skeleton implemented

This commit is contained in:
Chikashi Miyama 2019-10-31 18:38:58 +01:00
parent 1e58aeeb4a
commit fc8999d26c
23 changed files with 473 additions and 694 deletions

View file

@ -14,6 +14,7 @@
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@ -34,6 +35,11 @@
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@ -43,12 +49,16 @@
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@ -83,15 +93,18 @@
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@ -111,21 +124,11 @@
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@ -541,10 +259,6 @@
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@ -2,101 +2,34 @@
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@ -0,0 +1,46 @@
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)
{
if (bodies.Length == 0)
return;
var body = bodies[0];
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, joint.Position.Y, 0f);
}
i++;
}
}
}
}

View file

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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()
{
}
}

View file

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

View file

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

View file

@ -1,11 +0,0 @@
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@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using System.IO;
using Windows.Kinect;
using UnityEngine;
@ -8,7 +7,7 @@ using UnityEngine.Events;
namespace cylvester
{
[Serializable] public class UnityInfraredCameraEvent : UnityEvent<Texture2D>{ }
[Serializable] public class UnitySkeletonEvent : UnityEvent<IList<Body>>{ }
[Serializable] public class UnitySkeletonEvent : UnityEvent<Body[]>{ }
public class KinectManagerBehaviour : MonoBehaviour
{
@ -16,15 +15,16 @@ namespace cylvester
[SerializeField] public UnityInfraredCameraEvent infraredFrameReceived;
[SerializeField] private bool skeleton;
[SerializeField] public UnitySkeletonEvent skeletonDataReveived;
private Texture2D InfraredTexture { get; set;}
[SerializeField] public UnitySkeletonEvent skeletonDataReceived;
private KinectSensor sensor_;
private InfraredFrameReader infraredFrameReader_;
private BodyFrameReader bodyFrameReader_;
private ushort [] irData_;
private ushort [] irData_;
private Texture2D infraredTexture_;
private Body[] bodies_;
private EventHandler<InfraredFrameArrivedEventArgs> onInfraredFrameArrived_;
private EventHandler<BodyFrameArrivedEventArgs> onSkeletonFrameArrived_;
@ -46,14 +46,14 @@ namespace cylvester
infraredFrameReader_ = sensor_.InfraredFrameSource.OpenReader();
var frameDesc = sensor_.InfraredFrameSource.FrameDescription;
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) =>
{
if(!infrared)
return;
using (var infraredFrame = infraredFrameReader_.AcquireLatestFrame())
using (var infraredFrame = eventArgs.FrameReference.AcquireFrame())
{
if (infraredFrame == null) return;
infraredFrame.CopyFrameDataToArray(irData_);
@ -62,30 +62,33 @@ namespace cylvester
{
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_;
}
private void InitSkeletonTracking()
{
bodies_ = new Body[1];
bodyFrameReader_ = sensor_.BodyFrameSource.OpenReader();
onSkeletonFrameArrived_ = (frameReader, eventArgs) =>
{
if(!skeleton)
return;
using (var bodyFrame = eventArgs.FrameReference.AcquireFrame())
{
Array.Resize(ref bodies_, bodyFrame.BodyCount);
bodyFrame.GetAndRefreshBodyData(bodies_);
skeletonDataReceived.Invoke(bodies_);
}
};
bodyFrameReader_.FrameArrived += onSkeletonFrameArrived_;

View file

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

View file

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