void Update() { if (InfraredSourceManager == null) { return; } _InfraredManager = InfraredSourceManager.GetComponent <InfraredSourceManager>(); if (_InfraredManager == null) { return; } GetComponent <Renderer>().material.mainTexture = _InfraredManager.GetInfraredTexture(); }
void Update() { if (InfraredSourceManager == null) { return; } _InfraredManager = InfraredSourceManager.GetComponent<InfraredSourceManager>(); if (_InfraredManager == null) { return; } gameObject.GetComponent<Renderer>().material.mainTexture = _InfraredManager.GetInfraredTexture(); }
void Update() { if (InfraredSourceManager == null) { return; } _InfraredManager = InfraredSourceManager.GetComponent <InfraredSourceManager>(); if (_InfraredManager == null) { return; } //gameObject.GetComponent<Renderer>().material.mainTexture = _InfraredManager.GetInfraredTexture(); gameObject.GetComponent <Renderer>().material.SetTexture("_MainTex", _InfraredManager.GetInfraredTexture()); }
void Start() { gameObject.GetComponent <Renderer>().material.SetTextureScale("_MainTex", new Vector2(-1, 1)); //InfraredSourceManager를 담아준다. _InfraredManager = InfraredSourceManager.GetComponent <InfraredSourceManager>(); //InfraredFrameSource의 FrameDescription를 담아준다. FrameDescription frameDesc = KinectSensor.GetDefault().InfraredFrameSource.FrameDescription; //텍스처들을 초기화 해준다. infraredTexture = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.BGRA32, false); resultTexture = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.BGRA32, false); //_InfraredManager에서 적외선 카메라에 대한 텍스처를 받아와 적용시킨다. infraredTexture = _InfraredManager.GetInfraredTexture(); //적외선 카메라 텍스처의 크기의 가로, 세로를 각각 저장한다. InfraredMapHiehgt = frameDesc.Height; InfraredMapWidth = frameDesc.Width; //Renderer를 담아둔다. myRenderer = gameObject.GetComponent <Renderer>(); //사용할 Mat을 용도에 맞게 초기화 시켜둔다. prevMat = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_8UC1); //1차원 행렬 선언 sumMat = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_32FC1); //1차원 행렬 선언 avgMat = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_32FC1); //1차원 행렬 선언 convert32Mat = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_32FC1); convert8Mat = new Mat(InfraredMapHiehgt, InfraredMapWidth, 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; //파티클 오브젝트를 생성한다. ParticleObjInit(); }
void Start() { _Sensor = KinectSensor.GetDefault(); if (_Sensor != null) { _Reader_Depth = _Sensor.DepthFrameSource.OpenReader(); _Data_Depth = new ushort[_Sensor.DepthFrameSource.FrameDescription.LengthInPixels]; var frameDesc = _Sensor.InfraredFrameSource.FrameDescription; Debug.Log("Width: " + frameDesc.Width + ", Height: " + frameDesc.Height); width = frameDesc.Width; height = frameDesc.Height; depth_matrix = new int[height, width]; marker_object = GameObject.Find("InfraredManager"); marker_script = marker_object.GetComponent <InfraredSourceManager>(); } }
// Use this for initialization void Start() { if (BodySrcManager == null) { Debug.Log("Assgin Game Object with Body Source Manager"); } else { bodyManager = BodySrcManager.GetComponent <BodySourceManager>(); } marker_object = GameObject.Find("InfraredManager"); marker_script = marker_object.GetComponent <InfraredSourceManager>(); for (int i = 0; i < init_balls; i++) { my_balls.Add(CreateA(nowhere, -nowhere, 0)); } }
// Use this for initialization void Start() { // Get the description of the depth frames. infraredFrameDesc = KinectSensor.GetDefault().InfraredFrameSource.FrameDescription; depthFrameDesc = KinectSensor.GetDefault().DepthFrameSource.FrameDescription; depthWidth = depthFrameDesc.Width; depthHeight = depthFrameDesc.Height; // buffer for points mapped to camera space coordinate. cameraSpacePoints = new CameraSpacePoint[depthWidth * depthHeight]; mapper = KinectSensor.GetDefault().CoordinateMapper; // get reference to infraredSourceManager (which is included in the distributed 'Kinect for Windows v2 Unity Plugin zip') multiSourceManagerScript = multiSourceManager.GetComponent<MultiSourceManager>(); infraredSourceManagerScript = infraredSourceManager.GetComponent<InfraredSourceManager>(); //最初はてきとーな場所に配置 transform.position = new Vector3(0.0f, 10.0f, 10.0f); }
// Use this for initialization void Start() { //配列初期化 blocks = new TemplateLabel[blocknum]; // get reference to infraredSourceManager (which is included in the distributed 'Kinect for Windows v2 Unity Plugin zip') multiSourceManagerScript = multiSourceManager.GetComponent<MultiSourceManager>(); infraredSourceManagerScript = infraredSourceManager.GetComponent<InfraredSourceManager>(); }