Exemple #1
0
        /// <summary>
        /// Called when a Captury AR tags (markers) are detected
        /// </summary>
        /// <param name="tags"></param>
        private void OnARTagsDetected(ARTag[] tags)
        {
            // check player/skeleton assignment with AR tags
            if (playerSkeleton == null)
            {
                // get the AR tags which are assigned to the player
                List <ARTag> playerARTags = tags.Where(t => capturyConfig.arTagIDs.Contains(t.id)).ToList();
                foreach (var tag in playerARTags)
                {
                    CapturySkeleton skel = GetAttachedSkeleton(tag);
                    if (skel != null)
                    {
                        if (skel.playerID == -1)
                        {
                            AssignPlayerToSkeleton(skel);
                        }
                        else
                        {
                            Debug.Log("Skeleton " + skel.id + " is already assigned to player " + skel.playerID);
                        }
                    }
                }
            }

            if (debugARTags)
            {
                ShowARTags(tags);
                arTagsUpdated = true;
            }
        }
Exemple #2
0
        /// <summary>
        /// Instantiates and sets the given avatarPrefab for the CapturySkeleton
        /// </summary>
        /// <param name="skel"></param>
        /// <param name="avatarPrefab"></param>
        private void SetAvatar(CapturySkeleton skel, GameObject avatarPrefab)
        {
            GameObject avatar = Instantiate(avatarPrefab);

            DontDestroyOnLoad(avatar);
            avatar.SetActive(true);
            if (skel.mesh != null)
            {
                // destroy old avatar
                DestroyImmediate(skel.mesh);
            }
            skel.mesh           = avatar;
            skel.retargetTarget = ConvertGameObjectToCapturyActor(avatar);
            skel.originalMesh   = avatarPrefab;


/*            CapturyActor actor = new CapturyActor();
 *          actor = (CapturyActor)Marshal.PtrToStructure(x, typeof(CapturyActor));
 *
 *          // no? we need to convert it
 *          CapturySkeleton skeleton = new CapturySkeleton();
 *          networkPlugin.ConvertActor(actor, x, ref skeleton);
 *
 *
 *          CapturyActor srcActor = new CapturyActor();
 *          srcActor = (CapturyActor)Marshal.PtrToStructure(skel.rawData, typeof(CapturyActor));
 *          CapturySkeleton srcSkel = new CapturySkeleton();
 *          networkPlugin.ConvertActor(srcActor, skel.rawData, ref srcSkel);
 */
            liveGenerateMapping(skel.rawData, skel.retargetTarget);
        }
Exemple #3
0
        //===============================================
        // helper function to map an actor to a skeleton
        //===============================================
        public void ConvertActor(CapturyActor actor, IntPtr actorData, ref CapturySkeleton skel)
        {
            if (skel == null)
            {
                Debug.Log("Null skeleton reference");
                return;
            }

            // copy data over
            skel.name    = System.Text.Encoding.UTF8.GetString(actor.name);
            skel.id      = actor.id;
            skel.rawData = actorData;

            // create joints
            int szStruct = Marshal.SizeOf(typeof(CapturyJoint));

            skel.joints = new CapturySkeletonJoint[actor.numJoints];
            for (uint i = 0; i < actor.numJoints; i++)
            {
                // marshall the joints into a new joint struct
                CapturyJoint joint = new CapturyJoint();
                joint = (CapturyJoint)Marshal.PtrToStructure(new IntPtr(actor.joints.ToInt64() + (szStruct * i)), typeof(CapturyJoint));

                skel.joints[i]      = new CapturySkeletonJoint();
                skel.joints[i].name = System.Text.Encoding.ASCII.GetString(joint.name);
                int jpos = skel.joints[i].name.IndexOf("\0");
                skel.joints[i].name = skel.joints[i].name.Substring(0, jpos);
                skel.joints[i].offset.Set(joint.ox, joint.oy, joint.oz);
                skel.joints[i].orientation.Set(joint.rx, joint.ry, joint.rz);
                skel.joints[i].parent = joint.parent;

                //Debug.Log ("Got joint " + skel.joints[i].name + " at " + joint.ox + joint.oy + joint.oz);
            }
        }
Exemple #4
0
        /// <summary>
        /// Called when a new captury skeleton is found
        /// </summary>
        /// <param name="skeleton"></param>
        private void OnSkeletonFound(CapturySkeleton skeleton)
        {
            Debug.Log("CapturyAvatarManager found skeleton with id " + skeleton.id + " and name " + skeleton.name);

            lock (newSkeletons)
            {
                newSkeletons.Add(skeleton);
            }
        }
Exemple #5
0
        /// <summary>
        /// Can be called from a multiplayer manager to set the skeletons playerID
        /// </summary>
        /// <param name="skeletonID">Captury Skeleton id</param>
        /// <param name="playerID">Networking Player id</param>
        public void SetSkeletonPlayerID(int skeletonID, int playerID)
        {
            CapturySkeleton skel = trackedSkeletons.First(s => s.id == skeletonID);

            if (skel != null)
            {
                skel.playerID = playerID;
            }
        }
Exemple #6
0
        /// <summary>
        /// Assigns the local player to the given <see cref="CapturySkeleton"/>.
        /// </summary>
        /// <param name="skeleton"></param>
        private void AssignPlayerToSkeleton(CapturySkeleton skeleton)
        {
            // instantiate the local player avatar
            GameObject avatarPrefab = GetAvatarPrefab(capturyConfig.avatarID, true);

            SetAvatar(skeleton, avatarPrefab);
            playerSkeleton = skeleton;

            Transform  left   = null;
            Transform  right  = null;
            Transform  head   = null;
            GameObject avatar = skeleton.mesh.gameObject;

            Component[] trafos = avatar.transform.GetComponentsInChildren <Transform>();
            foreach (Transform child in trafos)
            {
                if (child.name.EndsWith(AVATAR_LEFT_HAND_TRANSFORM_NAME))
                {
                    left = child;
                }
                if (child.name.EndsWith(AVATAR_RIGHT_HAND_TRANSFORM_NAME))
                {
                    right = child;
                }
                if (child.name.EndsWith(AVATAR_HEAD_TRANSFORM_NAME))
                {
                    head = child;
                }
            }
            if (left != null && right != null)
            {
                capturyLeapIntegration.setTargetModel(left, right, skeleton.id);
            }
            else
            {
                Debug.Log("Cannot find hands on target avatar with name '" + AVATAR_LEFT_HAND_TRANSFORM_NAME + "' and '" + AVATAR_RIGHT_HAND_TRANSFORM_NAME + "'");
            }

            if (head != null)
            {
                transformFollower.Target = head;
            }
            else
            {
                Debug.Log("Cannot find head on target avatar with name " + AVATAR_HEAD_TRANSFORM_NAME);
            }

            if (PlayerAssignmentChanged != null)
            {
                PlayerAssignmentChanged(playerSkeleton.id, true);
            }
            Debug.Log("Assigned local player to skeleton with name " + skeleton.name + " and id " + skeleton.id);
        }
Exemple #7
0
 /// <summary>
 /// Called when a captury skeleton is lost
 /// </summary>
 /// <param name="skeleton"></param>
 private void OnSkeletonLost(CapturySkeleton skeleton)
 {
     Debug.Log("CapturyAvatarManager lost skeleton with id " + skeleton.id + " and name " + skeleton.name);
     lock (lostSkeletons)
     {
         lostSkeletons.Add(skeleton);
     }
     // clear the assignment between local player and the skelton if it's lost
     if (IsLocalPlayer(skeleton))
     {
         ClearPlayerAssignment();
     }
 }
Exemple #8
0
        public void setRotationConstraint(int id, string jointName, Transform t)
        {
            if (skeletons.ContainsKey(id))
            {
                Debug.Log("Cannot set rotation for " + jointName + ": no skeleton with id " + id);
                return;
            }
            else
            {
                Debug.Log("Set " + jointName + "-rotation to " + t);
            }
            communicationMutex.WaitOne();
            CapturySkeleton skel = skeletons[id];

            communicationMutex.ReleaseMutex();

            int index;

            if (jointsWithConstraints.ContainsKey(jointName))
            {
                index = jointsWithConstraints[jointName];
            }
            else
            {
                index = 0;
                foreach (CapturySkeletonJoint j in skel.joints)
                {
                    if (j.name == jointName)
                    {
                        break;
                    }
                    ++index;
                }
                if (index == skel.joints.Length)
                {
                    Debug.Log("Cannot set constraint for joint " + jointName + ": no such joint");
                    return;
                }
            }

            //        CapturySkeletonJoint jnt = skel.joints[index];
            Vector3 euler    = ConvertToEulerAngles(ConvertRotationToLive(t.rotation));
            IntPtr  rotation = Marshal.AllocHGlobal(12);

            Marshal.StructureToPtr(euler, rotation, false);
            Captury_setRotationConstraint(id, index, rotation, Captury_getTime(), 1.0f);
            Marshal.FreeHGlobal(rotation);
        }
Exemple #9
0
        /// <summary>
        /// Checks if the <see cref="ARTag"/> is attached to the <see cref="CapturySkeleton"/> by comparing their positions
        /// </summary>
        /// <param name="tag"></param>
        /// <param name="skel"></param>
        /// <returns></returns>
        private bool IsAttachedToSkeleton(ARTag tag, CapturySkeleton skel)
        {
            float threshold = 0.5f;

            foreach (var joint in skel.joints)
            {
                if (joint != null && joint.transform != null)
                {
                    // TODO check if local / global position
                    if (Vector3.Distance(tag.translation, joint.transform.position) < threshold)
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
Exemple #10
0
        /// <summary>
        /// Clears the assignment of the local player with an skeleton
        /// </summary>
        private void ClearPlayerAssignment()
        {
            if (playerSkeleton == null)
            {
                Debug.LogError("Trying to clear player assignment, but playerSkeleton == null");
                return;
            }

            if (PlayerAssignmentChanged != null)
            {
                PlayerAssignmentChanged(playerSkeleton.id, false);
            }

            playerSkeleton.playerID = -1;
            capturyLeapIntegration.setTargetModel(null, null, -1);
            transformFollower.Target = null;
            playerSkeleton           = null;
        }
Exemple #11
0
 /// <summary>
 /// Return true if the given skeleton is the local player skeleton
 /// </summary>
 /// <param name="skeleton"></param>
 /// <returns></returns>
 private bool IsLocalPlayer(CapturySkeleton skeleton)
 {
     return(skeleton.Equals(playerSkeleton));
 }
Exemple #12
0
        //================================================
        // This function continously looks for new actors
        // It runs in a separate thread
        //================================================
        void lookForActors()
        {
            while (!communicationFinished)
            {
                // wait for actorCheckTimeout ms before continuing
                //            Debug.Log ("Going to sleep...");
                Thread.Sleep(actorCheckTimeout);
                //            Debug.Log ("Waking up...");

                // now look for new data

                // try to connect to captury live
                if (!isSetup)
                {
                    if (Captury_connect(host, port) == 1 && Captury_synchronizeTime() != 0)
                    {
                        isSetup = true;
                        Debug.Log("Successfully opened port to Captury Live");
                        Debug.Log("The time difference is " + Captury_getTimeOffset());
                    }
                    else
                    {
                        Debug.Log(String.Format("Unable to connect to Captury Live at {0}:{1} ", host, port));
                    }

                    IntPtr cameraData = IntPtr.Zero;
                    int    numCameras = Captury_getCameras(out cameraData);
                    if (numCameras > 0 && cameraData != IntPtr.Zero)
                    {
                        cameraPositions    = new Vector3[numCameras];
                        cameraOrientations = new Quaternion[numCameras];
                        int szStruct = Marshal.SizeOf(typeof(CapturyCamera)) + 192; // this offset is here to take care of implicit padding
                        for (uint i = 0; i < numCameras; i++)
                        {
                            CapturyCamera camera = new CapturyCamera();
                            camera = (CapturyCamera)Marshal.PtrToStructure(new IntPtr(cameraData.ToInt64() + (szStruct * i)), typeof(CapturyCamera));
                            // Debug.Log("camera " + camera.id.ToString("x") + " (" + camera.positionX + ", "  + camera.positionY + ","  + camera.positionZ + ") (" +
                            // camera.orientationX + ", "  + camera.orientationY + ","  + camera.orientationZ + ") ss: (" + camera.sensorWidth + ", " + camera.sensorHeight + ") fl:" +
                            // camera.focalLength + " lc: (" + camera.lensCenterX + ", " + camera.lensCenterY + ") ");
                            cameraPositions[i]    = ConvertPosition(new Vector3(camera.positionX, camera.positionY, camera.positionZ));
                            cameraOrientations[i] = ConvertRotation(new Vector3(camera.orientationX, camera.orientationY, camera.orientationZ));
                        }
                        // Fire cameras changed event
                        if (CamerasChanged != null)
                        {
                            CamerasChanged(cameraPositions, cameraOrientations);
                        }
                    }
                }
                if (isSetup)
                {
                    // grab actors
                    IntPtr actorData = IntPtr.Zero;
                    int    numActors = Captury_getActors(out actorData);
                    if (numActors > 0 && actorData != IntPtr.Zero)
                    {
                        Debug.Log(String.Format("Received {0} actors", numActors));

                        // create actor struct
                        int szStruct = Marshal.SizeOf(typeof(CapturyActor)) + 4; // implicit padding
                        for (uint i = 0; i < numActors; i++)
                        {
                            // get an actor
                            CapturyActor actor = new CapturyActor();
                            actor = (CapturyActor)Marshal.PtrToStructure(new IntPtr(actorData.ToInt64() + (szStruct * i)), typeof(CapturyActor));

                            // check if we already have it in our dictionary
                            if (skeletons.ContainsKey(actor.id)) // access to actors does not need to be locked here because the other thread is read-only
                            {
                                communicationMutex.ReleaseMutex();
                                actorFound[actor.id] = 5;
                                continue;
                            }
                            Debug.Log("Found new actor " + actor.id);

                            // no? we need to convert it
                            IntPtr          actorPointer = new IntPtr(actorData.ToInt64() + (szStruct * i));
                            CapturySkeleton skeleton     = new CapturySkeleton();
                            ConvertActor(actor, actorData, ref skeleton);

                            if (SkeletonFound != null)
                            {
                                SkeletonFound(skeleton);
                            }

                            //  and add it to the list of actors we are processing, making sure this is secured by the mutex
                            communicationMutex.WaitOne();
                            actorPointers.Add(actor.id, actorPointer);
                            skeletons.Add(actor.id, skeleton);
                            actorFound.Add(actor.id, 5);
                            communicationMutex.ReleaseMutex();
                        }
                    }

                    if (!isConnected)
                    {
                        if (Captury_startStreaming(streamARTags ? 5 : 1) == 1)
                        {
                            Debug.Log("Successfully started streaming data");
                            isConnected = true;
                        }
                        else
                        {
                            Debug.LogWarning("failed to start streaming");
                        }
                    }

                    // reduce the actor countdown by one for each actor
                    int[] keys = new int[actorFound.Keys.Count];
                    actorFound.Keys.CopyTo(keys, 0);
                    foreach (int key in keys)
                    {
                        actorFound[key]--;
                    }
                }

                // remove all actors that were not found in the past few actor checks
                //            Debug.Log ("Updating actor structure");
                communicationMutex.WaitOne();
                List <int> unusedKeys = new List <int>();
                foreach (KeyValuePair <int, int> kvp in actorFound)
                {
                    if (kvp.Value <= 0)
                    {
                        if (SkeletonLost != null)
                        {
                            Debug.Log("lost skeleton. telling all my friends.");
                            SkeletonLost(skeletons[kvp.Key]);
                        }

                        // remove actor
                        actorPointers.Remove(kvp.Key);
                        skeletons.Remove(kvp.Key);
                        unusedKeys.Add(kvp.Key);
                    }
                }
                communicationMutex.ReleaseMutex();
                //            Debug.Log ("Updating actor structure done");

                // clear out actorfound structure
                foreach (int key in unusedKeys)
                {
                    actorFound.Remove(key);
                }

                // look for current transformation of bones with markers - the head

/*                foreach (KeyValuePair<int, IntPtr> kvp in actorPointers)
 *              {
 *                  int id = kvp.Key;
 *
 *                  // find the index of the head joint
 *                  int headJointIndex = -1;
 *                  for (int i = 0; i < skeletons[id].joints.Length; ++i)
 *                  {
 *                      if (skeletons[id].joints[i].name.EndsWith(headJointName))
 *                      {
 *                          headJointIndex = i;
 *                          break;
 *                      }
 *                  }
 *                  if (headJointIndex == -1)
 *                  {
 *                      Debug.Log("no head joint for skeleton " + id);
 *                      continue;
 *                  }
 *
 *                  // get the transform and store it in headTransforms
 *                  IntPtr trafo = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(CapturyTransform)));
 *                  UInt64 timestamp = Captury_getMarkerTransform(kvp.Value, headJointIndex, trafo);
 *                  // is there a constraint for this joint that is not older than 500ms?
 *                  if (timestamp != 0)
 *                  {
 *                      CapturyTransform t = (CapturyTransform)Marshal.PtrToStructure(trafo, typeof(CapturyTransform));
 *                      communicationMutex.WaitOne();
 *                      if (headTransforms.ContainsKey(id))
 *                      {
 *                          // this is a new transform. the other thread should have a look at it.
 *                          if (headTransforms[id].timestamp < timestamp)
 *                              headTransforms[id].consumed = false;
 *                      }
 *                      else
 *                      {
 *                          headTransforms[id] = new CapturyMarkerTransform();
 *                          headTransforms[id].bestAccuracy = 0.95f;
 *                          // if the new transform is actually already old mark it as old directly
 *                          if (timestamp > Captury_getTime() - 500000)
 *                              headTransforms[id].consumed = false;
 *                          else
 *                              headTransforms[id].consumed = true;
 *                      }
 *                      headTransforms[id].rotation = ConvertRotation(new Vector3(t.rx * 180 / (float)Math.PI, t.ry * 180 / (float)Math.PI, t.rz * 180 / (float)Math.PI));
 *                      headTransforms[id].translation = ConvertPosition(new Vector3(t.tx, t.ty, t.tz));
 *                      headTransforms[id].timestamp = timestamp;
 *                      communicationMutex.ReleaseMutex();
 *                      //                    Debug.Log(string.Format("transform for actor.joint {0}.{1} is good, really t {2}, delta now {3}", id, headJointIndex, timestamp, Captury_getTime() - timestamp));
 *                  }
 *                  else
 *                  {
 *                      communicationMutex.WaitOne();
 *                      headTransforms.Remove(id);
 *                      communicationMutex.ReleaseMutex();
 *                  }
 *                  Marshal.FreeHGlobal(trafo);
 *              }*/
            }

            Debug.Log("Disconnecting");
            // make sure we disconnect
            Captury_disconnect();
            isSetup     = false;
            isConnected = false;
        }
Exemple #13
0
        //============================
        // this is run once per frame
        //============================
        void Update()
        {
            // only perform if we are actually connected
            if (!isConnected)
            {
                return;
            }

            // make sure we lock access before doing anything
            //            Debug.Log ("Starting pose update...");
            communicationMutex.WaitOne();

            // fetch current pose for all skeletons
            foreach (KeyValuePair <int, CapturySkeleton> kvp in skeletons)
            {
                // get the actor id
                int actorID = kvp.Key;

                // check if the actor is mapped to something, if not, ignore
                if (skeletons[actorID].mesh == null)
                {
                    continue;
                }

                // get pointer to pose
                IntPtr poseData = Captury_getCurrentPose(actorPointers[actorID]);

                // check if we actually got data, if not, continue
                if (poseData == IntPtr.Zero)
                {
                    // something went wrong, get error message
                    IntPtr msg    = Captury_getLastErrorMessage();
                    string errmsg = Marshal.PtrToStringAnsi(msg);
                    Debug.Log("Stream error: " + errmsg);
                    Captury_freeErrorMessage(msg);
                }
                else
                {
                    //Debug.Log("received pose for " + actorID);

                    // convert the pose
                    CapturyPose pose;
                    if (skeletons[actorID].retargetTarget != IntPtr.Zero)
                    {
                        if (!skeletons[actorID].upToDate)
                        {
                            CapturyActor    actor      = (CapturyActor)Marshal.PtrToStructure(skeletons[actorID].retargetTarget, typeof(CapturyActor));
                            CapturySkeleton skel       = skeletons[actorID];
                            String[]        jointNames = new String[skel.joints.Length];
                            for (int i = 0; i < jointNames.Length; ++i)
                            {
                                jointNames[i] = skel.joints[i].name;
                            }

                            IntPtr rawData = skel.rawData;
                            ConvertActor(actor, skeletons[actorID].retargetTarget, ref skel);
                            skeletons[actorID].joints       = skel.joints;
                            skeletons[actorID].rawData      = rawData;
                            skeletons[actorID].mesh         = skel.mesh;
                            skeletons[actorID].originalMesh = skel.originalMesh;
                            skeletons[actorID].upToDate     = true;

                            for (int i = 0; i < skel.joints.Length; ++i)
                            {
                                bool found = false;
                                for (int n = 0; n < jointNames.Length; ++n)
                                {
                                    if (skel.joints[i].name.EndsWith(jointNames[n]) || jointNames[n].EndsWith(skel.joints[i].name))
                                    {
                                        found = true;
                                        break;
                                    }
                                }
                                if (!found)
                                {
                                    skel.joints[i].transform         = null;
                                    skel.joints[i].originalTransform = null;
                                }
                            }
                        }

                        IntPtr retargetedPose = liveRetarget(skeletons[actorID].rawData, skeletons[actorID].retargetTarget, poseData);
                        pose = (CapturyPose)Marshal.PtrToStructure(retargetedPose, typeof(CapturyPose));
                    }
                    else
                    {
                        pose = (CapturyPose)Marshal.PtrToStructure(poseData, typeof(CapturyPose));
                    }

                    // copy the data into a float array
                    float[] values = new float[pose.numValues * 6];
                    Marshal.Copy(pose.values, values, 0, pose.numValues * 6);

                    Vector3 pos = new Vector3();
                    Vector3 rot = new Vector3();

                    // now loop over all joints
                    for (int jointID = 0; jointID < skeletons[actorID].joints.Length; jointID++)
                    {
                        // ignore any joints that do not map to a transform
                        if (skeletons[actorID].joints[jointID].transform == null)
                        {
                            continue;
                        }

                        // set offset and rotation
                        int baseIndex = jointID * 6;
                        pos.Set(values[baseIndex + 0], values[baseIndex + 1], values[baseIndex + 2]);
                        skeletons[actorID].joints[jointID].transform.position = ConvertPosition(pos) + offsetToWorld;
                        rot.Set(values[baseIndex + 3], values[baseIndex + 4], values[baseIndex + 5]);
                        skeletons[actorID].joints[jointID].transform.rotation = ConvertRotation(rot) * skeletons[actorID].joints[jointID].originalTransform.rotation;
                    }

                    // finally, free the pose data again, as we are finished
                    Captury_freePose(poseData);
                }
            }

            // get artags
            IntPtr arTagData = Captury_getCurrentARTags();

            // check if we actually got data, if not, continue
            if (arTagData == IntPtr.Zero)
            {
                // something went wrong, get error message
                //IntPtr msg = Captury_getLastErrorMessage();
                //string errmsg = Marshal.PtrToStringAnsi(msg);
                //Captury_freeErrorMessage(msg);
            }
            else
            {
                IntPtr at = arTagData;
                int    num;
                for (num = 0; num < 100; ++num)
                {
                    CapturyARTag arTag = (CapturyARTag)Marshal.PtrToStructure(at, typeof(CapturyARTag));
                    if (arTag.id == -1)
                    {
                        break;
                    }
                    Array.Resize(ref arTags, num + 1);
                    arTags[num]             = new ARTag();
                    arTags[num].id          = arTag.id;
                    arTags[num].translation = ConvertPosition(new Vector3(arTag.ox, arTag.oy, arTag.oz));
                    arTags[num].rotation    = ConvertRotation(Quaternion.LookRotation(new Vector3(arTag.nx, arTag.ny, arTag.nz)).eulerAngles);
                    at = new IntPtr(at.ToInt64() + Marshal.SizeOf(typeof(CapturyARTag)));
                }
                if (num != 0 && ARTagsDetected != null)
                {
                    ARTagsDetected(arTags);
                }
                else
                {
                    Array.Resize(ref arTags, 0);
                }

                Captury_freeARTags(arTagData);
            }

            communicationMutex.ReleaseMutex();
        }