53c1b2d7b5
Bought the asset to test with
266 lines
8.8 KiB
C#
266 lines
8.8 KiB
C#
using UnityEngine;
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using System;
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using System.Collections;
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using com.rfilkov.kinect;
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namespace com.rfilkov.components
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{
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/// <summary>
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/// Cubeman controller transfers the captured user motion to a cubeman model.
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/// </summary>
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public class CubemanController : MonoBehaviour
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{
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[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
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public int playerIndex = 0;
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[Tooltip("Whether the cubeman is allowed to move vertically or not.")]
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public bool verticalMovement = true;
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[Tooltip("Whether the cubeman is facing the player or not.")]
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public bool mirroredMovement = false;
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[Tooltip("Rate at which the cubeman will move through the scene.")]
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public float moveRate = 1f;
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public GameObject Pelvis;
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public GameObject SpineNaval;
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public GameObject SpineChest;
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public GameObject Neck;
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public GameObject Head;
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public GameObject ClavicleLeft;
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public GameObject ShoulderLeft;
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public GameObject ElbowLeft;
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public GameObject WristLeft;
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public GameObject HandLeft;
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public GameObject ClavicleRight;
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public GameObject ShoulderRight;
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public GameObject ElbowRight;
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public GameObject WristRight;
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public GameObject HandRight;
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public GameObject HipLeft;
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public GameObject KneeLeft;
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public GameObject AnkleLeft;
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public GameObject FootLeft;
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public GameObject HipRight;
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public GameObject KneeRight;
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public GameObject AnkleRight;
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public GameObject FootRight;
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public GameObject Nose;
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public GameObject EyeLeft;
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public GameObject EarLeft;
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public GameObject EyeRight;
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public GameObject EarRight;
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public GameObject HandtipLeft;
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public GameObject ThumbLeft;
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public GameObject HandtipRight;
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public GameObject ThumbRight;
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public LineRenderer skeletonLine;
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//public LineRenderer debugLine;
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private GameObject[] bones;
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private LineRenderer[] lines;
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private LineRenderer lineTLeft;
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private LineRenderer lineTRight;
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private LineRenderer lineFLeft;
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private LineRenderer lineFRight;
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private Vector3 initialPosition;
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private Quaternion initialRotation;
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private Vector3 initialPosUser = Vector3.zero;
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private Vector3 initialPosOffset = Vector3.zero;
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private ulong initialPosUserID = 0;
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void Start()
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{
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//store bones in a list for easier access
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bones = new GameObject[]
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{
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Pelvis,
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SpineNaval,
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SpineChest,
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Neck,
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Head,
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ClavicleLeft,
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ShoulderLeft,
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ElbowLeft,
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WristLeft,
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HandLeft,
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ClavicleRight,
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ShoulderRight,
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ElbowRight,
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WristRight,
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HandRight,
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HipLeft,
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KneeLeft,
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AnkleLeft,
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FootLeft,
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HipRight,
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KneeRight,
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AnkleRight,
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FootRight,
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Nose,
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EyeLeft,
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EarLeft,
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EyeRight,
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EarRight,
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HandtipLeft,
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ThumbLeft,
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HandtipRight,
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ThumbRight
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};
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// array holding the skeleton lines
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lines = new LineRenderer[bones.Length];
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initialPosition = transform.position;
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initialRotation = transform.rotation;
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}
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void Update()
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{
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KinectManager kinectManager = KinectManager.Instance;
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// get 1st player
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ulong userID = kinectManager ? kinectManager.GetUserIdByIndex(playerIndex) : 0;
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if (userID == 0)
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{
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initialPosUserID = 0;
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initialPosOffset = Vector3.zero;
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initialPosUser = Vector3.zero;
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// reset the pointman position and rotation
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if (transform.position != initialPosition)
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{
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transform.position = initialPosition;
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}
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if (transform.rotation != initialRotation)
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{
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transform.rotation = initialRotation;
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}
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for (int i = 0; i < bones.Length; i++)
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{
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bones[i].gameObject.SetActive(true);
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bones[i].transform.localPosition = Vector3.zero;
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bones[i].transform.localRotation = Quaternion.identity;
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if (lines[i] != null)
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{
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lines[i].gameObject.SetActive(false);
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}
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}
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return;
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}
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// set the position in space
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Vector3 posPointMan = kinectManager.GetUserPosition(userID);
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Vector3 posPointManMP = new Vector3(posPointMan.x, posPointMan.y, !mirroredMovement ? -posPointMan.z : posPointMan.z);
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// store the initial position
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if (initialPosUserID != userID)
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{
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initialPosUserID = userID;
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//initialPosOffset = transform.position - (verticalMovement ? posPointMan * moveRate : new Vector3(posPointMan.x, 0, posPointMan.z) * moveRate);
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initialPosOffset = posPointMan;
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initialPosUser = initialPosition;
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if (verticalMovement)
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initialPosUser.y = 0f; // posPointManMP.y provides the vertical position in this case
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}
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Vector3 relPosUser = (posPointMan - initialPosOffset);
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relPosUser.z = !mirroredMovement ? -relPosUser.z : relPosUser.z;
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transform.position = verticalMovement ? initialPosUser + posPointManMP * moveRate :
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initialPosUser + new Vector3(posPointManMP.x, 0, posPointManMP.z) * moveRate;
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//Debug.Log (userID + ", pos: " + posPointMan + ", ipos: " + initialPosUser + ", rpos: " + posPointManMP + ", tpos: " + transform.position);
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// update the local positions of the bones
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for (int i = 0; i < bones.Length; i++)
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{
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if (bones[i] != null)
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{
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int joint = !mirroredMovement ? i : (int)KinectInterop.GetMirrorJoint((KinectInterop.JointType)i);
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if (joint < 0)
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continue;
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if (kinectManager.IsJointTracked(userID, joint))
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{
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bones[i].gameObject.SetActive(true);
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Vector3 posJoint = kinectManager.GetJointPosition(userID, joint);
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posJoint.z = !mirroredMovement ? -posJoint.z : posJoint.z;
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Quaternion rotJoint = kinectManager.GetJointOrientation(userID, joint, !mirroredMovement);
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rotJoint = initialRotation * rotJoint;
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posJoint -= posPointManMP;
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if (mirroredMovement)
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{
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posJoint.x = -posJoint.x;
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posJoint.z = -posJoint.z;
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}
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bones[i].transform.localPosition = posJoint;
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bones[i].transform.rotation = rotJoint;
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if (lines[i] == null && skeletonLine != null)
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{
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lines[i] = Instantiate(skeletonLine) as LineRenderer;
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lines[i].transform.parent = transform;
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}
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if (lines[i] != null)
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{
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lines[i].gameObject.SetActive(true);
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Vector3 posJoint2 = bones[i].transform.position;
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Vector3 dirFromParent = kinectManager.GetJointDirection(userID, joint, false, false);
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dirFromParent.z = !mirroredMovement ? -dirFromParent.z : dirFromParent.z;
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Vector3 posParent = posJoint2 - dirFromParent;
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//lines[i].SetVertexCount(2);
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lines[i].SetPosition(0, posParent);
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lines[i].SetPosition(1, posJoint2);
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}
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}
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else
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{
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bones[i].gameObject.SetActive(false);
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if (lines[i] != null)
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{
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lines[i].gameObject.SetActive(false);
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}
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}
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}
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}
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}
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}
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}
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