// Use this for initialization void Start () { kinect = devOrEmu.getKinect(); //tex = new Texture2D(640,480,TextureFormat.ARGB32,false); tex = new Texture2D(320,240,TextureFormat.ARGB32,false); GetComponent<Renderer>().material.mainTexture = tex; }
// Use this for initialization void Start() { //get an instance of the Kinect device kinect = devOrEmu.getKinect(); //get an instance of the Kinect mesh controller script kinectCtlr = KinectModelControllerV2.instance; }
// Use this for initialization void Start () { kinect = devOrEmu.getKinect(); players = new Kinect.NuiSkeletonTrackingState[Kinect.Constants.NuiSkeletonCount]; trackedPlayers = new int[Kinect.Constants.NuiSkeletonMaxTracked]; trackedPlayers[0] = -1; trackedPlayers[1] = -1; bonePos = new Vector3[2,(int)Kinect.NuiSkeletonPositionIndex.Count]; boneVel = new Vector3[2,(int)Kinect.NuiSkeletonPositionIndex.Count]; boneState = new Kinect.NuiSkeletonPositionTrackingState[2,(int)Kinect.NuiSkeletonPositionIndex.Count]; //create the transform matrix that converts from kinect-space to world-space Matrix4x4 trans = new Matrix4x4(); trans.SetTRS( new Vector3(-kinect.getKinectCenter().x, kinect.getSensorHeight()-kinect.getKinectCenter().y, -kinect.getKinectCenter().z), Quaternion.identity, Vector3.one ); Matrix4x4 rot = new Matrix4x4(); Quaternion quat = new Quaternion(); double theta = Mathf.Atan((kinect.getLookAt().y+kinect.getKinectCenter().y-kinect.getSensorHeight()) / (kinect.getLookAt().z + kinect.getKinectCenter().z)); float kinectAngle = (float)(theta * (180 / Mathf.PI)); quat.eulerAngles = new Vector3(-kinectAngle, 0, 0); rot.SetTRS( Vector3.zero, quat, Vector3.one ); Matrix4x4 flip = Matrix4x4.identity; flip[2,2] = -1; //final transform matrix offsets the rotation of the kinect, then translates to a new center kinectToWorld = flip*trans*rot; }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); //tex = new Texture2D(640,480,TextureFormat.ARGB32,false); tex = new Texture2D(320, 240, TextureFormat.ARGB32, false); renderer.material.mainTexture = tex; }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); //tex = new Texture2D(640,480,TextureFormat.ARGB32,false); tex = new Texture2D(320, 240, TextureFormat.ARGB32, false); gameObject.GetComponent <Renderer>().material.mainTexture = tex; }
// Use this for initialization void Start() { kinect = (Component.FindObjectOfType(typeof(DeviceOrEmulator)) as DeviceOrEmulator).getKinect();// devOrEmu.getKinect(); //tex = new Texture2D(640,480,TextureFormat.ARGB32,false); tex = new Texture2D(320,240,TextureFormat.ARGB32,false); renderer.material.mainTexture = tex; }
void Start() { sw = new SkeletonWrapper(); openconnection(); kinect = devOrEmu.getKinect(); StartCoroutine("SetGuard"); tex = new Texture2D(320, 240, TextureFormat.ARGB32, false); GetComponent <Renderer>().material.mainTexture = tex; }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); video_width = Kinect.NativeMethods.qfKinectGetVideoWidth(); video_height = Kinect.NativeMethods.qfKinectGetVideoHeight(); tex = new Texture2D(video_width, video_height, TextureFormat.ARGB32, false); GetComponent <Renderer>().material.mainTexture = tex; }
// Use this for initialization void Start() { GameObject obj = GameObject.Find ("KinectPrefab"); devOrEmu = obj.GetComponent<DeviceOrEmulator> (); kinect = devOrEmu.getKinect(); //tex = new Texture2D(640,480,TextureFormat.ARGB32,false); tex = new Texture2D(320,240,TextureFormat.ARGB32,false); GetComponent<Renderer>().material.mainTexture = tex; }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); //tex = new Texture2D(640,480,TextureFormat.ARGB32,false); tex = new Texture2D(320, 240, TextureFormat.ARGB32, false); GetComponent <Renderer>().material.mainTexture = tex; // Get a reference to the storage service, using the default Firebase App fbStorage = FirebaseStorage.DefaultInstance; }
// Use this for initialization void Start () { kinect = devOrEmu.getKinect(); //allocate space to store the data of storedFrames frames. frameQueue = new Queue(storedFrames); for(int ii = 0; ii < storedFrames; ii++){ frameData frame = new frameData(); frame.depthImg = new short[320 * 240]; frame.players = new bool[Kinect.Constants.NuiSkeletonCount]; frame.segmentation = new bool[Kinect.Constants.NuiSkeletonCount,320*240]; frame.bounds = new int[Kinect.Constants.NuiSkeletonCount,4]; frameQueue.Enqueue(frame); } }
// Use this for initialization void Start() { kinect = GameObject.Find("/KinectPrefab").GetComponent <DeviceOrEmulator>().getKinect(); usersClrTex = new Texture2D(ColorWidth, ColorHeight); // new Texture2D(ColorWidth , ColorHeight, TextureFormat.ARGB32, false); // //usersClrRect = new Rect(Screen.width, Screen.height - usersClrTex.height / 2, -usersClrTex.width / 2, usersClrTex.height / 2); usersClrRect = new Rect((Screen.width + DisplayWidth) / 2, (Screen.height - DisplayHeight) / 2, -DisplayWidth, DisplayHeight); }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); _bones = new GameObject[(int)Kinect.NuiSkeletonPositionIndex.Count] { Hip_Center, Spine, Shoulder_Center, Head, Shoulder_Left, Elbow_Left, Wrist_Left, Hand_Left, Shoulder_Right, Elbow_Right, Wrist_Right, Hand_Right, Hip_Left, Knee_Left, Ankle_Left, Foot_Left, Hip_Right, Knee_Right, Ankle_Right, Foot_Right }; m_skl_InColorPoint = new Vector3[(int)Kinect.NuiSkeletonPositionIndex.Count]; }
void Start() { kinect = device.getKinect(); var resolution = kinect.DepthResolution; var width = resolution == Kinect.NuiImageResolution.resolution320x240 ? 320 : 640; var height = resolution == Kinect.NuiImageResolution.resolution320x240 ? 240 : 480; texture = new Texture2D(width, height, TextureFormat.ARGB32, false, true); size = width * height; buffer = new Color32[size]; thread = new Thread(() => { List<short[]> last = new List<short[]>(); for (int i = 0; i < 10; ++i) { last.Add(new short[size]); } while (true) { if (kinect.pollDepth()) { var depths = kinect.getDepth(); Color32[] writeTo = new Color32[size]; for (int i = 0; i < size; ++i) { var s = depths[i]; //check for sudden 0-depth pixels, replace with old value for (int j = 0; s == 0 && j < lookBack; ++j) { s = last[j][i]; } //make unknown depth far, instead of near if (s == 0) { s = unchecked((short)0xFFFF); } writeTo[i].r = (byte)((s >> 0) & 0xffff); writeTo[i].g = (byte)((s >> 8) & 0xffff); } buffer = writeTo; last.RemoveAt(last.Count - 1); last.Insert(0, depths); } Thread.Sleep(1); } }); thread.Start(); backgroudDepth = RenderTexture.GetTemporary(width, height); }
// Use this for initialization void Start() { kinect = GameObject.Find("/KinectPrefab").GetComponent <DeviceOrEmulator>().getKinect(); //kinect = devOrEmu.getKinect(); // Initialize depth & label map related stuff usersMapSize = DepthWidth * DepthHeight; usersLblTex = new Texture2D(DepthWidth, DepthHeight); usersMapRect = new Rect((Screen.width + DisplayWidth) / 2, 10, -DisplayWidth, DisplayHeight); usersMapColors = new Color[usersMapSize]; usersHistogramMap = new float[5000]; }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); depth_width = Kinect.NativeMethods.qfKinectGetDepthWidth(); depth_height = Kinect.NativeMethods.qfKinectGetDepthHeight(); //allocate space to store the data of storedFrames frames. frameQueue = new Queue(storedFrames); for (int ii = 0; ii < storedFrames; ii++) { frameData frame = new frameData(); frame.depthImg = new short[depth_width * depth_height]; frame.players = new bool[Kinect.Constants.NuiSkeletonCount]; frame.segmentation = new bool[Kinect.Constants.NuiSkeletonCount, depth_width *depth_height]; frame.bounds = new int[Kinect.Constants.NuiSkeletonCount, 4]; frameQueue.Enqueue(frame); } }
// Update is called once per frame void Update() { kinect = devOrEmu.getKinect(); if (kinect.pollColor() == true) { Color32[] colorKinect = kinect.getColor(); for (int i = 0; i < 640; i++) { for (int j = 0; j < 480; j++) { int index = i * 480 + j; int a = colorKinect[index].a; int r = colorKinect[index].r; int g = colorKinect[index].g; int b = colorKinect[index].b; bitmapTest.SetPixel(i, j, System.Drawing.Color.FromArgb(a, r, g, b)); } } image = UnmanagedImage.FromManagedImage(bitmapTest); //var bitmap = image.ToManagedImage(); if (image.PixelFormat == System.Drawing.Imaging.PixelFormat.Format8bppIndexed) { grayImage = image; } else { if (grayImage != null) { grayImage.Dispose(); } grayImage = UnmanagedImage.Create(image.Width, image.Height, System.Drawing.Imaging.PixelFormat.Format8bppIndexed); Grayscale.CommonAlgorithms.BT709.Apply(image, grayImage); } scan_code(); } }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); //allocate space to store the data of storedFrames frames. frameQueue = new Queue(storedFrames); //rollingVariance = new float[320 * 240]; for (int ii = 0; ii < storedFrames; ii++) { frameData frame = new frameData(); frame.depthImg = new float[320 * 240]; frame.depthImgNormalized = new float[320 * 240]; frame.rollingVariance = new float[320 * 240]; frame.OriginalImage = new float[320 * 240]; frame.rollingVarianceNormalized = new float[320 * 240]; frame.rollingVarianceNormalizedLastFrame = new float[320 * 240]; frame.depthImgNormalizedSmooth = new float[320 * 240]; frame.segmentation = new bool[Kinect.Constants.NuiSkeletonCount, 320 * 240]; frame.bounds = new int[Kinect.Constants.NuiSkeletonCount, 4]; frameQueue.Enqueue(frame); } pollDepth(); }
void Start() { devOrEmu = GameObject.Find("KinectPrefab(Clone)").GetComponent <DeviceOrEmulator>(); PointCloudSlowDistance = 6.0f; kinect = devOrEmu.getKinect(); // tex = new Texture2D(640,480,TextureFormat.ARGB32,false); tex = new Texture2D(80, 60, TextureFormat.ARGB32, false); // tex = new Texture2D(160, 120,TextureFormat.ARGB32, false); // tex = new Texture2D(80, 60,TextureFormat.ARGB32, false); // renderer.material.mainTexture = tex; thePixels = new GameObject[length, width]; originalPositions = new GameObject[length, width]; numPixels = length * width; //int middlePointx = 0; //int middlePointy = 0; for (int i = 0; i < length; i++) { for (int x = 0; x < width; x++) { thePixels[i, x] = (GameObject)GameObject.Instantiate(pointCloudPixel, new Vector3((float)-i / 4, (float)-x / 4, 0), Quaternion.identity); originalPositions[i, x] = (GameObject)GameObject.Instantiate(positionHolder, new Vector3((float)-i / 4, (float)-x / 4, 0), Quaternion.identity); thePixels[i, x].transform.parent = PointCloudParent.transform; originalPositions[i, x].transform.parent = PointCloudParent.transform; thePixels[i, x].renderer.material.color = Color.white; // if(x == width/2 && i == length/2) // { // middlePointx = x; // middlePointy = i; // } //Add Particle System? } } PointCloudParent.transform.Rotate(new Vector3(0, 0, 90)); //middlePoint = thePixels[middlePointx, middlePointy].transform.position; }
void Start() { devOrEmu = GameObject.Find ("KinectPrefab(Clone)").GetComponent<DeviceOrEmulator>(); PointCloudSlowDistance = 6.0f; kinect = devOrEmu.getKinect(); // tex = new Texture2D(640,480,TextureFormat.ARGB32,false); tex = new Texture2D(80,60,TextureFormat.ARGB32,false); // tex = new Texture2D(160, 120,TextureFormat.ARGB32, false); // tex = new Texture2D(80, 60,TextureFormat.ARGB32, false); // renderer.material.mainTexture = tex; thePixels = new GameObject[length, width]; originalPositions = new GameObject[length, width]; numPixels = length * width; //int middlePointx = 0; //int middlePointy = 0; for(int i = 0; i < length; i++) { for(int x = 0; x < width; x++) { thePixels[i,x] = (GameObject)GameObject.Instantiate (pointCloudPixel, new Vector3((float)-i/4, (float)-x/4, 0), Quaternion.identity); originalPositions[i,x] = (GameObject)GameObject.Instantiate (positionHolder, new Vector3((float)-i/4, (float)-x/4, 0), Quaternion.identity); thePixels[i,x].transform.parent = PointCloudParent.transform; originalPositions[i,x].transform.parent = PointCloudParent.transform; thePixels[i,x].renderer.material.color = Color.white; // if(x == width/2 && i == length/2) // { // middlePointx = x; // middlePointy = i; // } //Add Particle System? } } PointCloudParent.transform.Rotate (new Vector3(0,0,90)); //middlePoint = thePixels[middlePointx, middlePointy].transform.position; }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); }
// Use this for initialization void Start() { kinect = devOrEmu.getKinect(); //allocate space to store the data of storedFrames frames. frameQueue = new Queue(storedFrames); for(int ii = 0; ii < storedFrames; ii++){ frameData frame = new frameData(); frame.depthImg = new short[320 * 240]; frame.players = new bool[Kinect.Constants.NuiSkeletonCount]; frame.segmentation = new bool[Kinect.Constants.NuiSkeletonCount,320*240]; frame.bounds = new int[Kinect.Constants.NuiSkeletonCount,4]; frameQueue.Enqueue(frame); } if (target == null) { target = renderer; } textureSize = ResolutionData.FromZigResolution(TextureSize); texture = new Texture2D(textureSize.Width, textureSize.Height); texture.wrapMode = TextureWrapMode.Clamp; depthHistogramMap = new float[MaxDepth]; depthToColor = new Color32[MaxDepth]; outputPixels = new Color32[textureSize.Width * textureSize.Height]; if (null != target) { target.material.mainTexture = texture; } }