ac.mirroredMovement = mirroredMovement;
ac.verticalMovement = verticalMovement;
ac.groundedFeet = groundedFeet;
ac.applyMuscleLimits = applyMuscleLimits;
}
}
return avatarObj;
}
// destroys the avatar and refreshes the list of avatar controllers
private void DestroyUserAvatar(GameObject avatarObj)
{
if (avatarObj)
{
Destroy(avatarObj);
}
}
}
}

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using UnityEngine;
using System.Collections;
using System;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
/// <summary>
/// ColorImageJointOverlayer overlays the given user's joint with virtual object over the user's BR image.
/// </summary>
public class ColorImageJointOverlayer : MonoBehaviour
{
[Tooltip("Depth sensor index - 0 is the 1st one, 1 - the 2nd one, etc.")]
public int sensorIndex = 0;
[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
public int playerIndex = 0;
[Tooltip("Kinect joint that is going to be overlayed.")]
public KinectInterop.JointType trackedJoint = KinectInterop.JointType.HandRight;
[Tooltip("Plane game-object rendering the color camera image.")]
public Transform planeObject;
[Tooltip("Game object used to overlay the joint over the plane.")]
public Transform overlayObject;
//[Tooltip("Smoothing factor used for joint rotation.")]
//public float smoothFactor = 10f;
private KinectManager kinectManager = null;
private Rect planeRect = new Rect();
private bool planeRectSet = false;
public void Start()
{
kinectManager = KinectManager.Instance;
if(overlayObject == null)
{
overlayObject = transform;
}
if (overlayObject != null)
{
overlayObject.rotation = Quaternion.identity;
}
}
void Update()
{
if (kinectManager && kinectManager.IsInitialized())
{
// get the plane rectangle to be used for object overlay
if (!planeRectSet && planeObject)
{
planeRectSet = true;
planeRect.width = 10f * Mathf.Abs(planeObject.localScale.x);
planeRect.height = 10f * Mathf.Abs(planeObject.localScale.z);
planeRect.x = planeObject.position.x - planeRect.width / 2f;
planeRect.y = planeObject.position.y - planeRect.height / 2f;
}
// overlay the object
ulong userId = kinectManager.GetUserIdByIndex(playerIndex);
int iJointIndex = (int)trackedJoint;
if (planeObject && kinectManager.IsJointTracked(userId, iJointIndex))
{
//Vector3 posJoint = manager.GetJointPosColorOverlay(userId, iJointIndex, foregroundCamera, backgroundRect);
Vector3 posJoint = kinectManager.GetJointPosColorOverlay(userId, iJointIndex, sensorIndex, planeRect);
posJoint.z = planeObject.position.z;
if (posJoint != Vector3.zero)
{
if (overlayObject)
{
overlayObject.position = posJoint;
}
}
}
else
{
// make the overlay object invisible
if (overlayObject && overlayObject.position.z > 0f)
{
Vector3 posJoint = overlayObject.position;
posJoint.z = -10f;
overlayObject.position = posJoint;
}
}
}
}
}
}

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using UnityEngine;
using System.Collections;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
/// <summary>
/// UserImageMover moves the BR image, according to the distance to the user.
/// </summary>
public class UserImageMover : MonoBehaviour
{
[Tooltip("Index of the player, tracked by this component. 0 - the 1st player, 1 - the 2nd player, etc.")]
public int playerIndex = 0;
[Tooltip("Smooth factor used for the transform movement.")]
public float smoothFactor = 20f;
private KinectManager kinectManager = null;
private ulong lastUserId = 0;
private ulong userId = 0;
private Vector3 initialPlanePos = Vector3.zero;
private Vector3 currentUserPos = Vector3.zero;
void Start()
{
kinectManager = KinectManager.Instance;
initialPlanePos = transform.position;
}
void Update()
{
if (kinectManager == null || !kinectManager.IsInitialized())
return;
userId = kinectManager.GetUserIdByIndex(playerIndex);
currentUserPos = kinectManager.GetUserPosition(userId);
if (userId != 0 && userId != lastUserId)
{
lastUserId = userId;
}
if (userId != 0)
{
Vector3 deltaUserPos = currentUserPos; // relToInitialPos ? (currentUserPos - initialUserPos) : currentUserPos;
Vector3 newPlanePos = initialPlanePos + new Vector3(0f, 0f, deltaUserPos.z);
transform.position = Vector3.Lerp(transform.position, newPlanePos, smoothFactor * Time.deltaTime);
}
else
{
lastUserId = 0;
//gameObject.SetActive(false);
transform.position = initialPlanePos;
//gameObject.SetActive(true);
}
}
}
}

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 using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace com.rfilkov.components
{
[System.Serializable]
public class Blob
{
[Tooltip("Number of pixels in the blob.")]
public int pixels;
[Tooltip("Blob limits in X (pixels), Y (pixels) & Z (mm).")]
public int minx, miny, minz, maxx, maxy, maxz;
//public long sumx, sumy, sumz;
/// <summary>
/// Blob constructor.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
public Blob(int x, int y, int z)
{
minx = maxx = x;
//sumx = x;
miny = maxy = y;
//sumy = y;
minz = maxz = z;
//sumz = z;
pixels++;
}
/// <summary>
/// Checks if the current blob is inside the given one.
/// </summary>
/// <param name="b">Blob</param>
/// <returns></returns>
public bool IsInside(Blob b)
{
if (minx >= b.minx && maxx <= b.maxx && miny >= b.miny && maxy <= b.maxy && minz >= b.minz && maxz <= b.maxz)
{
return true;
}
return false;
}
/// <summary>
/// Checks if a pixel is near or inside this blob.
/// </summary>
/// <param name="pixX">X</param>
/// <param name="pixY">Y</param>
/// <param name="pixZ">Z</param>
/// <param name="difXY">Tolerance in X- & Y-directions (pixels)</param>
/// <param name="difZ">Tolerance in Z-direction (mm)</param>
/// <returns></returns>
public bool IsNearOrInside(int pixX, int pixY, int pixZ, int difXY, int difZ)
{
if (pixX >= (minx - difXY) && pixX <= (maxx + difXY) && pixY >= (miny - difXY) && pixY <= (maxy + difXY))
{
if(pixZ >= (minz - difZ) && pixZ <= (maxz + difZ))
{
return true;
}
}
return false;
}
/// <summary>
/// Adds a pixel to the blob.
/// </summary>
/// <param name="pixX">X</param>
/// <param name="pixY">Y</param>
/// <param name="pixZ">Z</param>
public void AddDepthPixel(int pixX, int pixY, int pixZ)
{
pixels++;
minx = Mathf.Min(minx, pixX);
miny = Mathf.Min(miny, pixY);
minz = Mathf.Min(minz, pixZ);
maxx = Mathf.Max(maxx, pixX);
maxy = Mathf.Max(maxy, pixY);
maxz = Mathf.Max(maxz, pixZ);
//sumx += pixX;
//sumy += pixY;
//sumz += pixZ;
}
/// <summary>
/// Gets the blob width.
/// </summary>
/// <returns>Blob width</returns>
public float GetWidth()
{
return maxx - minx;
}
/// <summary>
/// Gets the blob height.
/// </summary>
/// <returns>Blob height</returns>
public float GetHeight()
{
return maxy - miny;
}
/// <summary>
/// Gets the blob center.
/// </summary>
/// <returns>Blob center</returns>
public Vector3 GetBlobCenter()
{
return new Vector3((minx + maxx) / 2, (miny + maxy) / 2, (minz + maxz) / 2);
}
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
public class BlobDetector : MonoBehaviour
{
[Tooltip("Depth sensor index - 0 is the 1st one, 1 - the 2nd one, etc.")]
public int sensorIndex = 0;
[Tooltip("Camera used to estimate the overlay positions of 3D-objects over the background. By default it is the main camera.")]
public Camera foregroundCamera;
[Tooltip("Blob prefab, used to represent the blob in the 3D space.")]
public GameObject blobPrefab;
[Tooltip("The blobs root object.")]
public GameObject blobsRootObj;
[Range(0, 500)]
[Tooltip("Max X and Y distance to blob, in pixels, to consider a pixel part of it.")]
public int xyDistanceToBlob = 10;
[Range(0, 500)]
[Tooltip("Max Z-distance to blob, in mm, to consider a pixel part of it.")]
public int zDistanceToBlob = 50;
[Range(0, 500)]
[Tooltip("Minimum amount of pixels in a blob.")]
public int minPixelsInBlob = 50;
[Range(1, 10)]
[Tooltip("Increment in X & Y directions, when analyzing the raw depth image.")]
public int xyIncrement = 3;
[Range(0, 5)]
[Tooltip("Time between the checks for blobs, in seconds.")]
public float timeBetweenChecks = 0.1f;
[Tooltip("UI-Text to display info messages.")]
public UnityEngine.UI.Text infoText;
// reference to KM
private KinectManager kinectManager = null;
// depth image resolution
private int depthImageWidth;
private int depthImageHeight;
// depth scale
private Vector3 depthScale = Vector3.one;
// min & max distance tracked by the sensor
private float minDistance = 0f;
private float maxDistance = 0f;
// screen rectangle taken by the foreground image (in pixels)
private Rect foregroundImgRect;
// last depth frame time
private ulong lastDepthFrameTime = 0;
private float lastCheckTime = 0;
// list of blobs
private List<Blob> blobs = new List<Blob>();
// list of cubes
private List<GameObject> blobObjects = new List<GameObject>();
/// <summary>
/// Gets the number of detected blobs.
/// </summary>
/// <returns>Number of blobs.</returns>
public int GetBlobsCount()
{
return blobs.Count;
}
/// <summary>
/// Gets the blob with the given index.
/// </summary>
/// <param name="i">Blob index.</param>
/// <returns>The blob.</returns>
public Blob GetBlob(int i)
{
if(i >= 0 && i < blobs.Count)
{
return blobs[i];
}
return null;
}
/// <summary>
/// Gets distance to the blob with the given index.
/// </summary>
/// <param name="i">Blob index.</param>
/// <returns>Distance to the blob.</returns>
public float GetBlobDistance(int i)
{
if (i >= 0 && i < blobs.Count)
{
Vector3 blobCenter = blobs[i].GetBlobCenter();
return blobCenter.z / 1000f;
}
return 0f;
}
/// <summary>
/// Gets position on the depth image of the given blob.
/// </summary>
/// <param name="i">Blob index.</param>
/// <returns>Depth image position of the blob.</returns>
public Vector2 GetBlobImagePos(int i)
{
if (i >= 0 && i < blobs.Count)
{
Vector3 blobCenter = blobs[i].GetBlobCenter();
return (Vector2)blobCenter;
}
return Vector2.zero;
}
/// <summary>
/// Gets position in the 3d space of the given blob.
/// </summary>
/// <param name="i">Blob index.</param>
/// <returns>Space position of the blob.</returns>
public Vector3 GetBlobSpacePos(int i)
{
if (i >= 0 && i < blobs.Count)
{
Vector3 blobCenter = blobs[i].GetBlobCenter();
Vector3 spacePos = kinectManager.MapDepthPointToSpaceCoords(sensorIndex, (Vector2)blobCenter, (ushort)blobCenter.z, true);
return spacePos;
}
return Vector3.zero;
}
// internal methods
void Start()
{
kinectManager = KinectManager.Instance;
if(kinectManager)
{
depthImageWidth = kinectManager.GetDepthImageWidth(sensorIndex);
depthImageHeight = kinectManager.GetDepthImageHeight(sensorIndex);
depthScale = kinectManager.GetDepthImageScale(sensorIndex);
}
if(blobsRootObj == null)
{
blobsRootObj = new GameObject("BlobsRoot");
}
if (foregroundCamera == null)
{
// by default use the main camera
foregroundCamera = Camera.main;
}
// calculate the foreground rectangle
foregroundImgRect = kinectManager.GetForegroundRectDepth(sensorIndex, foregroundCamera);
}
void Update()
{
if (kinectManager == null || !kinectManager.IsInitialized())
return;
if (lastDepthFrameTime != kinectManager.GetDepthFrameTime(sensorIndex))
{
lastDepthFrameTime = kinectManager.GetDepthFrameTime(sensorIndex);
if ((Time.time - lastCheckTime) >= timeBetweenChecks)
{
lastCheckTime = Time.time;
// detect blobs of pixel in the raw depth image
DetectBlobsInRawDepth();
}
}
if(blobPrefab)
{
// instantiates representative blob objects for each blog
InstantiateBlobObjects();
}
}
// detects blobs of pixel in the raw depth image
private void DetectBlobsInRawDepth()
{
ushort[] rawDepth = kinectManager ? kinectManager.GetRawDepthMap(sensorIndex) : null;
blobs.Clear();
if (rawDepth == null)
return;
minDistance = kinectManager.GetSensorMinDistance(sensorIndex);
maxDistance = kinectManager.GetSensorMaxDistance(sensorIndex);
ushort minDistanceMm = (ushort)(minDistance * 1000f);
ushort maxDistanceMm = (ushort)(maxDistance * 1000f);
for (int y = 0, di = 0; y < depthImageHeight; y += xyIncrement)
{
di = y * depthImageWidth;
for (int x = 0; x < depthImageWidth; x += xyIncrement, di += xyIncrement)
{
ushort depth = rawDepth[di];
depth = (depth >= minDistanceMm && depth <= maxDistanceMm) ? depth : (ushort)0;
if (depth != 0)
{
bool blobFound = false;
foreach (var b in blobs)
{
if (b.IsNearOrInside(x, y, depth, xyDistanceToBlob, zDistanceToBlob))
{
b.AddDepthPixel(x, y, depth);
blobFound = true;
break;
}
}
if (!blobFound)
{
Blob b = new Blob(x, y, depth);
blobs.Add(b);
}
}
}
}
// remove inside blobs
var insideblobs = new List<Blob>();
foreach (var b in blobs)
foreach (var b2 in blobs)
if (b.IsInside(b2) && !insideblobs.Contains(b) && b != b2)
insideblobs.Add(b);
for (int i = 0; i < insideblobs.Count; i++)
if (blobs.Contains(insideblobs[i]))
blobs.Remove(insideblobs[i]);
// remove small blobs
var smallBlobs = blobs.Where(x => x.pixels < minPixelsInBlob).ToList();
for (int i = 0; i < smallBlobs.Count; i++)
if (blobs.Contains(smallBlobs[i]))
blobs.Remove(smallBlobs[i]);
if (infoText)
{
string sMessage = blobs.Count + " blobs detected.\n";
for (int i = 0; i < blobs.Count; i++)
{
Blob b = blobs[i];
//sMessage += string.Format("x1: {0}, y1: {1}, x2: {2}, y2: {3}\n", b.minx, b.miny, b.maxx, b.maxy);
sMessage += string.Format("Blob {0} at {1}\n", i, GetBlobSpacePos(i));
}
//Debug.Log(sMessage);
infoText.text = sMessage;
}
}
// instantiates representative blob objects for each blob
private void InstantiateBlobObjects()
{
int bi = 0;
foreach (var b in blobs)
{
while (bi >= blobObjects.Count)
{
var cub = Instantiate(blobPrefab, new Vector3(0, 0, -10), Quaternion.identity);
//cub.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f); // to match the dimensions of a ball
blobObjects.Add(cub);
cub.transform.parent = blobsRootObj.transform;
}
Vector3 blobCenter = b.GetBlobCenter();
Vector3 blobSpacePos = kinectManager.GetPosDepthOverlay((int)blobCenter.x, (int)blobCenter.y, (ushort)blobCenter.z, sensorIndex, foregroundCamera, foregroundImgRect);
blobObjects[bi].transform.position = blobSpacePos;
blobObjects[bi].name = "Blob" + bi;
bi++;
}
// remove the extra cubes
for (int i = blobObjects.Count - 1; i >= bi; i--)
{
Destroy(blobObjects[i]);
blobObjects.RemoveAt(i);
}
}
void OnRenderObject()
{
int rectX = (int)foregroundImgRect.xMin;
//int rectY = (int)foregroundImgRect.yMax;
int rectY = (int)foregroundImgRect.yMin;
float scaleX = foregroundImgRect.width / depthImageWidth;
float scaleY = foregroundImgRect.height / depthImageHeight;
// draw grid
//DrawGrid();
// display blob rectangles
int bi = 0;
foreach (var b in blobs)
{
float x = (depthScale.x >= 0f ? b.minx : depthImageWidth - b.maxx) * scaleX; // b.minx * scaleX;
float y = (depthScale.y >= 0f ? b.miny : depthImageHeight - b.maxy) * scaleY; // b.maxy * scaleY;
Rect rectBlob = new Rect(rectX + x, rectY + y, (b.maxx - b.minx) * scaleX, (b.maxy - b.miny) * scaleY);
KinectInterop.DrawRect(rectBlob, 2, Color.white);
Vector3 blobCenter = b.GetBlobCenter();
x = (depthScale.x >= 0f ? blobCenter.x : depthImageWidth - blobCenter.x) * scaleX; // blobCenter.x * scaleX;
y = (depthScale.y >= 0f ? blobCenter.y : depthImageHeight - blobCenter.y) * scaleY; // blobCenter.y* scaleY; //
Vector3 blobPos = new Vector3(rectX + x, rectY + y, 0);
KinectInterop.DrawPoint(blobPos, 3, Color.green);
bi++;
}
}
// draws coordinate grid on screen
private void DrawGrid()
{
int rectX = (int)foregroundImgRect.xMin;
int rectY = (int)foregroundImgRect.yMin;
float scaleX = foregroundImgRect.width / depthImageWidth;
float scaleY = foregroundImgRect.height / depthImageHeight;
// draw grid
float c = 0.3f;
for (int x = 0; x < depthImageWidth; x += 100)
{
int sX = (int)(x * scaleX);
int sMaxY = (int)((depthImageHeight - 1) * scaleY);
Color clrLine = new Color(c, 0, 0, 1);
KinectInterop.DrawLine(rectX + sX, rectY, rectX + sX, rectY + sMaxY, 1, clrLine);
c += 0.1f;
}
c = 0.3f;
for (int y = 0; y < depthImageHeight; y += 100)
{
int sY = (int)((depthImageHeight - y) * scaleY);
int sMaxX = (int)((depthImageWidth - 1) * scaleX);
Color clrLine = new Color(0, c, 0, 1);
KinectInterop.DrawLine(rectX, rectY + sY, rectX + sMaxX, rectY + sY, 1, clrLine);
c += 0.1f;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace com.rfilkov.components
{
public class CollisionLogger : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if (other.GetComponent<CollisionLogger>())
return;
Debug.Log("Detected collision of " + gameObject.name + " with " + other.gameObject.name);
}
}
}

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using UnityEngine;
using System.Collections;
namespace com.rfilkov.components
{
public class BallMover : MonoBehaviour
{
void Update()
{
if (transform.position.y < -2f)
{
Destroy(gameObject);
}
}
}
}

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using UnityEngine;
using System.Collections;
using com.rfilkov.kinect;
namespace com.rfilkov.components
{
public class BallSpawner : MonoBehaviour
{
[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
public int playerIndex = 0;
[Tooltip("Prefab used to instantiate balls in the scene.")]
public Transform ballPrefab;
[Tooltip("Prefab used to instantiate cubes in the scene.")]
public Transform cubePrefab;
[Tooltip("How many objects do we want to spawn.")]
public int numberOfObjects = 20;
private float nextSpawnTime = 0.0f;
private float spawnRate = 1.5f;
private int ballsCount = 0;
void Update()
{
if (nextSpawnTime < Time.time)
{
SpawnBalls();
nextSpawnTime = Time.time + spawnRate;
spawnRate = Random.Range(0f, 1f);
//numberOfBalls = Mathf.RoundToInt(Random.Range(1f, 10f));
}
}
void SpawnBalls()
{
KinectManager kinectManager = KinectManager.Instance;
if (ballPrefab && cubePrefab && ballsCount < numberOfObjects &&
kinectManager && kinectManager.IsInitialized() && kinectManager.IsUserDetected(playerIndex))
{
ulong userId = kinectManager.GetUserIdByIndex(playerIndex);
Vector3 posUser = kinectManager.GetUserPosition(userId);
float xOfs = Random.Range(-1.5f, 1.5f);
float zOfs = Random.Range(-2.0f, 1.0f);
float yOfs = Random.Range(1.0f, 4.0f);
Vector3 spawnPos = new Vector3(posUser.x + xOfs, posUser.y + yOfs, posUser.z + zOfs);
int ballOrCube = Mathf.RoundToInt(Random.Range(0f, 1f));
Transform ballTransform = Instantiate(ballOrCube > 0 ? ballPrefab : cubePrefab, spawnPos, Quaternion.identity) as Transform;
ballTransform.GetComponent<Renderer>().material.color = new Color(Random.Range(0.5f, 1f), Random.Range(0.5f, 1f), Random.Range(0.5f, 1f), 1f);
ballTransform.GetComponent<Rigidbody>().drag = Random.Range(1f, 100f);
ballTransform.parent = transform;
ballsCount++;
}
}
}
}

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