void Start() { _Sensor = KinectSensor.GetDefault(); if (_Sensor != null) { _Mapper = _Sensor.CoordinateMapper; var frameDesc = _Sensor.DepthFrameSource.FrameDescription; // Downsample to lower resolution CreateMesh(MeshWidth, MeshHeight); this.transform.position = new Vector3(0, 0, 0); if (!_Sensor.IsOpen) { _Sensor.Open(); } } gameData = FindObjectOfType <SandBoxData> (); //if (gameData == default(ProportionPoint)) { // Debug.Log ("gameData == null"); //} }
void Start() { if (instance != null) { Destroy(this.gameObject); return; } Debug.Log("displays connected: " + Display.displays.Length); if (Display.displays.Length > 1) { Display.displays[1].Activate(); } ARS_Data.SandDepth = new Vector2(2200f, 2500); ARS_Data.InterationDepth = new Vector2(1400f, 2040); ARS_Data.Rot = 0; ARS_Data.DepthImageConfig_LRTB = new Vector4(162f, 343, 305, 126); ARS_Data.CameraPosition = new Vector4(-5f, 0, 50, 0); //If it gets here then this is the only one. instance = this; // There can be only one GameObject.DontDestroyOnLoad(this.gameObject); // }
// Use this for initialization void Start() { gameObjectData = GameObject.Find("_SandBoxData"); gameData = gameObjectData.GetComponent <SandBoxData> (); if (gameData == null) { Debug.Log("gameData == null"); } MainCamera = GameObject.Find("Main Camera"); }
// Use this for initialization void Start() { gameObjectData = GameObject.Find("_SandBoxData"); gameData = gameObjectData.GetComponent <SandBoxData> (); if (gameData == null) { Debug.Log("gameData == null"); } MainCamera = GameObject.Find("Main Camera"); DesktopCamera = GameObject.Find("DesktopCamera"); MainCamera.GetComponent <Camera>().targetDisplay = 1; DesktopCamera.GetComponent <Camera>().targetDisplay = 0; }
void Start() { if (instance != null) { Destroy(this.gameObject); return; } ARS_Data.SandDepth = new Vector2(2240f, 2462); ARS_Data.InterationDepth = new Vector2(1600f, 2040); ARS_Data.Rot = 180; ARS_Data.DepthImageConfig_LRTB = new Vector4(159f, 345, 322, 106); //If it gets here then this is the only one. instance = this; // There can be only one GameObject.DontDestroyOnLoad(this.gameObject); // }
void Start() { if (instance != null) { Destroy(this.gameObject); return; } ARS_Data.SandDepth = new Vector2(2200f, 2500); ARS_Data.InterationDepth = new Vector2(1600f, 2040); ARS_Data.Rot = 0; ARS_Data.DepthImageConfig_LRTB = new Vector4(162f, 343, 305, 126); ARS_Data.CameraPosition = new Vector4(-5f, 0, 50, 0); //If it gets here then this is the only one. instance = this; // There can be only one GameObject.DontDestroyOnLoad(this.gameObject); // }
private void RefreshData(ushort[] depthData, int colorWidth, int colorHeight) { gameData = FindObjectOfType <SandBoxData> (); var frameDesc = _Sensor.DepthFrameSource.FrameDescription; ColorSpacePoint[] colorSpace = new ColorSpacePoint[depthData.Length]; float increment_x, increment_y; increment_x = (gameData.ARS_Data.DepthImageConfig_LRTB.y - gameData.ARS_Data.DepthImageConfig_LRTB.x) / MeshWidth; //frameDesc.Height / MeshHeight; increment_y = (gameData.ARS_Data.DepthImageConfig_LRTB.z - gameData.ARS_Data.DepthImageConfig_LRTB.w) / MeshHeight; //frameDesc.Height / MeshHeight; if (Mode == 0) { DepthCutOff = gameData.ARS_Data.SandDepth; } else { DepthCutOff = gameData.ARS_Data.InterationDepth; } for (int y = 0; y < MeshHeight; y++) { for (int x = 0; x < MeshWidth; x++) { int indexX = (int)gameData.ARS_Data.DepthImageConfig_LRTB.x + (int)(x * increment_x); int indexY = (int)gameData.ARS_Data.DepthImageConfig_LRTB.w + (int)(y * increment_y); int smallIndex = (y * MeshWidth) + x; int bigIndex = (indexY * frameDesc.Width) + indexX; double avg; if (Mode == 0) { if ((depthData [bigIndex] >= DepthCutOff.x) && (depthData [bigIndex] < DepthCutOff.y)) { avg = depthData [bigIndex]; avg *= _DepthScale; avg -= 125; _Vertices [smallIndex].z = (float)avg; } } else { if ((depthData [bigIndex] >= DepthCutOff.x) && (depthData [bigIndex] < DepthCutOff.y)) { avg = depthData [bigIndex]; avg *= _DepthScale; _Vertices [smallIndex].z = (float)(avg - 125); } else { _Vertices [smallIndex].z = 0f; } } // Update UV mapping with CDRP var colorSpacePoint = colorSpace[(y * frameDesc.Width) + x]; _UV[smallIndex] = new Vector2((int)gameData.ARS_Data.DepthImageConfig_LRTB.x + (colorSpacePoint.X / (float)(colorWidth * MeshHeight)), (int)gameData.ARS_Data.DepthImageConfig_LRTB.w + (colorSpacePoint.Y / (float)(colorHeight * MeshHeight))); } } MeshCollider myMC = GetComponent <MeshCollider>(); _Mesh.vertices = _Vertices; _Mesh.uv = _UV; _Mesh.triangles = _Triangles; _Mesh.RecalculateNormals(); _Mesh.RecalculateBounds(); myMC.sharedMesh = _Mesh; }