Merge branch 'skelton'

# Conflicts:
#	UnityProject/.idea/.idea.UnityProject/.idea/contentModel.xml
#	UnityProject/.idea/.idea.UnityProject/.idea/workspace.xml
#	UnityProject/Assets/Scenes/Examples/KinectSkeleton/joint.prefab.meta
#	UnityProject/Assets/Scripts/VideoInput/Editor.meta
#	UnityProject/Assets/ThridParty/Assets/Construction_Site_Column/Materials.meta
This commit is contained in:
Chikashi Miyama 2019-10-31 21:10:29 +01:00
commit a49e32d713
23 changed files with 471 additions and 311 deletions

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@ -1,9 +1,9 @@
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@ -35,9 +35,9 @@
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@ -2,7 +2,34 @@
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@ -58,7 +58,7 @@
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using System;
using System.Collections.Generic;
using System.Linq;
using Windows.Kinect;
using UnityEngine;
namespace cylvester
{
public class Skeleton : MonoBehaviour
{
[SerializeField] private GameObject spherePrefab;
private GameObject[] balls_;
private void Start()
{
balls_ = new GameObject[25];
for (var i = 0; i < 25; ++i)
{
balls_[i] = Instantiate(spherePrefab, gameObject.transform, true);
}
}
public void OnSkeletonFrameReceived(Body[] bodies)
{
foreach (var body in bodies)
{
if(!body.IsTracked)
continue;
var i = 0;
foreach(var pair in body.Joints)
{
var joint = pair.Value;
if(joint.TrackingState == TrackingState.NotTracked)
balls_[i].SetActive(false);
else
{
balls_[i].SetActive(true);
balls_[i].transform.position = new Vector3(joint.Position.X * 10f , joint.Position.Y * 10f, 0f);
}
i++;
}
}
}
}
}

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@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Skelton : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -1,10 +0,0 @@
using System;
using System.IO;
using UnityEngine;
using Windows.Kinect;
namespace cylvester
{
}

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@ -1,7 +0,0 @@
namespace UnityEditor
{
public class KinectFacade
{
}
}

View file

@ -1,5 +1,4 @@
using System; using System;
using System.Collections.Generic;
using System.IO; using System.IO;
using Windows.Kinect; using Windows.Kinect;
using UnityEngine; using UnityEngine;
@ -8,7 +7,7 @@ using UnityEngine.Events;
namespace cylvester namespace cylvester
{ {
[Serializable] public class UnityInfraredCameraEvent : UnityEvent<Texture2D>{ } [Serializable] public class UnityInfraredCameraEvent : UnityEvent<Texture2D>{ }
[Serializable] public class UnitySkeletonEvent : UnityEvent<IList<Body>>{ } [Serializable] public class UnitySkeletonEvent : UnityEvent<Body[]>{ }
public class KinectManagerBehaviour : MonoBehaviour public class KinectManagerBehaviour : MonoBehaviour
{ {
@ -16,14 +15,15 @@ namespace cylvester
[SerializeField] public UnityInfraredCameraEvent infraredFrameReceived; [SerializeField] public UnityInfraredCameraEvent infraredFrameReceived;
[SerializeField] private bool skeleton; [SerializeField] private bool skeleton;
[SerializeField] public UnitySkeletonEvent skeletonDataReveived; [SerializeField] public UnitySkeletonEvent skeletonDataReceived;
private Texture2D InfraredTexture { get; set;}
private KinectSensor sensor_; private KinectSensor sensor_;
private InfraredFrameReader infraredFrameReader_; private InfraredFrameReader infraredFrameReader_;
private BodyFrameReader bodyFrameReader_; private BodyFrameReader bodyFrameReader_;
private ushort [] irData_; private ushort [] irData_;
private Texture2D infraredTexture_;
private Body[] bodies_;
private EventHandler<InfraredFrameArrivedEventArgs> onInfraredFrameArrived_; private EventHandler<InfraredFrameArrivedEventArgs> onInfraredFrameArrived_;
private EventHandler<BodyFrameArrivedEventArgs> onSkeletonFrameArrived_; private EventHandler<BodyFrameArrivedEventArgs> onSkeletonFrameArrived_;
@ -46,36 +46,38 @@ namespace cylvester
infraredFrameReader_ = sensor_.InfraredFrameSource.OpenReader(); infraredFrameReader_ = sensor_.InfraredFrameSource.OpenReader();
var frameDesc = sensor_.InfraredFrameSource.FrameDescription; var frameDesc = sensor_.InfraredFrameSource.FrameDescription;
irData_ = new ushort[frameDesc.LengthInPixels]; irData_ = new ushort[frameDesc.LengthInPixels];
InfraredTexture = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.R16, false); infraredTexture_ = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.R16, false);
onInfraredFrameArrived_ = (frameReader, eventArgs) => onInfraredFrameArrived_ = (frameReader, eventArgs) =>
{ {
if(!infrared) if(!infrared)
return; return;
using (var infraredFrame = infraredFrameReader_.AcquireLatestFrame()) using (var infraredFrame = eventArgs.FrameReference.AcquireFrame())
{ {
if (infraredFrame == null) return; if (infraredFrame == null)
infraredFrame.CopyFrameDataToArray(irData_); return;
infraredFrame.CopyFrameDataToArray(irData_);
unsafe unsafe
{ {
fixed (ushort* irDataPtr = irData_) fixed (ushort* irDataPtr = irData_)
{ {
InfraredTexture.LoadRawTextureData((IntPtr) irDataPtr, sizeof(ushort) * irData_.Length); infraredTexture_.LoadRawTextureData((IntPtr) irDataPtr, sizeof(ushort) * irData_.Length);
} }
} }
InfraredTexture.Apply(); infraredTexture_.Apply();
} }
infraredFrameReceived.Invoke(InfraredTexture); infraredFrameReceived.Invoke(infraredTexture_);
}; };
infraredFrameReader_.FrameArrived += onInfraredFrameArrived_; infraredFrameReader_.FrameArrived += onInfraredFrameArrived_;
} }
private void InitSkeletonTracking() private void InitSkeletonTracking()
{ {
bodies_ = new Body[1];
bodyFrameReader_ = sensor_.BodyFrameSource.OpenReader(); bodyFrameReader_ = sensor_.BodyFrameSource.OpenReader();
onSkeletonFrameArrived_ = (frameReader, eventArgs) => onSkeletonFrameArrived_ = (frameReader, eventArgs) =>
@ -85,7 +87,11 @@ namespace cylvester
using (var bodyFrame = eventArgs.FrameReference.AcquireFrame()) using (var bodyFrame = eventArgs.FrameReference.AcquireFrame())
{ {
if (bodyFrame == null)
return;
Array.Resize(ref bodies_, bodyFrame.BodyCount);
bodyFrame.GetAndRefreshBodyData(bodies_);
skeletonDataReceived.Invoke(bodies_);
} }
}; };
bodyFrameReader_.FrameArrived += onSkeletonFrameArrived_; bodyFrameReader_.FrameArrived += onSkeletonFrameArrived_;

View file

@ -1,7 +0,0 @@
namespace cylvester
{
public class SkeltonTracker
{
}
}

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@ -76,10 +76,7 @@ namespace cylvester
indices[index++] = offset + 1 + onset; indices[index++] = offset + 1 + onset;
indices[index++] = 1 + onset; indices[index++] = 1 + onset;
} }
return indices; return indices;
} }
} }
} }