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

@ -1,5 +1,6 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
public class CreatePlane : ScriptableWizard
@ -54,8 +55,8 @@ public class CreatePlane : ScriptableWizard
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);
}
@ -130,7 +131,8 @@ public class CreatePlane : ScriptableWizard
int hCount2 = widthSegments + 1;
int vCount2 = lengthSegments + 1;
int numTriangles = widthSegments * lengthSegments * 6;
if (twoSided) {
if (twoSided)
{
numTriangles *= 2;
}
int numVertices = hCount2 * vCount2;
@ -177,7 +179,8 @@ public class CreatePlane : ScriptableWizard
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++)
{

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);
}
}
}

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