using UnityEngine; using VideoInput; namespace Visualizer { public class PointCloudBehaviour : MonoBehaviour { #pragma warning disable 649 [SerializeField] private KinectManagerBehaviour kinectManagerBehaviour; [SerializeField] private MeshFilter meshFilter; #pragma warning restore 649 private void Start() { var texture = kinectManagerBehaviour.KinectSensor.InfraredCamera.Data; var numPixels = texture.height * texture.width; meshFilter.mesh = new Mesh { vertices = MakeVertices(texture), uv = MakeTexCoord(texture) }; meshFilter.mesh.SetIndices(MakeIndecies(numPixels), MeshTopology.Points, 0, false); gameObject.GetComponent().material.mainTexture = kinectManagerBehaviour.KinectSensor.InfraredCamera.Data; } private void Update() { } private Vector3[] MakeVertices(Texture2D texture) { var vertices = new Vector3[texture.width * texture.height]; for (var i = 0; i < texture.height; ++i) { var offset = texture.width * i; var hPhase = (float) i / texture.height; for (var j = 0; j < texture.width; ++j) { var wPhase = (float) j / texture.width; vertices[offset + j].x = wPhase * 10f - 5f; vertices[offset + j].y = hPhase * 10f - 5f; vertices[offset + j].z = 0f; } } return vertices; } private Vector2[] MakeTexCoord(Texture2D texture) { var texCoords = new Vector2[texture.width * texture.height]; for (var i = 0; i < texture.height; ++i) { var offset = texture.width * i; var hPhase = (float) i / texture.height; for (var j = 0; j < texture.width; ++j) { var wPhase = (float) j / texture.width; texCoords[offset + j].x = wPhase; texCoords[offset + j].y = hPhase; } } return texCoords; } private int[] MakeIndecies(int numPixels) { var array = new int[numPixels]; for (var i = 0; i < numPixels; ++i) array[i] = i; return array; } } }