using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace com.rfilkov.kinect
{
///
/// BackgroundRemovalByDist filters part of the real environment, according to the given spatial limits.
///
public class BackgroundRemovalByDist : MonoBehaviour
{
[Tooltip("Horizontal limit - minimum, in meters.")]
[Range(-5f, 5f)]
public float xMin = -1f;
[Tooltip("Horizontal limit - maximum, in meters.")]
[Range(-5f, 5f)]
public float xMax = 1f;
[Tooltip("Vertical limit - minimum, in meters.")]
[Range(-1f, 5f)]
public float yMin = 0f;
[Tooltip("Vertical limit - maximum, in meters.")]
[Range(-1f, 5f)]
public float yMax = 2f;
[Tooltip("Distance limit - minimum, in meters.")]
[Range(0.5f, 10f)]
public float zMin = 1f;
[Tooltip("Distance limit - maximum, in meters.")]
[Range(0.5f, 10f)]
public float zMax = 3f;
// foreground filter shader
private ComputeShader foregroundFilterShader = null;
private int foregroundFilterKernel = -1;
void Start()
{
foregroundFilterShader = Resources.Load("ForegroundFiltDistShader") as ComputeShader;
foregroundFilterKernel = foregroundFilterShader != null ? foregroundFilterShader.FindKernel("FgFiltDist") : -1;
}
///
/// Applies vertex filter by distance.
///
/// The vertex texture
public void ApplyVertexFilter(RenderTexture vertexTexture, Matrix4x4 sensorWorldMatrix)
{
//foregroundFilterShader.SetMatrix("Transform", sensorWorldMatrix);
Matrix4x4 matWorldKinect = sensorWorldMatrix.inverse;
Vector3 posMin = matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMin, zMin));
Vector3 posMaxX = matWorldKinect.MultiplyPoint3x4(new Vector3(xMax, yMin, zMin)) - posMin;
Vector3 posMaxY = matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMax, zMin)) - posMin;
Vector3 posMaxZ = matWorldKinect.MultiplyPoint3x4(new Vector3(xMin, yMin, zMax)) - posMin;
Vector3 posDot = new Vector3(Vector3.Dot(posMaxX, posMaxX), Vector3.Dot(posMaxY, posMaxY), Vector3.Dot(posMaxZ, posMaxZ));
foregroundFilterShader.SetVector("_PosMin", posMin);
foregroundFilterShader.SetVector("_PosMaxX", posMaxX);
foregroundFilterShader.SetVector("_PosMaxY", posMaxY);
foregroundFilterShader.SetVector("_PosMaxZ", posMaxZ);
foregroundFilterShader.SetVector("_PosDot", posDot);
foregroundFilterShader.SetTexture(foregroundFilterKernel, "VertexTex", vertexTexture);
foregroundFilterShader.Dispatch(foregroundFilterKernel, vertexTexture.width / 8, vertexTexture.height / 8, 1);
}
}
}