Updated Kinect ShaderGraph Demo

bug found: Kinect texture seems to be actual red channel, not depth channel
This commit is contained in:
max 2019-11-13 15:33:01 +01:00
parent 8771fc96ce
commit 5eb195439e
11 changed files with 916 additions and 1184 deletions

View file

@ -64,6 +64,7 @@
<ItemGroup>
<Compile Include="Assets\Scenes\Examples\Composition\script\BallMapping.cs" />
<Compile Include="Assets\Scenes\Examples\Composition\script\RmsAnalyzer.cs" />
<Compile Include="Assets\Scenes\Examples\KinectSceneGraph\AdvancedMesh.cs" />
<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\EmissionBind.cs" />
<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\JointMarker.cs" />
<Compile Include="Assets\Scenes\Examples\KinectSkeleton ForceHands with Sound\Scripts\MultipleObjectCamera.cs" />

View file

@ -1,16 +1,17 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
public class CreatePlane : ScriptableWizard
{
public enum Orientation
{
Horizontal,
Vertical
}
public enum AnchorPoint
{
TopLeft,
@ -23,7 +24,7 @@ public class CreatePlane : ScriptableWizard
LeftHalf,
Center
}
public int widthSegments = 1;
public int lengthSegments = 1;
public float width = 1.0f;
@ -34,11 +35,11 @@ public class CreatePlane : ScriptableWizard
public bool createAtOrigin = true;
public bool twoSided = false;
public string optionalName;
static Camera cam;
static Camera lastUsedCam;
[MenuItem("GameObject/Create Other/Custom Plane...")]
static void CreateWizard()
{
@ -48,167 +49,169 @@ public class CreatePlane : ScriptableWizard
cam = lastUsedCam;
else
lastUsedCam = cam;
ScriptableWizard.DisplayWizard("Create Plane",typeof(CreatePlane));
ScriptableWizard.DisplayWizard("Create Plane", typeof(CreatePlane));
}
void OnWizardUpdate()
{
widthSegments = Mathf.Clamp(widthSegments, 1, 512);
lengthSegments = Mathf.Clamp(lengthSegments, 1, 424);
widthSegments = Mathf.Clamp(widthSegments, 1, 254);
lengthSegments = Mathf.Clamp(lengthSegments, 1, 254);
}
void OnWizardCreate()
{
GameObject plane = new GameObject();
if (!string.IsNullOrEmpty(optionalName))
plane.name = optionalName;
else
plane.name = "Plane";
if (!createAtOrigin && cam)
plane.transform.position = cam.transform.position + cam.transform.forward*5.0f;
plane.transform.position = cam.transform.position + cam.transform.forward * 5.0f;
else
plane.transform.position = Vector3.zero;
Vector2 anchorOffset;
string anchorId;
switch (anchor)
{
case AnchorPoint.TopLeft:
anchorOffset = new Vector2(-width/2.0f,length/2.0f);
anchorId = "TL";
break;
case AnchorPoint.TopHalf:
anchorOffset = new Vector2(0.0f,length/2.0f);
anchorId = "TH";
break;
case AnchorPoint.TopRight:
anchorOffset = new Vector2(width/2.0f,length/2.0f);
anchorId = "TR";
break;
case AnchorPoint.RightHalf:
anchorOffset = new Vector2(width/2.0f,0.0f);
anchorId = "RH";
break;
case AnchorPoint.BottomRight:
anchorOffset = new Vector2(width/2.0f,-length/2.0f);
anchorId = "BR";
break;
case AnchorPoint.BottomHalf:
anchorOffset = new Vector2(0.0f,-length/2.0f);
anchorId = "BH";
break;
case AnchorPoint.BottomLeft:
anchorOffset = new Vector2(-width/2.0f,-length/2.0f);
anchorId = "BL";
break;
case AnchorPoint.LeftHalf:
anchorOffset = new Vector2(-width/2.0f,0.0f);
anchorId = "LH";
break;
case AnchorPoint.Center:
default:
anchorOffset = Vector2.zero;
anchorId = "C";
break;
}
Vector2 anchorOffset;
string anchorId;
switch (anchor)
{
case AnchorPoint.TopLeft:
anchorOffset = new Vector2(-width / 2.0f, length / 2.0f);
anchorId = "TL";
break;
case AnchorPoint.TopHalf:
anchorOffset = new Vector2(0.0f, length / 2.0f);
anchorId = "TH";
break;
case AnchorPoint.TopRight:
anchorOffset = new Vector2(width / 2.0f, length / 2.0f);
anchorId = "TR";
break;
case AnchorPoint.RightHalf:
anchorOffset = new Vector2(width / 2.0f, 0.0f);
anchorId = "RH";
break;
case AnchorPoint.BottomRight:
anchorOffset = new Vector2(width / 2.0f, -length / 2.0f);
anchorId = "BR";
break;
case AnchorPoint.BottomHalf:
anchorOffset = new Vector2(0.0f, -length / 2.0f);
anchorId = "BH";
break;
case AnchorPoint.BottomLeft:
anchorOffset = new Vector2(-width / 2.0f, -length / 2.0f);
anchorId = "BL";
break;
case AnchorPoint.LeftHalf:
anchorOffset = new Vector2(-width / 2.0f, 0.0f);
anchorId = "LH";
break;
case AnchorPoint.Center:
default:
anchorOffset = Vector2.zero;
anchorId = "C";
break;
}
MeshFilter meshFilter = (MeshFilter)plane.AddComponent(typeof(MeshFilter));
plane.AddComponent(typeof(MeshRenderer));
string planeAssetName = plane.name + widthSegments + "x" + lengthSegments + "W" + width + "L" + length + (orientation == Orientation.Horizontal? "H" : "V") + anchorId + ".asset";
Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Editor/" + planeAssetName,typeof(Mesh));
string planeAssetName = plane.name + widthSegments + "x" + lengthSegments + "W" + width + "L" + length + (orientation == Orientation.Horizontal ? "H" : "V") + anchorId + ".asset";
Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Editor/" + planeAssetName, typeof(Mesh));
if (m == null)
{
m = new Mesh();
m.name = plane.name;
int hCount2 = widthSegments+1;
int vCount2 = lengthSegments+1;
int hCount2 = widthSegments + 1;
int vCount2 = lengthSegments + 1;
int numTriangles = widthSegments * lengthSegments * 6;
if (twoSided) {
if (twoSided)
{
numTriangles *= 2;
}
int numVertices = hCount2 * vCount2;
Vector3[] vertices = new Vector3[numVertices];
Vector2[] uvs = new Vector2[numVertices];
int[] triangles = new int[numTriangles];
Vector4[] tangents = new Vector4[numVertices];
Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);
int index = 0;
float uvFactorX = 1.0f/widthSegments;
float uvFactorY = 1.0f/lengthSegments;
float scaleX = width/widthSegments;
float scaleY = length/lengthSegments;
float uvFactorX = 1.0f / widthSegments;
float uvFactorY = 1.0f / lengthSegments;
float scaleX = width / widthSegments;
float scaleY = length / lengthSegments;
for (float y = 0.0f; y < vCount2; y++)
{
for (float x = 0.0f; x < hCount2; x++)
{
if (orientation == Orientation.Horizontal)
{
vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, 0.0f, y*scaleY - length/2f - anchorOffset.y);
vertices[index] = new Vector3(x * scaleX - width / 2f - anchorOffset.x, 0.0f, y * scaleY - length / 2f - anchorOffset.y);
}
else
{
vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, y*scaleY - length/2f - anchorOffset.y, 0.0f);
vertices[index] = new Vector3(x * scaleX - width / 2f - anchorOffset.x, y * scaleY - length / 2f - anchorOffset.y, 0.0f);
}
tangents[index] = tangent;
uvs[index++] = new Vector2(x*uvFactorX, y*uvFactorY);
uvs[index++] = new Vector2(x * uvFactorX, y * uvFactorY);
}
}
index = 0;
for (int y = 0; y < lengthSegments; y++)
{
for (int x = 0; x < widthSegments; x++)
{
triangles[index] = (y * hCount2) + x;
triangles[index+1] = ((y+1) * hCount2) + x;
triangles[index+2] = (y * hCount2) + x + 1;
triangles[index+3] = ((y+1) * hCount2) + x;
triangles[index+4] = ((y+1) * hCount2) + x + 1;
triangles[index+5] = (y * hCount2) + x + 1;
triangles[index] = (y * hCount2) + x;
triangles[index + 1] = ((y + 1) * hCount2) + x;
triangles[index + 2] = (y * hCount2) + x + 1;
triangles[index + 3] = ((y + 1) * hCount2) + x;
triangles[index + 4] = ((y + 1) * hCount2) + x + 1;
triangles[index + 5] = (y * hCount2) + x + 1;
index += 6;
}
if (twoSided) {
if (twoSided)
{
// Same tri vertices with order reversed, so normals point in the opposite direction
for (int x = 0; x < widthSegments; x++)
{
triangles[index] = (y * hCount2) + x;
triangles[index+1] = (y * hCount2) + x + 1;
triangles[index+2] = ((y+1) * hCount2) + x;
triangles[index+3] = ((y+1) * hCount2) + x;
triangles[index+4] = (y * hCount2) + x + 1;
triangles[index+5] = ((y+1) * hCount2) + x + 1;
triangles[index] = (y * hCount2) + x;
triangles[index + 1] = (y * hCount2) + x + 1;
triangles[index + 2] = ((y + 1) * hCount2) + x;
triangles[index + 3] = ((y + 1) * hCount2) + x;
triangles[index + 4] = (y * hCount2) + x + 1;
triangles[index + 5] = ((y + 1) * hCount2) + x + 1;
index += 6;
}
}
}
m.vertices = vertices;
m.uv = uvs;
m.triangles = triangles;
m.tangents = tangents;
m.RecalculateNormals();
AssetDatabase.CreateAsset(m, "Assets/Editor/" + planeAssetName);
AssetDatabase.SaveAssets();
}
meshFilter.sharedMesh = m;
m.RecalculateBounds();
if (addCollider)
plane.AddComponent(typeof(BoxCollider));
Selection.activeObject = plane;
}
}

View file

@ -0,0 +1,80 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class AdvancedMesh : MonoBehaviour
{
Mesh mesh;
Vector3[] vertices;
int[] triangles;
[SerializeField] public int xSize = 200;
[SerializeField] public int ySize = 200;
void Start()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
CreateShape();
UpdateMesh();
}
void CreateShape()
{
vertices = new Vector3[(xSize + 1) * (ySize + 1)];
for (int i = 0, y = 0; y <= ySize; y++)
{
for (int x = 0; x <= xSize; x++)
{
vertices[i] = new Vector3(x, y, 0);
i++;
}
}
triangles = new int[xSize * ySize * 6];
int vert = 0;
int tris = 0;
for (int y = 0; y < ySize; y++)
{
for (int x = 0; x < xSize; x++)
{
triangles[tris + 0] = vert + 0;
triangles[tris + 1] = vert + xSize + 1;
triangles[tris + 2] = vert + 1;
triangles[tris + 3] = vert + 1;
triangles[tris + 4] = vert + xSize + 1;
triangles[tris + 5] = vert + xSize + 2;
vert++;
tris += 6;
}
vert++;
}
}
private void UpdateMesh()
{
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
}
private void OnDrawGizmos()
{
if (vertices == null)
return;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i], .1f);
}
}
}

View file

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