Beispiel #1
0
        public static void RefreshJointData(KinectJoint[] buffer, UnityEngine.Vector4 floorClipPlane,
                                            Dictionary <JointType, Windows.Kinect.Joint> joints, Dictionary <JointType, JointOrientation> jointOrientations)
        {
            var correction = KinectHelper.CalculateFloorRotationCorrection(floorClipPlane);
            var index      = 0;

            // Trick: Because SpineShoulder is not the successor of SpineMid in the enum,
            // the loop does the first iteration for SpineShoulder and restarts at index = 0 = SpineBase.
            for (int i = (int)JointType.SpineShoulder; i < buffer.Length; i = index++)
            {
                var jointType        = (JointType)i;
                var joint            = joints[jointType];
                var jointOrientation = jointOrientations[jointType];

                var position = correction * KinectHelper.CameraSpacePointToRealSpace(joint.Position, floorClipPlane);
                var rotation = correction * KinectHelper.OrientationToRealSpace(jointOrientation.Orientation);

                if (rotation.IsZero())
                {
                    var parent = KinectHelper.parentJointTypes[i];
                    rotation = KinectHelper.InferrRotationFromParentPosition(position, buffer[(int)parent].position);
                }

                buffer[i] = new KinectJoint(position, rotation, joint.TrackingState);
            }

            // This is a fix for the head rotation.
            // Normally the rotation should be inferred from the parent spine
            // like other joints but for some reason this does not work correctly.
            var head          = buffer[(int)JointType.Head];
            var neck          = buffer[(int)JointType.Neck];
            var fixedRotation = Quaternion.LookRotation(neck.rotation * Vector3.forward, head.position - neck.position);

            buffer[(int)JointType.Head] = new KinectJoint(head.position, fixedRotation, head.trackingState);
        }
Beispiel #2
0
 /// <summary>
 /// Transforms the local joints from the given coordinate system to
 /// world space.
 /// </summary>
 /// <param name="src">The source buffer containing the joints in local space.</param>
 /// <param name="dst">The destination buffer in which the transformed joints will be written.</param>
 /// <param name="origin">The origin of the coordinate system.</param>
 public static void TransformJointData(KinectJoint[] src, KinectJoint[] dst, Transform origin)
 {
     for (int i = 0; i < src.Length; ++i)
     {
         var position = origin.TransformPoint(src[i].position);
         var rotation = origin.rotation * src[i].rotation;
         dst[i] = new KinectJoint(position, rotation, src[i].trackingState);
     }
 }
Beispiel #3
0
        internal void OnUpdateTrackingData(KinectManager manager, Body body, FaceFrameResult face, long frame)
        {
            this.updatedAtFrame = frame;
            this.m_BodyFrame.RefreshFrameData(body, face, manager.floorClipPlane);

            KinectJoint.TransformJointData(this.m_BodyFrame.joints, this.m_Joints, manager.transform);

            RecalculatePositionAndBounds();

            this.onTrackingDataUpdated?.Invoke();
        }
Beispiel #4
0
        /// <summary>
        /// Refreshes preallocated buffers for frame and joint data.
        /// The goal is to avoid per frame allocations in the <see cref="Windows.Kinect.Body.Joints"/>
        /// and <see cref="Windows.Kinect.Body.JointOrientations"/> properties.
        /// </summary>
        public void RefreshFrameData(Body body, FaceFrameResult face, UnityEngine.Vector4 floorClipPlane)
        {
            this.body         = body;
            this.face         = face;
            this.trackingId   = this.body.GetTrackingIdFast();
            this.lean         = this.body.GetLeanDirection();
            this.faceRotation = this.face == null ? Quaternion.identity : KinectHelper.FaceRotationToRealSpace(face.FaceRotationQuaternion);
            body.RefreshJointsFast(this.rawJoints);
            body.RefreshJointOrientationsFast(this.rawJointOrientations);

            KinectJoint.RefreshJointData(this.joints, floorClipPlane, this.rawJoints, this.rawJointOrientations);
        }