void Start() { leftHandCube = GameObject.CreatePrimitive(PrimitiveType.Cube); rightHandCube = GameObject.CreatePrimitive(PrimitiveType.Cube); sensor = Kinect.KinectSensor.GetDefault(); mapper = sensor.CoordinateMapper; depthFrameInfo = sensor.DepthFrameSource.FrameDescription; depthImg = new Texture2D(depthFrameInfo.Width, depthFrameInfo.Height, TextureFormat.RGB24, false); }
void Start() { // Get the description of the depth frames. depthFrameDesc = KinectSensor.GetDefault().DepthFrameSource.FrameDescription; // get reference to DepthSourceManager (which is included in the distributed 'Kinect for Windows v2 Unity Plugin zip') depthSourceManagerScript = depthSourceManager.GetComponent<DepthSourceManager> (); // allocate. depthBitmapBuffer = new byte[depthFrameDesc.LengthInPixels * 3]; texture = new Texture2D(depthFrameDesc.Width, depthFrameDesc.Height, TextureFormat.RGB24, false); // arrange size of gameObject to be drawn gameObject.transform.localScale = new Vector3 (scale * depthFrameDesc.Width / depthFrameDesc.Height, scale, 1.0f); }
// Use this for initialization void Start() { _Sensor = KinectSensor.GetDefault(); if (_Sensor != null) { _Reader = _Sensor.BodyIndexFrameSource.OpenReader(); bodyIndexFrameDescription = _Sensor.BodyIndexFrameSource.FrameDescription; if (!_Sensor.IsOpen) { _Sensor.Open(); } } }
void Start() { depthFrameDesc = KinectSensor.GetDefault().DepthFrameSource.FrameDescription; depthWidth = depthFrameDesc.Width; depthHeight = depthFrameDesc.Height; // buffer for points mapped to camera space coordinate. mapper = KinectSensor.GetDefault().CoordinateMapper; cameraSpacePoints = new CameraSpacePoint[depthWidth * depthHeight]; depthSourceManagerScript = depthSourceManager.GetComponent<DepthSourceManager>(); colorSourceManagerScript = colorSourceManager.GetComponent<ColorSourceManager>(); particles = new ParticleSystem.Particle[depthWidth * depthHeight]; color_reader = KinectSensor.GetDefault().ColorFrameSource.OpenReader(); colorFrameDesc = KinectSensor.GetDefault().ColorFrameSource.CreateFrameDescription(ColorImageFormat.Rgba); colorSpacePoints = new ColorSpacePoint[depthWidth * depthHeight]; color_array = new byte[colorFrameDesc.BytesPerPixel * colorFrameDesc.LengthInPixels]; }
void Start() { // Get the description of the depth frames. 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 DepthSourceManager (which is included in the distributed 'Kinect for Windows v2 Unity Plugin zip') depthSourceManagerScript = depthSourceManager.GetComponent<DepthSourceManager> (); // particles to be drawn particles = new ParticleSystem.Particle[depthWidth * depthHeight]; }
// 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); }
// Token: 0x06002C92 RID: 11410 RVA: 0x000DDCB2 File Offset: 0x000DC0B2 internal FrameDescription(IntPtr pNative) { this._pNative = pNative; FrameDescription.Windows_Kinect_FrameDescription_AddRefObject(ref this._pNative); }
/// <summary> /// Calculates the width of the Depth Frame pixels. /// </summary> /// <remarks> /// not shure if its color pixels or depth!!!!!!! /// </remarks> /// <returns>The pixel width.</returns> /// <param name="description">Description.</param> /// <param name="depth">Depth.</param> private double CalculatePixelWidth(FrameDescription description, ushort depth) { // measure the size of the pixel float hFov = description.HorizontalFieldOfView / 2; float numPixels = description.Width / 2; /* soh-cah-TOA * * TOA = tan(0) = O / A * T = tan( (horizontal FOV / 2) in radians ) * O = (frame width / 2) in mm * A = depth in mm * * O = A * T */ double T = Mathf.Tan((Mathf.PI * 180) / hFov); double pixelWidth = T * depth; return pixelWidth / numPixels; }
void Start() { // Get the description of the depth frames. 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 DepthSourceManager (which is included in the distributed 'Kinect for Windows v2 Unity Plugin zip') multiSourceManagerScript = multiSourceManager.GetComponent<MultiSourceManager> (); // point cloud pointCloud = new Vector3[depthWidth * depthHeight]; // crate mesh CreateMesh(depthWidth / downsampleSize, depthHeight / downsampleSize); transform.position = new Vector3(0.0f, 0.0f, 10.0f); }