void Start() { nt = new NtUnity.Kinect(); }
public void set(Kinect kinect, int n, bool mirrored = false, bool move = false, bool headMove = true) { Vector3 faceDir = kinect.getFaceDirectionByTrackingId(kinect.skeletonTrackingId[n]); if (isSavedPosition == false && kinect.skeletonState[n][Kinect.JointType_SpineBase] != Kinect.TrackingState_NotTracked) { isSavedPosition = true; savedPosition = kinect.skeleton[n][Kinect.JointType_SpineBase]; } for (int i = 0; i < kinect.skeleton[n].Count; i++) { Vector3 jt = kinect.skeleton[n][i]; if (mirrored) { joint[i] = new Vector3(-jt.x, jt.y, -jt.z); } else { joint[i] = new Vector3(jt.x, jt.y, savedPosition.z * 2 - jt.z); } jointState[i] = kinect.skeletonState[n][i]; } if (mirrored) { swapJoint(Kinect.JointType_ShoulderLeft, Kinect.JointType_ShoulderRight); swapJoint(Kinect.JointType_ElbowLeft, Kinect.JointType_ElbowRight); swapJoint(Kinect.JointType_WristLeft, Kinect.JointType_WristRight); swapJoint(Kinect.JointType_HandLeft, Kinect.JointType_HandRight); swapJoint(Kinect.JointType_HipLeft, Kinect.JointType_HipRight); swapJoint(Kinect.JointType_KneeLeft, Kinect.JointType_KneeRight); swapJoint(Kinect.JointType_AnkleLeft, Kinect.JointType_AnkleRight); swapJoint(Kinect.JointType_FootLeft, Kinect.JointType_FootRight); swapJoint(Kinect.JointType_HandTipLeft, Kinect.JointType_HandTipRight); swapJoint(Kinect.JointType_ThumbLeft, Kinect.JointType_ThumbRight); } for (int i = 0; i < targetBone.Length; i++) { int s = jointSegment[2 * i], e = jointSegment[2 * i + 1]; trackingSegment[targetBone[i]] = joint[e] - joint[s]; trackingState[targetBone[i]] = System.Math.Min(jointState[e], jointState[s]); } Vector3 waist = joint[Kinect.JointType_HipRight] - joint[Kinect.JointType_HipLeft]; waist = new Vector3(waist.x, 0, waist.z); Quaternion rot = Quaternion.FromToRotation(Vector3.right, waist); Quaternion rotInv = Quaternion.Inverse(rot); Vector3 shoulder = joint[Kinect.JointType_ShoulderRight] - joint[Kinect.JointType_ShoulderLeft]; shoulder = new Vector3(shoulder.x, 0, shoulder.z); //Quaternion srot = Quaternion.FromToRotation(Vector3.right,shoulder); //Quaternion srotInv = Quaternion.Inverse(srot); humanoid.transform.rotation = Quaternion.identity; //humanoid.transform.rotation = savedHumanoidRotation; foreach (HumanBodyBones bone in targetBone) { if (rigBone[bone].isValid && trackingState[bone] != Kinect.TrackingState_NotTracked) { rigBone[bone].transform.rotation = rotInv * Quaternion.FromToRotation(Vector3.up, trackingSegment[bone]); } } //rigBone[HumanBodyBones.Chest].offset(srot); if (headMove && faceDir.magnitude > 1e-6) { float pitch = faceDir.x, yaw = faceDir.y, roll = faceDir.z; if (mirrored) { pitch = -pitch; roll = -roll; } else { pitch = -pitch; yaw = -yaw; } rigBone[HumanBodyBones.Head].transform.rotation = Util.toQ(pitch, yaw, roll); } Quaternion bodyRot = rot; if (mirrored) { bodyRot = Quaternion.AngleAxis(180, Vector3.up) * bodyRot; } humanoid.transform.rotation = bodyRot; if (move == true) { Vector3 m = joint[Kinect.JointType_SpineBase]; if (mirrored) { m = new Vector3(-m.x, m.y, -m.z); } humanoid.transform.position = m; } }
void Start() { nt = new NtUnity.Kinect(); cs = new NtUnity.UnityChanSkeleton(humanoid); }
void Start() { nt = new NtUnity.Kinect(); hs = new NtUnity.HumanoidSkeleton(humanoid); humanoid.SetActive(false); }
public void set(Kinect kinect, int n, float correction, bool mirrored = false, bool move = false, bool headMove = true) { Vector3 faceDir = kinect.getFaceDirectionByTrackingId(kinect.skeletonTrackingId[n]); if (isSavedPosition == false && kinect.skeletonState[n][Kinect.JointType_SpineBase] != Kinect.TrackingState_NotTracked) { isSavedPosition = true; savedPosition = kinect.skeleton[n][Kinect.JointType_SpineBase]; } for (int i = 0; i < kinect.skeleton[n].Count; i++) { Vector3 jt = kinect.skeleton[n][i]; if (mirrored) { joint[i] = new Vector3(jt.x, jt.y, -jt.z); // (-jt.x, jt.y, -jt.z) } else { joint[i] = new Vector3(jt.x, jt.y, savedPosition.z * 2 - jt.z); } jointState[i] = kinect.skeletonState[n][i]; } /*if (mirrored) * { * swapJoint(Kinect.JointType_ShoulderLeft, Kinect.JointType_ShoulderRight); * swapJoint(Kinect.JointType_ElbowLeft, Kinect.JointType_ElbowRight); * swapJoint(Kinect.JointType_WristLeft, Kinect.JointType_WristRight); * swapJoint(Kinect.JointType_HandLeft, Kinect.JointType_HandRight); * swapJoint(Kinect.JointType_HipLeft, Kinect.JointType_HipRight); * swapJoint(Kinect.JointType_KneeLeft, Kinect.JointType_KneeRight); * swapJoint(Kinect.JointType_AnkleLeft, Kinect.JointType_AnkleRight); * swapJoint(Kinect.JointType_FootLeft, Kinect.JointType_FootRight); * swapJoint(Kinect.JointType_HandTipLeft, Kinect.JointType_HandTipRight); * swapJoint(Kinect.JointType_ThumbLeft, Kinect.JointType_ThumbRight); * }*/ //set humanoid for (int i = 0; i < targetBone.Length; i++) { int s = jointSegment[2 * i], e = jointSegment[2 * i + 1]; trackingSegment[targetBone[i]] = joint[e] - joint[s]; // targetBone is unity model joint trackingState[targetBone[i]] = System.Math.Min(jointState[e], jointState[s]); } //set 腰部 joint for setting every Joint's roatation Vector3 waist = joint[Kinect.JointType_HipRight] - joint[Kinect.JointType_HipLeft]; waist = new Vector3(waist.x, 0, waist.z);/////////////////////這邊 Quaternion rot = Quaternion.FromToRotation(Vector3.right, waist); Quaternion rotInv = Quaternion.Inverse(rot); Vector3 shoulder = joint[Kinect.JointType_ShoulderRight] - joint[Kinect.JointType_ShoulderLeft]; shoulder = new Vector3(shoulder.x, 0, shoulder.z); //Quaternion srot = Quaternion.FromToRotation(Vector3.right,shoulder); //Quaternion srotInv = Quaternion.Inverse(srot); humanoid.transform.rotation = Quaternion.identity; //humanoid.transform.rotation = savedHumanoidRotation; //setting joint's rotation by using fromto foreach (HumanBodyBones bone in targetBone) { if (rigBone[bone].isValid && trackingState[bone] != Kinect.TrackingState_NotTracked) { rigBone[bone].transform.rotation = rotInv * Quaternion.FromToRotation(Vector3.up, trackingSegment[bone]); } } //rigBone[HumanBodyBones.Chest].offset(srot); //head rotation (maybe i can annotation it if (headMove && faceDir.magnitude > 1e-6) { float pitch = faceDir.x, yaw = faceDir.y, roll = faceDir.z; if (mirrored) { pitch = -pitch; roll = -roll; } else { pitch = -pitch; yaw = -yaw; } rigBone[HumanBodyBones.Head].transform.rotation = Util.toQ(pitch, yaw, roll); } //hip for rotation model Quaternion bodyRot = rot; if (mirrored) { // bodyRot = Quaternion.AngleAxis(180, Vector3.up) * bodyRot; float rota = PointRotation(joint[NtUnity.Kinect.JointType_ShoulderRight], joint[NtUnity.Kinect.JointType_ShoulderLeft]); //humanoid.transform.rotation = Quaternion.Euler(0, rota, 0); bodyRot = Quaternion.AngleAxis(-rota, Vector3.up) * bodyRot; } humanoid.transform.rotation = bodyRot; //spine for position model if (move == true) { Vector3 m = joint[Kinect.JointType_SpineBase]; if (mirrored) { m = new Vector3(-m.x, m.y, -m.z); } //edit model position---------------------- m.x = m.x * Constants.prodis + correction; m.y = m.y * Constants.prodis; //edit model position---------------------- humanoid.transform.position = m; } }