void Start() { gameObject.GetComponent <Renderer>().material.SetTextureScale("_MainTex", new Vector2(-1, 1)); _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); textureColor = _ColorManager.GetColorTexture(); texture = new Texture2D(resizeWidth, resizeHiehgt, TextureFormat.BGRA32, false); renderer = GetComponent <Renderer>(); prevMat = new Mat(resizeHiehgt, resizeWidth, CvType.CV_8UC1); //1차원 행렬 선언 sumMat = new Mat(resizeHiehgt, resizeWidth, CvType.CV_32FC1); //1차원 행렬 선언 avgMat = new Mat(resizeHiehgt, resizeWidth, CvType.CV_32FC1); //1차원 행렬 선언 convert32Mat = new Mat(resizeHiehgt, resizeWidth, CvType.CV_32FC1); convert8Mat = new Mat(resizeHiehgt, resizeWidth, CvType.CV_8UC1); //평균을 내기위해 avgMat에 값을 넣어준다. double data = MAT_BUFFER_SIZE - 1; for (int i = 0; i < avgMat.height(); i++) { for (int j = 0; j < avgMat.width(); j++) { avgMat.put(i, j, data); } } //합영상을 위한 버퍼 matBuffer = new CircularBuffer <Mat>(MAT_BUFFER_SIZE); sumCount = 0; print(texture.height + " " + texture.width); }
void Start () { _ColorManager = ColorSourceManager.GetComponent<ColorSourceManager>(); _GUITexture = GetComponent<GUITexture>(); //_GUITexture.renderer.material.SetTextureScale("_MainTex", new Vector2(-1, 1)); //var newScale = new Vector3(); //newScale.x = _ColorManager.ColorWidth; //newScale.y = _ColorManager.ColorHeight; //transform.localScale = newScale; }
void Update() { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _ColorManager.GetColorTexture(); }
void Update() { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } GetComponent <RawImage>().texture = _ColorManager.GetColorTexture(); }
void Update() { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent<ColorSourceManager>(); if (_ColorManager == null) { return; } gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture(); }
void Update() { if (ColorSourceManager == null) { return; } if (_ColorManager == null) { _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); renderer.material.mainTexture = _ColorManager.GetColorTexture(); //renderer.material.SetTextureScale("_MainTex", new Vector2(-1, 1)); } }
void Start() { depthFrameDesc = KinectSensor.GetDefault().DepthFrameSource.FrameDescription; depthWidth = depthFrameDesc.Width; depthHeight = depthFrameDesc.Height; // buffer for points mapped to camera space coordinate. mapper = KinectSensor.GetDefault().CoordinateMapper; cameraSpacePoints = new CameraSpacePoint[depthWidth * depthHeight]; depthSourceManagerScript = depthSourceManager.GetComponent<DepthSourceManager>(); colorSourceManagerScript = colorSourceManager.GetComponent<ColorSourceManager>(); particles = new ParticleSystem.Particle[depthWidth * depthHeight]; color_reader = KinectSensor.GetDefault().ColorFrameSource.OpenReader(); colorFrameDesc = KinectSensor.GetDefault().ColorFrameSource.CreateFrameDescription(ColorImageFormat.Rgba); colorSpacePoints = new ColorSpacePoint[depthWidth * depthHeight]; color_array = new byte[colorFrameDesc.BytesPerPixel * colorFrameDesc.LengthInPixels]; }
void Update() { //如果找不到彩色畫面控制器物件的話,跳離Function。 if (ColorSourceManager == null) { return; } //讀取控制器Script,如果找不到的話,跳離Function。 _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } //讀取貼圖。 // gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture(); }
void Start() { depthFrameDesc = KinectSensor.GetDefault().DepthFrameSource.FrameDescription; depthWidth = depthFrameDesc.Width; depthHeight = depthFrameDesc.Height; // buffer for points mapped to camera space coordinate. mapper = KinectSensor.GetDefault().CoordinateMapper; cameraSpacePoints = new CameraSpacePoint[depthWidth * depthHeight]; depthSourceManagerScript = depthSourceManager.GetComponent <DepthSourceManager>(); colorSourceManagerScript = colorSourceManager.GetComponent <ColorSourceManager>(); particles = new ParticleSystem.Particle[depthWidth * depthHeight]; color_reader = KinectSensor.GetDefault().ColorFrameSource.OpenReader(); colorFrameDesc = KinectSensor.GetDefault().ColorFrameSource.CreateFrameDescription(ColorImageFormat.Rgba); colorSpacePoints = new ColorSpacePoint[depthWidth * depthHeight]; color_array = new byte[colorFrameDesc.BytesPerPixel * colorFrameDesc.LengthInPixels]; }
void Update() { //如果找不到彩色畫面控制器物件的話,跳離Function。 if (ColorSourceManager == null) { return; } //讀取控制器Script,如果找不到的話,跳離Function。 _ColorManager = ColorSourceManager.GetComponent<ColorSourceManager>(); if (_ColorManager == null) { return; } //讀取貼圖。 // gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture(); }
void Update() { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } ScaleX = IsMirror ? 1 : -1; gameObject.renderer.material.SetTextureScale("_MainTex", new Vector2(ScaleX, ScaleY)); gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture(); }
void Update() { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent<ColorSourceManager>(); if (_ColorManager == null) { return; } ScaleX = IsMirror ? 1 : -1; gameObject.renderer.material.SetTextureScale( "_MainTex", new Vector2( ScaleX, ScaleY ) ); gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture(); }
void Update() { if (_Sensor == null) { return; } //點擊滑鼠右鍵切換單組資源配置或是多組資源配置。 if (Input.GetButtonDown("Fire1")) { if(ViewMode == DepthViewMode.MultiSourceReader) { ViewMode = DepthViewMode.SeparateSourceReaders; } else { ViewMode = DepthViewMode.MultiSourceReader; } } //使用上下左右鍵旋轉Mesh物件。 float yVal = Input.GetAxis("Horizontal"); float xVal = -Input.GetAxis("Vertical"); transform.Rotate( (xVal * Time.deltaTime * _Speed), (yVal * Time.deltaTime * _Speed), 0, Space.Self); //如果切換到了單組資源配置的執行工作。 if (ViewMode == DepthViewMode.SeparateSourceReaders) { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent<ColorSourceManager>(); if (_ColorManager == null) { return; } if (DepthSourceManager == null) { return; } _DepthManager = DepthSourceManager.GetComponent<DepthSourceManager>(); if (_DepthManager == null) { return; } gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture(); RefreshData(_DepthManager.GetData(), _ColorManager.ColorWidth, _ColorManager.ColorHeight); } else//如果切換到了多組資源配置的執行工作。 { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent<MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.renderer.material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); } }
void Update() { if (_Sensor == null) { return; } if (Input.GetButtonDown("Fire1")) { if (ViewMode == DepthViewMode.MultiSourceReader) { ViewMode = DepthViewMode.SeparateSourceReaders; } else { ViewMode = DepthViewMode.MultiSourceReader; } } float yVal = Input.GetAxis("Horizontal"); float xVal = -Input.GetAxis("Vertical"); transform.Rotate( (xVal * Time.deltaTime * _Speed), (yVal * Time.deltaTime * _Speed), 0, Space.Self); if (ViewMode == DepthViewMode.SeparateSourceReaders) { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } if (DepthSourceManager == null) { return; } _DepthManager = DepthSourceManager.GetComponent <DepthSourceManager>(); if (_DepthManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _ColorManager.GetColorTexture(); RefreshData(_DepthManager.GetData(), _ColorManager.ColorWidth, _ColorManager.ColorHeight); } else { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); } }
// Use this for initialization void Start() { image = GetComponent <RawImage> (); manager = GameObject.Find("ManagerInitialPosition"); manager_color = manager.GetComponent <ColorSourceManager> (); }
private void Start() { ColorSourceManager = FindObjectOfType <ColorSourceManager>(); }
void Update() { if (_Sensor == null) { return; } if (Input.GetButtonDown("Fire1")) { if (updateTerrain == true) { updateTerrain = false; } else { updateTerrain = true; } } // // // // if(ViewMode == DepthViewMode.MultiSourceReader) // { // ViewMode = DepthViewMode.SeparateSourceReaders; // } // else // { // ViewMode = DepthViewMode.MultiSourceReader; // } // } float yVal = Input.GetAxis("Horizontal"); float xVal = -Input.GetAxis("Vertical"); //transform.Rotate (xVal, yVal, 0.0f); if (updateTerrain == true) { if (ViewMode == DepthViewMode.SeparateSourceReaders) { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } if (DepthSourceManager == null) { return; } _DepthManager = DepthSourceManager.GetComponent <DepthSourceManager>(); if (_DepthManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _ColorManager.GetColorTexture(); RefreshData(_DepthManager.GetData(), _ColorManager.ColorWidth, _ColorManager.ColorHeight); } else { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); } } UpdateTransform(); }
void Update() { if (_Sensor == null) { return; } /*if (Input.GetButtonDown("Fire1")) * { * * if (ViewMode == DepthViewMode.MultiSourceReader) * { * ViewMode = DepthViewMode.SeparateSourceReaders; * } * else * { * ViewMode = DepthViewMode.MultiSourceReader; * } * } * * float yVal = Input.GetAxis("Horizontal"); * float xVal = -Input.GetAxis("Vertical"); * * transform.Rotate( * (xVal * Time.deltaTime * _Speed), * (yVal * Time.deltaTime * _Speed), * 0, * Space.Self);*/ if (ViewMode == DepthViewMode.SeparateSourceReaders) { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } if (DepthSourceManager == null) { return; } _DepthManager = DepthSourceManager.GetComponent <DepthSourceManager>(); if (_DepthManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _ColorManager.GetColorTexture(); RefreshData(_DepthManager.GetData(), //デプスマネージャーからushortのデプスデータ取ってきてる _ColorManager.ColorWidth, _ColorManager.ColorHeight); } else { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), //デプスマネージャーからushortのデプスデータ取ってきてる _MultiManager.ColorWidth, _MultiManager.ColorHeight); } for (int i = 0; i < detectedx.Count; i++) //複数手判定 { if (hand1x.Count == 0) { hand1x.Add(detectedx[i]); hand1y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand1x[0]) + Mathf.Abs(detectedy[i] - hand1y[0]) < avilabledistance) //計算量短縮のために二乗を使わないで距離判定 { hand1x.Add(detectedx[i]); hand1y.Add(detectedy[i]); } else { if (hand2x.Count == 0) { hand2x.Add(detectedx[i]); hand2y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand2x[0]) + Mathf.Abs(detectedy[i] - hand2y[0]) < avilabledistance) { hand2x.Add(detectedx[i]); hand2y.Add(detectedy[i]); } else { if (hand3x.Count == 0) { hand3x.Add(detectedx[i]); hand3y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand3x[0]) + Mathf.Abs(detectedy[i] - hand3y[0]) < avilabledistance) { hand3x.Add(detectedx[i]); hand3y.Add(detectedy[i]); } else { if (hand4x.Count == 0) { hand4x.Add(detectedx[i]); hand4y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand4x[0]) + Mathf.Abs(detectedy[i] - hand4y[0]) < avilabledistance) { hand4x.Add(detectedx[i]); hand4y.Add(detectedy[i]); } else { if (hand5x.Count == 0) { hand5x.Add(detectedx[i]); hand5y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand5x[0]) + Mathf.Abs(detectedy[i] - hand5y[0]) < avilabledistance) { hand5x.Add(detectedx[i]); hand5y.Add(detectedy[i]); } else { if (hand6x.Count == 0) { hand6x.Add(detectedx[i]); hand6y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand6x[0]) + Mathf.Abs(detectedy[i] - hand6y[0]) < avilabledistance) { hand6x.Add(detectedx[i]); hand6y.Add(detectedy[i]); } } } } } } } } } } } } } hand1ave(); hand2ave(); hand3ave(); hand4ave(); hand5ave(); hand6ave(); detectedx.Clear(); detectedy.Clear(); hand1x.Clear(); hand1y.Clear(); hand2x.Clear(); hand2y.Clear(); hand3x.Clear(); hand3y.Clear(); hand4x.Clear(); hand4y.Clear(); hand5x.Clear(); hand5y.Clear(); hand6x.Clear(); hand6y.Clear(); }
private void OnEnable() { ColorSourceManager = FindObjectOfType <ColorSourceManager>(); ColorSourceManager.RegisterColorSource(this); }