Exemple #1
0
        private IBody RecenterBody(IBody body)
        {
            var joints = body.Joints;
            Dictionary <JointType, IJoint> newjoints = new Dictionary <JointType, IJoint>(joints.Count);

            foreach (var item in joints)
            {
                IJoint joint = new CustomJoint(item.Key);
                joint.ColorPosition = item.Value.ColorPosition;
                joint.DepthPosition = item.Value.DepthPosition;
                joint.Position      = item.Value.Position;
                joint.TrackingState = item.Value.TrackingState;
                newjoints.Add(item.Key, joint);
            }
            newjoints[REFERENCEJOINT].Position = new CameraSpacePoint();
            foreach (var item in newjoints)
            {
                if (item.Key == REFERENCEJOINT)
                {
                    continue;
                }
                CameraSpacePoint convertedPoint = new CameraSpacePoint();
                convertedPoint.X             = newjoints[item.Key].Position.X - joints[JointType.SpineMid].Position.X;
                convertedPoint.Y             = newjoints[item.Key].Position.Y - joints[JointType.SpineMid].Position.Y;
                convertedPoint.Z             = newjoints[item.Key].Position.Z - joints[JointType.SpineMid].Position.Z;
                newjoints[item.Key].Position = convertedPoint;
            }
            body.Joints = newjoints;
            return(body);
        }
Exemple #2
0
    private void AddToJointDict(CustomJoint joint)
    {
        // Go through dict and try to find matching string name.
        foreach (KeyValuePair <int, string> jointInfo in jointTypeDict)
        {
            // if found, set and break out of loop
            if (jointInfo.Value == joint.name)
            {
                joint.JointType = jointInfo.Key;
                return;
            }
        }

        //Debug.Log(joints[z].name + " : " + joints[z].JointTest);

        // otherwise add to dict
        int jointID = jointTypeDict.Count;

        jointTypeDict.Add(jointTypeDict.Count, joint.name);

        // set joint type for joint
        joint.JointType = jointID;
    }
Exemple #3
0
    private void AddCharacter(GameObject character)
    {
        if (character == null || character.activeInHierarchy)
        {
            Debug.LogError("ERROR: Provided character or all game objs is NULL or character is present in the hierarchy.");
            return;
        }

        // make sure we didnt already create the character
        if (createdPrefabs.ContainsKey(character.name))
        {
            Debug.LogError("ERROR: prefab already created");
            return;
        }

        // final character name
        string characterName = character.name;

        // create tmp character
        character = Instantiate(character);

        // hold root bodypart
        BodyPart    rootBodyPart = null;
        CustomJoint rootJoint    = null;

        // APPLY CHANGES
        // Go through all joints and process relationships
        CustomJoint[]   joints        = character.GetComponentsInChildren <CustomJoint>();
        List <BodyPart> leafBodyParts = new List <BodyPart>(); // change to array?
        List <BodyPart> allBodyParts  = new List <BodyPart>();

        // verify joint layout
        for (int z = 0; z < joints.Length; ++z)
        {
            // add to joint dict
            AddToJointDict(joints[z]);

            // ensure joint has atleast 1 child
            if (joints[z].transform.childCount < 1)
            {
                throw new UnityException("ERROR: Joint does not have enough children!!");
            }

            // Ensure subjoint child is a body part
            BodyPart bodyPart = null;
            foreach (Transform child in joints[z].transform)
            {
                if ((bodyPart = child.GetComponent <BodyPart>()) != null)
                {
                    allBodyParts.Add(bodyPart);
                    break;
                }
            }

            if (bodyPart == null)
            {
                throw new UnityException("ERROR: Body part does not exist in joint: " + joints[z].name);
            }

            bodyPart.BodyPartType = joints[z].JointType;
            bodyPart.itemIcon     = null;
            //bodyPart.InitialLocalPosition = bodyPart.transform.localPosition;
            //bodyPart.InitialLocalRotation = bodyPart.transform.localRotation;

            if (bodyPart.name.ToLower().Contains("torso"))
            {
                rootJoint    = joints[z];
                rootBodyPart = bodyPart;
            }
            else if (joints[z].GetComponentsInChildren <CustomJoint>().Length == 1)
            {
                Debug.Log(bodyPart.name + " has no child ");
                leafBodyParts.Add(bodyPart);
            }



            // connect prefabs if they exist in scene

            /*
             * if (gameObjPrefab.ContainsKey(bodyPart.name))
             * {
             *  for (int h = 0; h < gameObjPrefab[bodyPart.name].Count; ++h)
             *  {
             *      if (gameObjPrefab[bodyPart.name][h] != null)
             *      {
             *          // Save rotation and location, then connect
             *          Vector3 savedLocation = gameObjPrefab[bodyPart.name][h].transform.position;
             *          Quaternion saveRotation = gameObjPrefab[bodyPart.name][h].transform.rotation;
             *
             *          GameObject finalConnection = PrefabUtility.ConnectGameObjectToPrefab(gameObjPrefab[bodyPart.name][h], createdPrefabs[bodyPart.name]);
             *
             *          // bring back pos and rot
             *          finalConnection.transform.position = savedLocation;
             *          finalConnection.transform.rotation = saveRotation;
             *      }
             *  }
             *
             *  // remove all null go's
             *  gameObjPrefab[bodyPart.name].RemoveAll(x => x == null);
             *
             *  // remove all 0 count lists
             *  if (gameObjPrefab[bodyPart.name].Count == 0)
             *      gameObjPrefab.Remove(bodyPart.name);
             * }
             */
        }

        // construct tmp character with following layout
        // BASE NAME (delete animator)
        // - bodyParts
        // find torso bodypart and set as root.
        rootBodyPart.transform.parent = character.transform;

        //GameObject bodyPartRoot = character.transform.f
        //bodyPartRoot.transform.parent = character.transform;
        //bodyPartRoot.transform.localPosition = Vector3.zero;
        //bodyPartRoot.transform.localRotation = Quaternion.identity;

        //      -- clothing --
        Clothing[] clothing = character.GetComponentsInChildren <Clothing>();
        for (int i = 0; i < clothing.Length; ++i)
        {
            clothing[i].Cloth.capsuleColliders = new CapsuleCollider[clothing[i].ExpectedBodyPartColliders.Length];
        }

        //      -- bparts --
        for (int i = 0; i < leafBodyParts.Count; ++i)
        {
            IsolateBodyPart(leafBodyParts[i], rootBodyPart, clothing);
        }
        rootBodyPart.transform.localPosition = Vector3.zero;
        // - skeleton (animator)
        //GameObject skeletonRoot = new GameObject("skeleton");
        rootJoint.transform.parent        = character.transform;
        rootJoint.transform.localPosition = Vector3.zero;
        rootJoint.transform.localRotation = Quaternion.identity;

        //      -- clothing --

        /*
         * Transform clothing = null;
         * for (int i = 0; i < character.transform.childCount; ++i)
         *  if ((clothing = character.transform.GetChild(i)).tag == "clothing")
         *  {
         *      clothing.localPosition = new Vector3(clothing.localPosition.x, 0, clothing.localPosition.z);
         *      break;
         *  }
         */

        // copy animator
        Animator animator;

        if ((animator = character.GetComponent <Animator>()) != null)
        {
            // set to apply root motion
            animator.applyRootMotion = true;

            if (UnityEditorInternal.ComponentUtility.CopyComponent(animator))
            {
                if (UnityEditorInternal.ComponentUtility.PasteComponentAsNew(rootJoint.gameObject))
                {
                    DestroyImmediate(animator);
                    Debug.Log("Copied animator as well...");
                }
            }
        }

        //      -- joints --
        //      set immediate joints to skeleton gameobject.
        CustomJoint[] childJoints = character.GetComponentsInChildren <CustomJoint>();
        for (int i = 0; i < childJoints.Length; ++i)
        {
            if (childJoints[i].transform.parent == character.transform)
            {
                childJoints[i].transform.parent = rootJoint.transform;
            }
        }

        // attempt to add bpart to clothing
        // TODO: GET RID OF HORRIBLENESS
        BodyPart[] bodyParts = rootBodyPart.GetComponentsInChildren <BodyPart>();
        for (int i = 0; i < clothing.Length; ++i)
        {
            List <CapsuleCollider> capsuleColliders = new List <CapsuleCollider>();
            for (int z = 0; z < bodyParts.Length; ++z)
            {
                if (clothing[i].ExpectedBodyPartColliders.Contains(bodyParts[z].BodyPartType))
                {
                    capsuleColliders.Add(bodyParts[z].GetComponent <CapsuleCollider>());
                }
            }
            clothing[i].Cloth.capsuleColliders = capsuleColliders.ToArray();
        }

        // set skinned mesh renderer to update offscreen so clothes dont dc
        SkinnedMeshRenderer[] skinnedMeshRenderers;
        if ((skinnedMeshRenderers = character.GetComponentsInParent <SkinnedMeshRenderer>()) != null)
        {
            for (int i = 0; i < skinnedMeshRenderers.Length; i++)
            {
                skinnedMeshRenderers[i].updateWhenOffscreen = true;
            }
        }

        // CREATE PREFABS
        // generate prefabs

        /*
         * for (int i = 0; i < allBodyParts.Count; ++i)
         *  if (!createdPrefabs.ContainsKey(allBodyParts[i].name))
         *  {
         *      // create as prefab
         *      string prefabPath = "Assets/Resources/Prefabs/BodyParts/" + allBodyParts[i].name + ".prefab";
         *
         *      GeneratePrefab(allBodyParts[i].gameObject, "Assets/Resources/Prefabs/BodyParts/", "Assets/Resources/Prefabs/Icons/");
         *
         *      GameObject isolatedBodyPart = Instantiate(allBodyParts[i].gameObject);
         *      isolatedBodyPart.transform.parent = null;
         *      isolatedBodyPart.transform.DetachChildren();
         *
         *      GameObject bodyPartPrefab = PrefabUtility.CreatePrefab(prefabPath, isolatedBodyPart, ReplacePrefabOptions.Default);
         *      DestroyImmediate(isolatedBodyPart);
         *
         *      //GameObject actualBodyPartRef = allBodyParts[i].gameObject;
         *      //createdPrefabs[allBodyParts[i].name] = bodyPartPrefab;
         *
         *      // create icon
         *      Texture2D icon = AssetPreview.GetAssetPreview(bodyPartPrefab);
         *
         *      // create threaded job until all assets are done generating
         *      ContinuationManager.Run(() => !AssetPreview.IsLoadingAssetPreview(bodyPartPrefab.GetInstanceID()), () =>
         *      {
         *      //Debug.Log("Finished with " + bodyPartPrefab.name);
         *      icon = AssetPreview.GetAssetPreview(bodyPartPrefab);
         *      Texture2D tmp = new Texture2D(icon.width, icon.height, icon.format, false);
         *
         *      tmp.LoadRawTextureData(icon.GetRawTextureData());
         *      tmp.Apply();
         *
         *      // make the texture transparent
         *      Color bgGray = new Color(82 / 255f, 82 / 255f, 82 / 255f);
         *      Color alpha = new Color(0, 0, 0, 0);
         *      for (int x = 0; x < tmp.width; ++x)
         *          for (int y = 0; y < tmp.height; ++y)
         *              if (tmp.GetPixel(x, y) == bgGray)
         *                  tmp.SetPixel(x, y, alpha);
         *
         *      tmp.Apply();
         *
         *      // write texture to file
         *      byte[] bytesToWrite = tmp.EncodeToPNG();
         *      File.WriteAllBytes("Assets/Resources/Prefabs/Icons/" + bodyPartPrefab.name + ".png", bytesToWrite);
         *
         *      // refresh db
         *      AssetDatabase.Refresh();
         *
         *      // set the import type as SPRITE
         *      TextureImporter importer = AssetImporter.GetAtPath("Assets/Resources/Prefabs/Icons/" + bodyPartPrefab.name + ".png") as TextureImporter;
         *      if (importer == null)
         *      {
         *          Debug.LogError("FAILED " + bodyPartPrefab.name);
         *          return;
         *      }
         *
         *
         *      importer.textureType = TextureImporterType.Sprite;
         *      importer.spritePixelsPerUnit = 100;
         *
         *      // save settings and reimport
         *      importer.SaveAndReimport();
         *
         *      // get the asset
         *      Sprite spriteIcon = AssetDatabase.LoadAssetAtPath<Sprite>("Assets/Resources/Prefabs/Icons/" + bodyPartPrefab.name + ".png");
         *
         *      // set the icon to prefab and bpart, apply changes
         *      bodyPartPrefab.GetComponent<Item>().itemIcon = spriteIcon;
         *
         *
         *      //GameObject changes = PrefabUtility.InstantiatePrefab(bodyPartPrefab) as GameObject;
         *      GameObject changes = Instantiate(bodyPartPrefab);
         *      changes.GetComponent<Item>().itemIcon = spriteIcon;
         *      //Debug.Log("Changed: " + changes.name);
         *      PrefabUtility.ReplacePrefab(changes, bodyPartPrefab, ReplacePrefabOptions.Default);
         *      //Debug.Log("Got: " + test.name);
         *      DestroyImmediate(changes);
         *
         *      });
         *
         *  }
         */
        // Create job to make sure all bodyparts have assigned icons
        //Object[] bodyPartsToCheck = allBodyParts.ToArray();

        // Wait until ALL body parts have been created.
        //ContinuationManager.Run(() => !IsStillGenerating(bodyPartsToCheck), () =>
        //{
        Debug.Log("CREATING CHARACTER...");
        createdPrefabs[characterName] = PrefabUtility.CreatePrefab("Assets/Resources/Prefabs/Characters/" + characterName + ".prefab", character, ReplacePrefabOptions.ConnectToPrefab);
        DestroyImmediate(character);
        //});

        //createdPrefabs[characterName] = PrefabUtility.CreatePrefab("Assets/Resources/Prefabs/Characters/" + characterName + ".prefab", character, ReplacePrefabOptions.ConnectToPrefab);


        // CONNECT OBJS TO PREFABS AT THEIR ROOT
        // connect prefabs if they exist in scene

        /*
         * if (gameObjPrefab.ContainsKey(character.name))
         * {
         *  for (int h = 0; h < gameObjPrefab[character.name].Count; ++h)
         *  {
         *      if (gameObjPrefab[character.name][h] != null)
         *      {
         *          // Save rotation and location, then connect
         *          Vector3 savedLocation = gameObjPrefab[character.name][h].transform.position;
         *          Quaternion saveRotation = gameObjPrefab[character.name][h].transform.rotation;
         *
         *          GameObject finalConnection = PrefabUtility.ConnectGameObjectToPrefab(gameObjPrefab[character.name][h], createdPrefabs[character.name]);
         *
         *          // bring back pos and rot
         *          finalConnection.transform.position = savedLocation;
         *          finalConnection.transform.rotation = saveRotation;
         *      }
         *  }
         *
         *  // remove all null go's
         *  gameObjPrefab[character.name].RemoveAll(x => x == null);
         *
         *  // remove all 0 count lists
         *  if (gameObjPrefab[character.name].Count == 0)
         *      gameObjPrefab.Remove(character.name);
         * }
         *
         */
        //DestroyImmediate(character);
    }
        protected static CustomBody CreateBodyFromReader(BinaryReader reader, Version version)
        {
            CustomBody body = new CustomBody();

            try
            {
                body.IsTracked = reader.ReadBoolean();

                if (body.IsTracked)
                {
                    #region Old Version
                    if (version < v02)
                    {
                        int count;
                        count = reader.ReadInt32(); // Activities.Count
                        for (int i = 0; i < count; i++)
                        {
                            reader.ReadInt32();     // key
                            reader.ReadInt32();     // value
                        }
                        count = reader.ReadInt32(); // Appearance.Count
                        for (int i = 0; i < count; i++)
                        {
                            reader.ReadInt32(); // key
                            reader.ReadInt32(); // value
                        }
                    }
                    #endregion

                    body.ClippedEdges = (FrameEdges)reader.ReadInt32();

                    #region Old Version
                    if (version < v02)
                    {
                        reader.ReadInt32();         // Engaged
                        int count;
                        count = reader.ReadInt32(); // Expressions.Count
                        for (int i = 0; i < count; i++)
                        {
                            reader.ReadInt32(); // key
                            reader.ReadInt32(); // value
                        }
                    }
                    #endregion

                    body.HandLeftConfidence  = (TrackingConfidence)reader.ReadInt32();
                    body.HandLeftState       = (HandState)reader.ReadInt32();
                    body.HandRightConfidence = (TrackingConfidence)reader.ReadInt32();
                    body.HandRightState      = (HandState)reader.ReadInt32();
                    body.IsRestricted        = reader.ReadBoolean();

                    int orientationCount = reader.ReadInt32();
                    for (var i = 0; i < orientationCount; i++)
                    {
                        var key   = (JointType)reader.ReadInt32();
                        var value = new JointOrientation();
                        value.JointType = (JointType)reader.ReadInt32();
                        var vector = new Vector4();
                        vector.W          = reader.ReadSingle();
                        vector.X          = reader.ReadSingle();
                        vector.Y          = reader.ReadSingle();
                        vector.Z          = reader.ReadSingle();
                        value.Orientation = vector;
                        var dict = body.JointOrientations as IDictionary <JointType, JointOrientation>;
                        if (dict != null)
                        {
                            dict[key] = value;
                        }
                    }

                    int jointCount = reader.ReadInt32();
                    for (var i = 0; i < jointCount; i++)
                    {
                        var key   = (JointType)reader.ReadInt32();
                        var value = new CustomJoint(key);
                        value.JointType = (JointType)reader.ReadInt32();
                        var position = new CameraSpacePoint();
                        position.X     = reader.ReadSingle();
                        position.Y     = reader.ReadSingle();
                        position.Z     = reader.ReadSingle();
                        value.Position = position;

                        if (version > v03)
                        {
                            var depthPosition = new DepthSpacePoint();
                            depthPosition.X     = reader.ReadSingle();
                            depthPosition.Y     = reader.ReadSingle();
                            value.DepthPosition = depthPosition;
                            var colorPosition = new ColorSpacePoint();
                            colorPosition.X     = reader.ReadSingle();
                            colorPosition.Y     = reader.ReadSingle();
                            value.ColorPosition = colorPosition;
                        }

                        value.TrackingState = (TrackingState)reader.ReadInt32();
                        var dict = body.Joints as IDictionary <JointType, IJoint>;
                        if (dict != null)
                        {
                            dict[key] = value;
                        }
                    }

#if NETFX_CORE
                    var lean = new Point();
#else
                    var lean = new PointF();
#endif
                    lean.X    = reader.ReadSingle();
                    lean.Y    = reader.ReadSingle();
                    body.Lean = lean;

                    body.LeanTrackingState = (TrackingState)reader.ReadInt32();
                    body.TrackingId        = reader.ReadUInt64();

                    if (version > v03)
                    {
                        body.HasMappedDepthPositions = reader.ReadBoolean();
                        body.HasMappedColorPositions = reader.ReadBoolean();
                    }
                }
            }
            catch (Exception ex)
            {
                // TODO: Log This
                System.Diagnostics.Debug.WriteLine(ex);
            }

            return(body);
        }
Exemple #5
0
 /*
  *  Use this function as the "constructor" since it occurs at the same time
  *  as instantiation.
  */
 void Awake()
 {
     parentJoint = transform.parent.GetComponent <CustomJoint>();
     tag         = "Joint";
 }