soundvision/UnityProject/Assets/AzureKinectExamples/KinectScripts/CubemanController.cs
max 53c1b2d7b5 Azure Kinect Demos
Bought the asset to test with
2019-10-26 11:04:12 +02:00

266 lines
8.8 KiB
C#

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