Exemple #1
0
    // Called for rendering the gui
    void OnGUI()
    {
        // AA: Position the depth image so the user can see the kinect output
        if (!m_disableTrackingImage && (!m_disableTrackingImageWithSwipeMenu || !m_swipeMenuDisplayedLastFrame))
        {
            // Debug image
            GUI.depth = -4;
            GUI.DrawTexture(new Rect(25, Screen.height - m_yRes / m_factor - 25, m_xRes / m_factor, m_yRes / m_factor), m_depthMapTexture);
            //GUI.DrawTexture(new Rect(Screen.width-m_xRes/m_factor, Screen.height-m_yRes/m_factor, m_xRes / m_factor, m_yRes / m_factor), m_depthMapTexture);
        }



        //AA: add the GUI elements
        int shift = 42;

        GUI.Box(new Rect(5 + shift, 25, Screen.width / 3 - 130, Screen.height - 50), "FILTERS");

        m_bUseSimpleAverage = GUI.Toggle(new Rect(45 + shift, 50, 200, 30), m_bUseSimpleAverage, " SIMPLE AVERAGE 10");

        m_bUseMovingAverage = GUI.Toggle(new Rect(45 + shift, 90, 200, 30), m_bUseMovingAverage, " MOVING AVERAGE");

        m_bUseSimpleAverage5 = GUI.Toggle(new Rect(45 + shift, 130, 200, 30), m_bUseSimpleAverage5, " SIMPLE AVERAGE 5");

        m_bDblMovingAverage = GUI.Toggle(new Rect(45 + shift, 170, 200, 30), m_bDblMovingAverage, " DOUBLE MOV AVERAGE");

        m_bUseExpSmoothing = GUI.Toggle(new Rect(45 + shift, 210, 200, 30), m_bUseExpSmoothing, " EXP SMOOTHING");

        m_bUseDblExpSmoothing = GUI.Toggle(new Rect(45 + shift, 250, 200, 30), m_bUseDblExpSmoothing, " DOUBLE EXP SMOOTHING");

        m_bUseAdaptive = GUI.Toggle(new Rect(45 + shift, 290, 200, 30), m_bUseAdaptive, " ADAPTIVE DBL EXP");

        m_bUseMedian = GUI.Toggle(new Rect(45 + shift, 330, 200, 30), m_bUseMedian, " MEDIAN");

        m_bUseCombination1 = GUI.Toggle(new Rect(45 + shift, 370, 200, 30), m_bUseCombination1, " SIMPLE AVG + Median");

        m_bUseCombination2 = GUI.Toggle(new Rect(45 + shift, 410, 200, 30), m_bUseCombination2, " DBL MOV AVG + Median");

        m_bUseNone = GUI.Toggle(new Rect(45 + shift, 450, 200, 30), m_bUseNone, " NONE");


        if (GUI.Button(new Rect(50 + shift, Screen.height - 75, 150, 30), "Clear"))
        {
            WriteableAreaResize();
            fv.DrawCircle();
        }

        // If some button has been pressed OR this is the first exection
        if (GUI.changed)
        {
            LoadFilters();

            if (fm.filters.Count == 1)
            {
                m_principalCursor = 0;
            }
        }

        int count = 0;

        if (m_bUseSimpleAverage)
        {
            GUI.Label(new Rect(15 + shift, 45, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseMovingAverage)
        {
            GUI.Label(new Rect(15 + shift, 85, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseSimpleAverage5)
        {
            GUI.Label(new Rect(15 + shift, 125, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bDblMovingAverage)
        {
            GUI.Label(new Rect(15 + shift, 165, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseExpSmoothing)
        {
            GUI.Label(new Rect(15 + shift, 205, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseDblExpSmoothing)
        {
            GUI.Label(new Rect(15 + shift, 245, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseAdaptive)
        {
            GUI.Label(new Rect(15 + shift, 285, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseMedian)
        {
            GUI.Label(new Rect(15 + shift, 325, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseCombination1)
        {
            GUI.Label(new Rect(15 + shift, 365, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseCombination2)
        {
            GUI.Label(new Rect(15 + shift, 405, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (m_bUseNone)
        {
            GUI.Label(new Rect(15 + shift, 445, 30, 30), m_colorTextureDictionary[fm.colors[count].ToString()]);
            count++;
        }

        if (prevScreenWidth != Screen.width || prevScreenHeight != Screen.height)
        {
            // Resize writeable area, redraw the circle
            WriteableAreaResize();
            prevScreenWidth  = Screen.width;
            prevScreenHeight = Screen.height;
            fv.DrawCircle();
        }

        //AA: Draw the writeable area
        fv.Apply();
        for (int i = 0; i < fv.m_filterOutputTexture.Count; i++)
        {
            GUI.DrawTexture(new Rect(fv.filterOutputLocX, fv.filterOutputLocY, fv.filterOutputWidth, fv.filterOutputHeight), fv.m_filterOutputTexture[i]);
        }


        // Cursor
        m_gotNewFubiCoordinates = false;
        if (Fubi.isInitialized())
        {
            // Take closest user
            uint userID = Fubi.getClosestUserID();
            if (userID != m_currentUser)
            {
                m_currentUser             = userID;
                m_lastCalibrationSucceded = false;
            }
            if (userID > 0)
            {
                if (!m_lastCalibrationSucceded)
                {
                    m_lastCalibrationSucceded = calibrateCursorMapping(m_currentUser);
                }
                FubiUtils.SkeletonJoint joint    = FubiUtils.SkeletonJoint.RIGHT_HAND;
                FubiUtils.SkeletonJoint relJoint = FubiUtils.SkeletonJoint.RIGHT_SHOULDER;

                // Get hand and shoulder position and check their confidence
                double timeStamp;
                float  handX, handY, handZ, confidence;
                Fubi.getCurrentSkeletonJointPosition(userID, joint, out handX, out handY, out handZ, out confidence, out timeStamp);
                if (confidence > 0.5f)
                {
                    float relX, relY, relZ;
                    Fubi.getCurrentSkeletonJointPosition(userID, relJoint, out relX, out relY, out relZ, out confidence, out timeStamp);
                    if (confidence > 0.5f)
                    {
                        // AA: Filtering should happen here for the hand and relative joints separately
                        // If true, use the smoothed joints for calculating screen coordinates
                        fm.UpdateJointFilters(new Vector3(handX, handY, handZ), new Vector3(relX, relY, relZ));

                        for (int i = 0; i < fm.filters.Count; i++)
                        {
                            if (m_bUseJointFiltering)
                            {
                                //Debug.Log ("Prehand " + new Vector3(handX, handY, handZ) + " relJoint " + new Vector3(relX, relY, relZ));
                                Vector3 handPos     = fm.joints[i];                             // filter.Update(new Vector3(handX, handY, handZ), Filter.JOINT_TYPE.JOINT);
                                Vector3 relJointPos = fm.relativeJoints[i];                     //filter.Update(new Vector3(relX, relY, relZ), Filter.JOINT_TYPE.RELATIVEJOINT);
                                //Debug.Log ("hand " + handPos + " relJoint " + relJointPos);
                                handZ = handPos.z;
                                handY = handPos.y;
                                handX = handPos.x;

                                relZ = relJointPos.z;
                                relY = relJointPos.y;
                                relX = relJointPos.x;
                                m_relativeCursorPosition = fm.relativeCursorPosition[i];
                            }
                            // AA: End

                            // Take relative coordinates
                            float zDiff = handZ - relZ;
                            float yDiff = handY - relY;
                            float xDiff = handX - relX;
                            // Check if hand is enough in front of shoulder
                            if ((yDiff > 0 && zDiff < -150.0f) || (Mathf.Abs(xDiff) > 150.0f && zDiff < -175.0f) || zDiff < -225.0f)
                            {
                                // Now get the possible cursor position
                                // Convert to screen coordinates
                                float newX, newY;
                                float mapX = m_mapping.x;
                                newX = (xDiff - mapX) / m_mapping.width;
                                newY = (m_mapping.y - yDiff) / m_mapping.height;         // Flip y for the screen coordinates

                                // Filtering
                                // New coordinate is weighted more if it represents a longer distance change
                                // This should reduce the lagging of the cursor on higher distances, but still filter out small jittering
                                float changeX = newX - m_relativeCursorPosition.x;
                                float changeY = newY - m_relativeCursorPosition.y;

                                if (changeX != 0 || changeY != 0 && timeStamp != m_timeStamp)
                                {
                                    float changeLength = Mathf.Sqrt(changeX * changeX + changeY * changeY);
                                    float filterFactor = changeLength;         //Mathf.Sqrt(changeLength);
                                    if (filterFactor > 1.0f)
                                    {
                                        filterFactor = 1.0f;
                                    }

                                    // Apply the tracking to the current position with the given filter factor
                                    // AA: Filtering should happen here for joint-to-relativejoint (VECTOR) filtering
                                    // AA: filtering code

                                    Vector2 tempNew = new Vector2(newX, newY);

                                    fm.UpdateVectorFilters(m_relativeCursorPosition, tempNew, filterFactor);
                                    // If true, use the calculated factor for smoothing, else just use the new
                                    if (m_bUseVectorFiltering)
                                    {
                                        m_relativeCursorPosition = fm.vectors[i]; //filter.Update(m_relativeCursorPosition, tempNew, filterFactor);
                                    }
                                    else                                          // Just give equal weight to both
                                    {
                                        m_relativeCursorPosition = filter.Update(m_relativeCursorPosition, tempNew, 0.5f);
                                    }

                                    // AA: Calculate all filters
                                    // fm.UpdateVectorFilters(m_relativeCursorPosition, tempNew, filterFactor);

                                    m_timeStamp = timeStamp;

                                    // Send it, but only if it is more or less within the screen
                                    if (m_relativeCursorPosition.x > -0.1f && m_relativeCursorPosition.x < 1.1f &&
                                        m_relativeCursorPosition.y > -0.1f && m_relativeCursorPosition.y < 1.1f)
                                    {
                                        MoveMouse(m_relativeCursorPosition.x, m_relativeCursorPosition.y, i);

                                        // Each filter must store it's own value of relative position, absolute and previous absolute positions
                                        fm.relativeCursorPosition[i] = m_relativeCursorPosition;
                                        fm.absPixelPosition[i]       = m_absPixelPosition;
                                        fm.prevAbsPixelPosition[i]   = m_previousAbsPixelPosition;

                                        DrawFilterOutputs(i);
                                        m_gotNewFubiCoordinates      = true;
                                        m_lastCursorChangeDoneByFubi = true;
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        // AA: FUBI does not move mouse if the confidence value is too low

        if (!m_gotNewFubiCoordinates)           // AA: this only executes when input is coming from mouse
        {
            // Got no mouse coordinates from fubi this frame
            Vector2 mousePos = Input.mousePosition;
            // Only move mouse if it wasn't changed by fubi the last time or or it really has changed
            if (!m_lastCursorChangeDoneByFubi || mousePos != m_lastMousePos)
            {
                //AA: Old code for cursor placement
                m_relativeCursorPosition.x = mousePos.x / (float)Screen.width;
                m_relativeCursorPosition.y = 1.0f - (mousePos.y / (float)Screen.height);
                // Get mouse X and Y position as a percentage of screen width and height
                MoveActualMouse(m_relativeCursorPosition.x, m_relativeCursorPosition.y, true);
                m_lastMousePos = mousePos;
                m_lastCursorChangeDoneByFubi = false;
            }
        }
    }
Exemple #2
0
    // Initialization
    void Start()
    {
        //AA: Filter visalization related initializations
        filter = new Filter();
        fv     = new FilterVisualization();
        fm     = new FilterManager();
        fv.filterOutputLocX = Screen.width / 3 - 50;
        fv.Initialise();
        fv.DrawCircle();

        m_colorTextureDictionary = new Dictionary <string, Texture2D>();
        foreach (Texture2D tex in m_colorTextures)
        {
            m_colorTextureDictionary.Add(tex.name, tex);
        }

        LoadFilters();

        // First set instance so Fubi.release will not be called while destroying old objects
        instance = this;
        // Remain this instance active until new one is created
        DontDestroyOnLoad(this);

        // Destroy old instance of Fubi
        object[] objects = GameObject.FindObjectsOfType(typeof(FubiUnity));
        if (objects.Length > 1)
        {
            Destroy(((FubiUnity)objects[0]));
        }


        m_lastMouseClick = 0;
        m_lastGesture    = 0;

        // Init FUBI
        if (!m_disableFubi)
        {
            // Only init if not already done
            if (!Fubi.isInitialized())
            {
                Fubi.init(new FubiUtils.SensorOptions(new FubiUtils.StreamOptions(640, 480, 30), new FubiUtils.StreamOptions(640, 480, 30),
                                                      new FubiUtils.StreamOptions(-1, -1, -1), FubiUtils.SensorType.OPENNI2), new FubiUtils.FilterOptions());
                if (!Fubi.isInitialized())
                {
                    Debug.Log("Fubi: FAILED to initialize Fubi!");
                }
                else
                {
                    Debug.Log("Fubi: initialized!");
                }
            }
        }
        else
        {
            m_disableTrackingImage = true;
        }


        // Initialize debug image
//        m_depthMapTexture = new Texture2D((int)(m_xRes / m_factor), (int)(m_yRes / m_factor), TextureFormat.RGBA32, false);
//        m_depthMapPixels = new Color[(int)((m_xRes / m_factor) * (m_yRes / m_factor))];
//        m_rawImage = new byte[(int)(m_xRes * m_yRes * 4)];

        m_userImageTexture = null;

        // Disable system cursor
        if (m_defaultCursor != null && m_disableFubi == false)
        {
            Screen.showCursor = false;
        }
        else
        {
            Screen.showCursor = true;
        }

        // Default mapping values
        m_mapping.x      = -100.0f;
        m_mapping.y      = 200.0f;
        m_mapping.height = 550.0f;



        // Get screen aspect
        m_aspect = (float)Screen.width / (float)Screen.height;

        // Calculated Map width with aspect
        m_mapping.width = m_mapping.height / m_aspect;

        if (Fubi.isInitialized())
        {
            // Clear old gesture recognizers
            Fubi.clearUserDefinedRecognizers();

            // And (re)load them
            if (Fubi.loadRecognizersFromXML("UnitySampleRecognizers.xml"))
            {
                Debug.Log("Fubi: gesture recognizers 'BarRecognizers.xml' loaded!");
            }
            else
            {
                Debug.Log("Fubi: loading XML recognizers failed!");
            }

            // load mouse control recognizers
            if (Fubi.loadRecognizersFromXML("MouseControlRecognizers.xml"))
            {
                Debug.Log("Fubi: mouse control recognizers loaded!");
            }
            else
            {
                Debug.Log("Fubi: loading mouse control recognizers failed!");
            }
        }
    }