예제 #1
0
 void Update()
 {
     if (manager.KinectInitialized)
     {
         skeletonFrame = manager.SkeletonFrame;
         for (int i = 0; i < skeletonFrame.SkeletonData.Length; i++)
         {
             KinectWrapper.NuiSkeletonData skeletonData = skeletonFrame.SkeletonData[i];
             uint userId = skeletonData.dwTrackingID;
             if (skeletonData.eTrackingState == KinectWrapper.NuiSkeletonTrackingState.SkeletonTracked)
             {
                 users[i].transform.position = manager.kinectToWorld.MultiplyPoint3x4(skeletonData.Position);
             }
             //Move a cube to each users position;
         }
     }
 }
    //----------------------------------- end of public functions --------------------------------------//
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            if (instance != this)
            {
                Destroy(gameObject);
            }
        }
        //CalibrationText = GameObject.Find("CalibrationText");
        int hr = 0;

        try
        {
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesSkeleton |
                KinectWrapper.NuiInitializeFlags.UsesDepthAndPlayerIndex |
                (ComputeColorMap ? KinectWrapper.NuiInitializeFlags.UsesColor : 0));
            if (hr != 0)
            {
                throw new Exception("NuiInitialize Failed");
            }

            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero, 8);  // 0, 12,8
            if (hr != 0)
            {
                throw new Exception("Cannot initialize Skeleton Data");
            }

            depthStreamHandle = IntPtr.Zero;
            if(ComputeUserMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.DepthAndPlayerIndex,
                    KinectWrapper.Constants.DepthImageResolution, 0, 2, IntPtr.Zero, ref depthStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open depth stream");
                }
            }

            colorStreamHandle = IntPtr.Zero;
            if(ComputeColorMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.Color,
                    KinectWrapper.Constants.ColorImageResolution, 0, 2, IntPtr.Zero, ref colorStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open color stream");
                }
            }

            // set kinect elevation angle
            KinectWrapper.NuiCameraElevationSetAngle(SensorAngle);

            // init skeleton structures
            skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
                            {
                                SkeletonData = new KinectWrapper.NuiSkeletonData[KinectWrapper.Constants.NuiSkeletonCount]
                            };

            // values used to pass to smoothing function
            smoothParameters = new KinectWrapper.NuiTransformSmoothParameters();

            switch(smoothing)
            {
                case Smoothing.Default:
                    smoothParameters.fSmoothing = 0.5f;
                    smoothParameters.fCorrection = 0.5f;
                    smoothParameters.fPrediction = 0.5f;
                    smoothParameters.fJitterRadius = 0.05f;
                    smoothParameters.fMaxDeviationRadius = 0.04f;
                    break;
                case Smoothing.Medium:
                    smoothParameters.fSmoothing = 0.5f;
                    smoothParameters.fCorrection = 0.1f;
                    smoothParameters.fPrediction = 0.5f;
                    smoothParameters.fJitterRadius = 0.1f;
                    smoothParameters.fMaxDeviationRadius = 0.1f;
                    break;
                case Smoothing.Aggressive:
                    smoothParameters.fSmoothing = 0.7f;
                    smoothParameters.fCorrection = 0.3f;
                    smoothParameters.fPrediction = 1.0f;
                    smoothParameters.fJitterRadius = 1.0f;
                    smoothParameters.fMaxDeviationRadius = 1.0f;
                    break;
            }

            // init the tracking state filter
            trackingStateFilter = new TrackingStateFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for(int i = 0; i < trackingStateFilter.Length; i++)
            {
                trackingStateFilter[i] = new TrackingStateFilter();
                trackingStateFilter[i].Init();
            }

            // init the bone orientation filter
            boneOrientationFilter = new BoneOrientationsFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for(int i = 0; i < boneOrientationFilter.Length; i++)
            {
                boneOrientationFilter[i] = new BoneOrientationsFilter();
                boneOrientationFilter[i].Init();
            }

            // init the clipped legs filter
            clippedLegsFilter = new ClippedLegsFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for(int i = 0; i < clippedLegsFilter.Length; i++)
            {
                clippedLegsFilter[i] = new ClippedLegsFilter();
            }

            // init the bone orientation constraints
            boneConstraintsFilter = new BoneOrientationsConstraint();
            boneConstraintsFilter.AddDefaultConstraints();
            // init the self intersection constraints
            selfIntersectionConstraint = new SelfIntersectionConstraint();

            // create arrays for joint positions and joint orientations
            int skeletonJointsCount = (int)KinectWrapper.NuiSkeletonPositionIndex.Count;

            player1JointsTracked = new bool[skeletonJointsCount];
            player2JointsTracked = new bool[skeletonJointsCount];
            player1PrevTracked = new bool[skeletonJointsCount];
            player2PrevTracked = new bool[skeletonJointsCount];

            player1JointsPos = new Vector3[skeletonJointsCount];
            player2JointsPos = new Vector3[skeletonJointsCount];

            player1JointsOri = new Matrix4x4[skeletonJointsCount];
            player2JointsOri = new Matrix4x4[skeletonJointsCount];

            gestureTrackingAtTime = new float[KinectWrapper.Constants.NuiSkeletonMaxTracked];

            //create the transform matrix that converts from kinect-space to world-space
            Quaternion quatTiltAngle = new Quaternion();
            quatTiltAngle.eulerAngles = new Vector3(-SensorAngle, 0.0f, 0.0f);

            //float heightAboveHips = SensorHeight - 1.0f;

            // transform matrix - kinect to world
            //kinectToWorld.SetTRS(new Vector3(0.0f, heightAboveHips, 0.0f), quatTiltAngle, Vector3.one);
            kinectToWorld.SetTRS(new Vector3(0.0f, SensorHeight, 0.0f), quatTiltAngle, Vector3.one);
            flipMatrix = Matrix4x4.identity;
            flipMatrix[2, 2] = -1;

            instance = this;
            DontDestroyOnLoad(gameObject);
        }
        catch(DllNotFoundException e)
        {
            string message = "Please check the Kinect SDK installation.";
            Debug.LogError(message);
            Debug.LogError(e.ToString());
            if(CalibrationText != null)
                CalibrationText.GetComponent<GUIText>().text = message;

            return;
        }
        catch (Exception e)
        {
            string message = e.Message + " - " + KinectWrapper.GetNuiErrorString(hr);
            Debug.LogError(message);
            Debug.LogError(e.ToString());
            if(CalibrationText != null)
                CalibrationText.GetComponent<GUIText>().text = message;

            return;
        }

        if(ComputeUserMap)
        {
            // Initialize depth & label map related stuff
            usersMapSize = KinectWrapper.GetDepthWidth() * KinectWrapper.GetDepthHeight();
            usersLblTex = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
            usersMapColors = new Color32[usersMapSize];
            usersPrevState = new ushort[usersMapSize];

            usersDepthMap = new ushort[usersMapSize];
            usersHistogramMap = new float[8192];
        }

        if(ComputeColorMap)
        {
            // Initialize color map related stuff
            usersClrTex = new Texture2D(KinectWrapper.GetColorWidth(), KinectWrapper.GetColorHeight());

            colorImage = new Color32[KinectWrapper.GetColorWidth() * KinectWrapper.GetColorHeight()];
            usersColorMap = new byte[colorImage.Length << 2];
        }

        // try to automatically find the available avatar controllers in the scene
        if(Player1Avatars.Count == 0 && Player2Avatars.Count == 0)
        {
            AvatarController[] avatars = FindObjectsOfType(typeof(AvatarController)) as AvatarController[];

            foreach(AvatarController avatar in avatars)
            {
                Player1Avatars.Add(avatar.gameObject);
            }
        }

        // Initialize user list to contain ALL users.
        allUsers = new List<uint>();

        // Pull the AvatarController from each of the players Avatars.
        Player1Controllers = new List<AvatarController>();
        Player2Controllers = new List<AvatarController>();

        // Add each of the avatars' controllers into a list for each player.
        foreach(GameObject avatar in Player1Avatars)
        {
            if(avatar != null && avatar.activeInHierarchy)
            {
                Player1Controllers.Add(avatar.GetComponent<AvatarController>());
            }
        }

        foreach(GameObject avatar in Player2Avatars)
        {
            if(avatar != null && avatar.activeInHierarchy)
            {
                Player2Controllers.Add(avatar.GetComponent<AvatarController>());
            }
        }

        // create the list of gesture listeners
        gestureListeners = new List<KinectGestures.GestureListenerInterface>();

        foreach(MonoBehaviour script in GestureListeners)
        {
            if(script && (script is KinectGestures.GestureListenerInterface))
            {
                KinectGestures.GestureListenerInterface listener = (KinectGestures.GestureListenerInterface)script;
                gestureListeners.Add(listener);
            }
        }

        // GUI Text.
        if(CalibrationText != null)
        {
            CalibrationText.GetComponent<GUIText>().text = "WAITING FOR USERS";
        }

        Debug.Log("Waiting for users.");

        KinectInitialized = true;
    }
예제 #3
0
    void Awake()
    {
        int hr = 0;

        try
        {
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesSkeleton |
                                             KinectWrapper.NuiInitializeFlags.UsesDepthAndPlayerIndex |
                                             (ComputeColorMap ? KinectWrapper.NuiInitializeFlags.UsesColor : 0));
            if (hr != 0)
            {
                throw new Exception("NuiInitialize Failed");
            }

            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero,
                                                         8);              // 0, 12,8
            if (hr != 0)
            {
                throw new Exception("Cannot initialize Skeleton Data");
            }

            depthStreamHandle = IntPtr.Zero;
            if (ComputeUserMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen
                         (KinectWrapper.NuiImageType.DepthAndPlayerIndex,

                         KinectWrapper.Constants.DepthImageResolution, 0, 2, IntPtr.Zero, ref
                         depthStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open depth stream");
                }
            }

            colorStreamHandle = IntPtr.Zero;
            if (ComputeColorMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen
                         (KinectWrapper.NuiImageType.Color,

                         KinectWrapper.Constants.ColorImageResolution, 0, 2, IntPtr.Zero, ref
                         colorStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open color stream");
                }
            }

            // set kinect elevation angle
            KinectWrapper.NuiCameraElevationSetAngle(SensorAngle);

            // init skeleton structures
            skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
            {
                SkeletonData = new KinectWrapper.NuiSkeletonData
                               [KinectWrapper.Constants.NuiSkeletonCount]
            };

            // values used to pass to smoothing function
            smoothParameters = new
                               KinectWrapper.NuiTransformSmoothParameters();

            switch (smoothing)
            {
            case Smoothing.Default:
                smoothParameters.fSmoothing          = 0.5f;
                smoothParameters.fCorrection         = 0.5f;
                smoothParameters.fPrediction         = 0.5f;
                smoothParameters.fJitterRadius       = 0.05f;
                smoothParameters.fMaxDeviationRadius = 0.04f;
                break;

            case Smoothing.Medium:
                smoothParameters.fSmoothing          = 0.5f;
                smoothParameters.fCorrection         = 0.1f;
                smoothParameters.fPrediction         = 0.5f;
                smoothParameters.fJitterRadius       = 0.1f;
                smoothParameters.fMaxDeviationRadius = 0.1f;
                break;

            case Smoothing.Aggressive:
                smoothParameters.fSmoothing          = 0.7f;
                smoothParameters.fCorrection         = 0.3f;
                smoothParameters.fPrediction         = 1.0f;
                smoothParameters.fJitterRadius       = 1.0f;
                smoothParameters.fMaxDeviationRadius = 1.0f;
                break;
            }

            // create arrays for joint positions and joint orientations
            int skeletonJointsCount = (int)
                                      KinectWrapper.NuiSkeletonPositionIndex.Count;

            playerJointsTracked = new bool[skeletonJointsCount];
            playerPrevTracked   = new bool[skeletonJointsCount];

            playerJointsPos = new Vector3[skeletonJointsCount];


            //create the transform matrix that converts from kinect-space to world-space
            Quaternion quatTiltAngle = new Quaternion();
            quatTiltAngle.eulerAngles = new Vector3(-SensorAngle, 0.0f, 0.0f);

            //float heightAboveHips = SensorHeight - 1.0f;

            // transform matrix - kinect to world
            //kinectToWorld.SetTRS(new Vector3(0.0f, heightAboveHips, 0.0f), quatTiltAngle, Vector3.one);
            kinectToWorld.SetTRS(new Vector3(0.0f, SensorHeight, 0.0f), quatTiltAngle, Vector3.one);
            flipMatrix       = Matrix4x4.identity;
            flipMatrix[2, 2] = -1;

            instance = this;
        }
        catch (DllNotFoundException e)
        {
            string message = "Please check the Kinect SDK installation.";
            Debug.LogError(message);
            Debug.LogError(e.ToString());
            return;
        }
        catch (Exception e)
        {
            string message = e.Message + " - " +
                             KinectWrapper.GetNuiErrorString(hr);
            Debug.LogError(message);
            Debug.LogError(e.ToString());
            return;
        }

        if (ComputeUserMap)
        {
            // Initialize depth & label map related stuff
            usersMapSize = KinectWrapper.GetDepthWidth() *
                           KinectWrapper.GetDepthHeight();
            usersLblTex = new Texture2D(KinectWrapper.GetDepthWidth(),
                                        KinectWrapper.GetDepthHeight());
            usersMapColors = new Color32[usersMapSize];
            usersPrevState = new ushort[usersMapSize];

            usersDepthMap     = new ushort[usersMapSize];
            usersHistogramMap = new float[8192];
        }

        if (ComputeColorMap)
        {
            // Initialize color map related stuff
            usersClrTex = new Texture2D(KinectWrapper.GetColorWidth(),
                                        KinectWrapper.GetColorHeight());

            colorImage = new Color32[KinectWrapper.GetColorWidth() *
                                     KinectWrapper.GetColorHeight()];
            usersColorMap = new byte[colorImage.Length << 2];
        }


        // Initialize user list to contain ALL users.
        allUsers = new List <uint>();

        KinectInitialized = true;
    }
예제 #4
0
    /// <summary>
    /// This function usually works up to a second =)
    /// </summary>
    void InitializeKinect()
    {
        if (KinectText != null)
        {
            KinectText.text = "Starting Kinect initialization";
        }

        // Error code.
        int hr = 0;

        try
        {
            // Initialize kinect for skeleton tracking and video
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesColor | KinectWrapper.NuiInitializeFlags.UsesSkeleton);
            if (hr != 0)
            {
                if (KinectText != null)
                {
                    KinectText.text = "Failed to Initialize Kinect";
                }
                throw new Exception("NuiInitialize Failed");
            }

            // Initialize video
            colorStreamHandle = IntPtr.Zero;
            hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.Color,
                                                  KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref colorStreamHandle);
            if (hr != 0)
            {
                if (KinectText != null)
                {
                    KinectText.text = "Failed to Initialize Color Stream";
                }
                throw new Exception("Cannot open color stream");
            }

            // Initialize skeleton
            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero, 8);              // 0, 12,8
            if (hr != 0)
            {
                if (KinectText != null)
                {
                    KinectText.text = "Failed to Initialize Skeleton Stream";
                }
                throw new Exception("Cannot initialize Skeleton Data");
            }

            // init skeleton structures
            skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
            {
                SkeletonData = new KinectWrapper.NuiSkeletonData[KinectWrapper.Constants.NuiSkeletonCount]
            };

            // values used to pass to smoothing function
            smoothParameters                     = new KinectWrapper.NuiTransformSmoothParameters();
            smoothParameters.fSmoothing          = 0.5f;
            smoothParameters.fCorrection         = 0.5f;
            smoothParameters.fPrediction         = 0.5f;
            smoothParameters.fJitterRadius       = 0.05f;
            smoothParameters.fMaxDeviationRadius = 0.04f;

            // set kinect elevation angle
            //KinectWrapper.NuiCameraElevationSetAngle(15);
        }
        catch (DllNotFoundException e)
        {
            if (KinectText != null)
            {
                KinectText.text = "Please check the Kinect SDK installation.";
            }
            string message = "Please check the Kinect SDK installation.";
            Debug.LogError(message);
            Debug.LogError(e.ToString());
            return;
        }
        catch (Exception e)
        {
            string message = e.Message + " - " + KinectWrapper.GetNuiErrorString(hr);
            if (KinectText != null)
            {
                if ((uint)hr == (uint)KinectWrapper.NuiErrorCodes.DeviceNotConnected)
                {
                    KinectText.text = "O-ops, where is my kinect";//"Упс, де мій Кінект ???";
                }
                else if ((uint)hr == (uint)KinectWrapper.NuiErrorCodes.DeviceNotPowered)
                {
                    KinectText.text = "O-ops, why my kinect is not powered";//"Упс, чому Кінект не у розетці ???";
                }
                else if ((uint)hr == (uint)KinectWrapper.NuiErrorCodes.DeviceInUse)
                {
                    KinectText.text = "O-ops, why someone else is using my kinect";//"Упс, хто використовує мій Кінект ???";
                }
                else
                {
                    KinectText.text = message;
                }
            }
            Debug.LogError(message);
            return;
        }


        // Initialize color map related stuff
        usersClrTex = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
        if (SmallVideo)
        {
            usersClrRect = new Rect(10, 10, 160, 120);
        }
        else
        {
            usersClrRect = new Rect(10, 10, usersClrTex.width, usersClrTex.height);
        }

        colorImage = new Color32[KinectWrapper.GetDepthWidth() * KinectWrapper.GetDepthHeight()];

        KinectInitialized = true;
        if (KinectText != null)
        {
            KinectText.text = "Kinect initialization successful";
        }
    }
예제 #5
0
    void Start()
    {
        //_adaptiveUi = GameObject.Find("Cube").GetComponent<AdaptiveUi>(); // Waterstrong

        int hr = 0;

        try
        {
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesDepthAndPlayerIndex |
                                             KinectWrapper.NuiInitializeFlags.UsesSkeleton |
                                             KinectWrapper.NuiInitializeFlags.UsesColor);
            if (hr != 0)
            {
                throw new Exception("NuiInitialize Failed.");
            }

            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero, 8);              // 0, 12,8
            if (hr != 0)
            {
                throw new Exception("Cannot initialize Skeleton Data.");
            }

            depthStreamHandle = IntPtr.Zero;
            hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.DepthAndPlayerIndex,
                                                  KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref depthStreamHandle);
//			if (hr != 0)
//			{
//				throw new Exception("Cannot open depth stream.");
//			}

            colorStreamHandle = IntPtr.Zero;
            hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.Color,
                                                  KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref colorStreamHandle);
//			if (hr != 0)
//			{
//				throw new Exception("Cannot open color stream.");
//			}

            // set kinect elevation angle
            KinectWrapper.NuiCameraSetAngle((long)KinectAngle);

            // init skeleton structures
            skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
            {
                SkeletonData = new KinectWrapper.NuiSkeletonData[KinectWrapper.Constants.NuiSkeletonCount]
            };

            // values used to pass to smoothing function
            smoothParameters                     = new KinectWrapper.NuiTransformSmoothParameters();
            smoothParameters.fSmoothing          = 0.7f;  //0.5f;
            smoothParameters.fCorrection         = 0.0f;  //0.5f;
            smoothParameters.fPrediction         = 0.0f;  //0.5f;
            smoothParameters.fJitterRadius       = 0.05f;
            smoothParameters.fMaxDeviationRadius = 0.05f; // 0.04f;

            //                 Smoothing = 0.3f,
            //                 Correction = 0.0f,
            //                 Prediction = 0.0f,
            //                 JitterRadius = 1.0f,
            //                 MaxDeviationRadius = 0.5f
            //Smoothing = 1.0f,
            //Correction = 0.1f,
            //Prediction = 0.1f,
            //JitterRadius = 0.05f,
            //MaxDeviationRadius = 0.05f



            // create arrays for joint positions and joint orientations
            int skeletonJointsCount = (int)KinectWrapper.NuiSkeletonPositionIndex.Count;
            player1JointsTracked = new bool[skeletonJointsCount];
            player2JointsTracked = new bool[skeletonJointsCount];

            player1JointsPos = new Vector3[skeletonJointsCount];
            player2JointsPos = new Vector3[skeletonJointsCount];

            player1JointsOri = new Matrix4x4[skeletonJointsCount];
            player2JointsOri = new Matrix4x4[skeletonJointsCount];

            //create the transform matrix that converts from kinect-space to world-space
            Quaternion quat = new Quaternion();
            quat.eulerAngles = new Vector3(-KinectAngle, 0.0f, 0.0f);

            // transform matrix - kinect to world
            kinectToWorld.SetTRS(new Vector3(0.0f, SensorHeight, 0.0f), quat, Vector3.one);
            //quatToWorld = Quaternion.LookRotation(kinectToWorld.GetColumn(2), kinectToWorld.GetColumn(1));

            instance = this;
            DontDestroyOnLoad(gameObject);
            Debug.Log("success kinect.");

            // Waterstrong Add
            _motion = MotionFactory.CreateHandleChain();
            Debug.Log("motion chain success.");
        }
        catch (Exception e)
        {
            Debug.Log(e.Message + ", hr=" + hr.ToString());
            return;
        }

        // Initialize depth & label map related stuff
        usersMapSize   = KinectWrapper.GetDepthWidth() * KinectWrapper.GetDepthHeight();
        usersLblTex    = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
        usersMapColors = new Color[usersMapSize];

        /*
         * usersMapRect = new Rect(Screen.width - usersLblTex.width / 2,
         *                          Screen.height - usersLblTex.height / 2,
         *                          -usersLblTex.width / 2,
         *                          usersLblTex.height / 2);
         */

        usersMapRect = new Rect(Screen.width - 10,
                                Screen.height - 240 - 10,
                                -320,
                                240);

        if (DisplayColorMap)
        {
            usersClrTex = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
            //usersClrColors = new Color[usersMapSize];
            usersClrRect    = new Rect(Screen.width /**- usersLblTex.width / 2*/ /**- usersClrTex.width / 2*/, Screen.height - usersClrTex.height / 2, -usersClrTex.width / 2, usersClrTex.height / 2);
            usersMapRect.x -= usersLblTex.width / 2;

            colorImage = new Color32[usersMapSize];
        }

        usersDepthMap     = new short[usersMapSize];
        usersHistogramMap = new float[5000];

        // Initialize user list to contain ALL users.
        allUsers = new List <uint>();

        // Pull the AvatarController from each of the players Avatars.
        Player1Controllers = new List <AvatarController>();
        Player2Controllers = new List <AvatarController>();

        // Add each of the avatars' controllers into a list for each player.
        foreach (GameObject avatar in Player1Avatars)
        {
            Player1Controllers.Add(avatar.GetComponent <AvatarController>());
        }

        foreach (GameObject avatar in Player2Avatars)
        {
            Player2Controllers.Add(avatar.GetComponent <AvatarController>());
        }

        // GUI Text.
        CalibrationText = GameObject.Find("CalibrationText");
        if (CalibrationText != null)
        {
            CalibrationText.guiText.text = "WAITING FOR USERS";
        }

        Debug.Log("Waiting for users.");

        KinectInitialized = true;
    }
예제 #6
0
    void Start()
    {
        int hr = 0;

        try
        {
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesDepthAndPlayerIndex |
                KinectWrapper.NuiInitializeFlags.UsesSkeleton |
                (DisplayColorMap ? KinectWrapper.NuiInitializeFlags.UsesColor : 0));
            if (hr != 0)
            {
                throw new Exception("NuiInitialize Failed");
            }

            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero, 8);  // 0, 12,8
            if (hr != 0)
            {
                throw new Exception("Cannot initialize Skeleton Data");
            }

            depthStreamHandle = IntPtr.Zero;
            hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.DepthAndPlayerIndex,
                KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref depthStreamHandle);
            if (hr != 0)
            {
                throw new Exception("Cannot open depth stream");
            }

            colorStreamHandle = IntPtr.Zero;
            if(DisplayColorMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.Color,
                    KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref colorStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open color stream");
                }
            }

            // set kinect elevation angle
            KinectWrapper.NuiCameraSetAngle((long)KinectAngle);

            // init skeleton structures
            skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
                            {
                                SkeletonData = new KinectWrapper.NuiSkeletonData[KinectWrapper.Constants.NuiSkeletonCount]
                            };

            // values used to pass to smoothing function
            smoothParameters = new KinectWrapper.NuiTransformSmoothParameters();
            smoothParameters.fSmoothing = 0.5f;
            smoothParameters.fCorrection = 0.5f;
            smoothParameters.fPrediction = 0.5f;
            smoothParameters.fJitterRadius = 0.05f;
            smoothParameters.fMaxDeviationRadius = 0.04f;

            // create arrays for joint positions and joint orientations
            int skeletonJointsCount = (int)KinectWrapper.NuiSkeletonPositionIndex.Count;
            player1JointsTracked = new bool[skeletonJointsCount];
            player2JointsTracked = new bool[skeletonJointsCount];

            player1JointsPos = new Vector3[skeletonJointsCount];
            player2JointsPos = new Vector3[skeletonJointsCount];

            player1JointsOri = new Matrix4x4[skeletonJointsCount];
            player2JointsOri = new Matrix4x4[skeletonJointsCount];

            //create the transform matrix that converts from kinect-space to world-space
            Quaternion quat = new Quaternion();
            quat.eulerAngles = new Vector3(-KinectAngle, 0.0f, 0.0f);

            // transform matrix - kinect to world
            kinectToWorld.SetTRS(new Vector3(0.0f, SensorHeight, 0.0f), quat, Vector3.one);

            instance = this;
            DontDestroyOnLoad(gameObject);
        }
        catch (Exception e)
        {
            Debug.LogError(e.Message + " - " + KinectWrapper.GetNuiErrorString(hr));
            return;
        }

        // Initialize depth & label map related stuff
        usersMapSize = KinectWrapper.GetDepthWidth() * KinectWrapper.GetDepthHeight();
        usersLblTex = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
        usersMapColors = new Color[usersMapSize];
        usersMapRect = new Rect(Screen.width, Screen.height - usersLblTex.height / 2, -usersLblTex.width / 2, usersLblTex.height / 2);

        if(DisplayColorMap)
        {
            usersClrTex = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
            //usersClrColors = new Color[usersMapSize];
            usersClrRect = new Rect(Screen.width, Screen.height - usersClrTex.height / 2, -usersClrTex.width / 2, usersClrTex.height / 2);
            usersMapRect.x -= usersClrTex.width / 2;

            colorImage = new Color32[usersMapSize];
        }

        usersDepthMap = new short[usersMapSize];
        usersHistogramMap = new float[5000];

        // Initialize user list to contain ALL users.
        allUsers = new List<uint>();

        // Pull the AvatarController from each of the players Avatars.
        Player1Controllers = new List<AvatarController>();
        Player2Controllers = new List<AvatarController>();

        // Add each of the avatars' controllers into a list for each player.
        foreach(GameObject avatar in Player1Avatars)
        {
            Player1Controllers.Add(avatar.GetComponent<AvatarController>());
        }

        foreach(GameObject avatar in Player2Avatars)
        {
            Player2Controllers.Add(avatar.GetComponent<AvatarController>());
        }

        // GUI Text.
        CalibrationText = GameObject.Find("CalibrationText");
        if(CalibrationText != null)
        {
            CalibrationText.guiText.text = "WAITING FOR USERS";
        }

        Debug.Log("Waiting for users.");

        KinectInitialized = true;
    }
    void Awake()
    {
        WrapperTools.EnsureKinectWrapperPresence();
        int hr = 0;

        try
        {
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesSkeleton |
                                             KinectWrapper.NuiInitializeFlags.UsesDepthAndPlayerIndex);
            if (hr != 0)
            {
                throw new Exception("NuiInitialize Failed");
            }

            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero, 8);              // 0, 12,8
            if (hr != 0)
            {
                throw new Exception("Cannot initialize Skeleton Data");
            }

            depthStreamHandle = IntPtr.Zero;

            // set kinect elevation angle
            KinectWrapper.NuiCameraElevationSetAngle(SensorAngle);

            // init skeleton structures
            skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
            {
                SkeletonData = new KinectWrapper.NuiSkeletonData[KinectWrapper.Constants.NuiSkeletonCount]
            };

            // values used to pass to smoothing function
            smoothParameters = new KinectWrapper.NuiTransformSmoothParameters();

            switch (smoothing)
            {
            case Smoothing.Default:
                smoothParameters.fSmoothing          = 0.5f;
                smoothParameters.fCorrection         = 0.5f;
                smoothParameters.fPrediction         = 0.5f;
                smoothParameters.fJitterRadius       = 0.05f;
                smoothParameters.fMaxDeviationRadius = 0.04f;
                break;

            case Smoothing.Medium:
                smoothParameters.fSmoothing          = 0.5f;
                smoothParameters.fCorrection         = 0.1f;
                smoothParameters.fPrediction         = 0.5f;
                smoothParameters.fJitterRadius       = 0.1f;
                smoothParameters.fMaxDeviationRadius = 0.1f;
                break;

            case Smoothing.Aggressive:
                smoothParameters.fSmoothing          = 0.7f;
                smoothParameters.fCorrection         = 0.3f;
                smoothParameters.fPrediction         = 1.0f;
                smoothParameters.fJitterRadius       = 1.0f;
                smoothParameters.fMaxDeviationRadius = 1.0f;
                break;
            }

            // init the tracking state filter
            trackingStateFilter = new TrackingStateFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for (int i = 0; i < trackingStateFilter.Length; i++)
            {
                trackingStateFilter[i] = new TrackingStateFilter();
                trackingStateFilter[i].Init();
            }

            // init the bone orientation filter
            boneOrientationFilter = new BoneOrientationsFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for (int i = 0; i < boneOrientationFilter.Length; i++)
            {
                boneOrientationFilter[i] = new BoneOrientationsFilter();
                boneOrientationFilter[i].Init();
            }

            // init the clipped legs filter
            clippedLegsFilter = new ClippedLegsFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for (int i = 0; i < clippedLegsFilter.Length; i++)
            {
                clippedLegsFilter[i] = new ClippedLegsFilter();
            }

            // init the bone orientation constraints
            boneConstraintsFilter = new BoneOrientationsConstraint();
            boneConstraintsFilter.AddDefaultConstraints();
            // init the self intersection constraints
            selfIntersectionConstraint = new SelfIntersectionConstraint();

            // create arrays for joint positions and joint orientations
            int skeletonJointsCount = (int)KinectWrapper.NuiSkeletonPositionIndex.Count;

            player1JointsTracked = new bool[skeletonJointsCount];
            player1PrevTracked   = new bool[skeletonJointsCount];

            player1JointsPos = new Vector3[skeletonJointsCount];

            player1JointsOri = new Matrix4x4[skeletonJointsCount];

            gestureTrackingAtTime = new float[KinectWrapper.Constants.NuiSkeletonMaxTracked];

            //create the transform matrix that converts from kinect-space to world-space
            Quaternion quatTiltAngle = new Quaternion();
            quatTiltAngle.eulerAngles = new Vector3(-SensorAngle, 0.0f, 0.0f);

            //float heightAboveHips = SensorHeight - 1.0f;

            // transform matrix - kinect to world
            kinectToWorld.SetTRS(new Vector3(0.0f, SensorHeight, 0.0f), quatTiltAngle, Vector3.one);
            flipMatrix       = Matrix4x4.identity;
            flipMatrix[2, 2] = -1;
        }
        catch (DllNotFoundException e)
        {
            string message = "Please check the Kinect SDK installation.";
            Debug.LogError(message);
            Debug.LogError(e.ToString());

            return;
        }
        catch (Exception e)
        {
            string message = e.Message + " - " + KinectWrapper.GetNuiErrorString(hr);
            Debug.LogError(message);
            Debug.LogError(e.ToString());

            return;
        }

        // Initialize user list to contain ALL users.
        allUsers = new List <uint>();

        KinectInitialized = true;
    }
예제 #8
0
    //----------------------------------- end of public functions --------------------------------------//
    void Start()
    {
        CalibrationText = GameObject.Find("CalibrationText");
        int hr = 0;

        try
        {
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesDepthAndPlayerIndex |
                KinectWrapper.NuiInitializeFlags.UsesSkeleton |
                (ComputeColorMap ? KinectWrapper.NuiInitializeFlags.UsesColor : 0));
            if (hr != 0)
            {
                throw new Exception("NuiInitialize Failed");
            }

            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero, 8);  // 0, 12,8
            if (hr != 0)
            {
                throw new Exception("Cannot initialize Skeleton Data");
            }

            depthStreamHandle = IntPtr.Zero;
            if(ComputeUserMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.DepthAndPlayerIndex,
                    KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref depthStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open depth stream");
                }
            }

            colorStreamHandle = IntPtr.Zero;
            if(ComputeColorMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.Color,
                    KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref colorStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open color stream");
                }
            }

            // set kinect elevation angle
            KinectWrapper.NuiCameraElevationSetAngle(SensorAngle);

            // init skeleton structures
            skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
                            {
                                SkeletonData = new KinectWrapper.NuiSkeletonData[KinectWrapper.Constants.NuiSkeletonCount]
                            };

            // values used to pass to smoothing function
            smoothParameters = new KinectWrapper.NuiTransformSmoothParameters();

            switch(smoothing)
            {
                case Smoothing.Default:
                    smoothParameters.fSmoothing = 0.5f;
                    smoothParameters.fCorrection = 0.5f;
                    smoothParameters.fPrediction = 0.5f;
                    smoothParameters.fJitterRadius = 0.05f;
                    smoothParameters.fMaxDeviationRadius = 0.04f;
                    break;
                case Smoothing.Medium:
                    smoothParameters.fSmoothing = 0.5f;
                    smoothParameters.fCorrection = 0.1f;
                    smoothParameters.fPrediction = 0.5f;
                    smoothParameters.fJitterRadius = 0.1f;
                    smoothParameters.fMaxDeviationRadius = 0.1f;
                    break;
                case Smoothing.Aggressive:
                    smoothParameters.fSmoothing = 0.7f;
                    smoothParameters.fCorrection = 0.3f;
                    smoothParameters.fPrediction = 1.0f;
                    smoothParameters.fJitterRadius = 1.0f;
                    smoothParameters.fMaxDeviationRadius = 1.0f;
                    break;
            }

            // init the tracking state filter
            trackingStateFilter = new TrackingStateFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for(int i = 0; i < trackingStateFilter.Length; i++)
            {
                trackingStateFilter[i] = new TrackingStateFilter();
                trackingStateFilter[i].Init();
            }

            // init the bone orientation filter
            boneOrientationFilter = new BoneOrientationsFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for(int i = 0; i < boneOrientationFilter.Length; i++)
            {
                boneOrientationFilter[i] = new BoneOrientationsFilter();
                boneOrientationFilter[i].Init();
            }

            // init the clipped legs filter
            clippedLegsFilter = new ClippedLegsFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for(int i = 0; i < clippedLegsFilter.Length; i++)
            {
                clippedLegsFilter[i] = new ClippedLegsFilter();
            }

            // init the bone orientation constraints
            boneConstraintsFilter = new BoneOrientationsConstraint();
            boneConstraintsFilter.AddDefaultConstraints();
            // init the self intersection constraints
            selfIntersectionConstraint = new SelfIntersectionConstraint();

            // create arrays for joint positions and joint orientations
            int skeletonJointsCount = (int)KinectWrapper.NuiSkeletonPositionIndex.Count;

            player1JointsTracked = new bool[skeletonJointsCount];
            player2JointsTracked = new bool[skeletonJointsCount];
            player1PrevTracked = new bool[skeletonJointsCount];
            player2PrevTracked = new bool[skeletonJointsCount];

            player1JointsPos = new Vector3[skeletonJointsCount];
            player2JointsPos = new Vector3[skeletonJointsCount];

            player1JointsOri = new Matrix4x4[skeletonJointsCount];
            player2JointsOri = new Matrix4x4[skeletonJointsCount];

            //create the transform matrix that converts from kinect-space to world-space
            Quaternion quatTiltAngle = new Quaternion();
            quatTiltAngle.eulerAngles = new Vector3(-SensorAngle, 0.0f, 0.0f);

            float heightAboveHips = SensorHeight - 1.0f;

            // transform matrix - kinect to world
            kinectToWorld.SetTRS(new Vector3(0.0f, heightAboveHips, 0.0f), quatTiltAngle, Vector3.one);
            flipMatrix = Matrix4x4.identity;
            flipMatrix[2, 2] = -1;

            instance = this;
            // roger> DontDestroyOnLoad(gameObject); // comment this, we want to reset and reopen kinect every time
        }
        catch (Exception e)
        {
            string message = e.Message + " - " + KinectWrapper.GetNuiErrorString(hr);
            Debug.LogError(message);
            if(CalibrationText != null)
                CalibrationText.guiText.text = message;

            return;
        }

        if(ComputeUserMap)
        {
            // Initialize depth & label map related stuff
            usersMapSize = KinectWrapper.GetDepthWidth() * KinectWrapper.GetDepthHeight();
            usersLblTex = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
            usersMapColors = new Color[usersMapSize];
            // roger> user map size
            usersMapRect = new Rect(Screen.width, Screen.height - usersLblTex.height / 2, -usersLblTex.width / 2, usersLblTex.height / 2);
            //usersMapRect = new Rect(0, 0, Screen.width, Screen.height);

            usersDepthMap = new short[usersMapSize];
            usersHistogramMap = new float[5000];
        }

        if(ComputeColorMap)
        {
            // Initialize color map related stuff
            usersClrTex = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
            //usersClrColors = new Color[usersMapSize];
            usersClrRect = new Rect(Screen.width, Screen.height - usersClrTex.height / 2, -usersClrTex.width / 2, usersClrTex.height / 2);

            if(ComputeUserMap)
                usersMapRect.x -= usersClrTex.width / 2;

            colorImage = new Color32[KinectWrapper.GetDepthWidth() * KinectWrapper.GetDepthHeight()];
        }

        // Initialize user list to contain ALL users.
        allUsers = new List<uint>();

        // Pull the AvatarController from each of the players Avatars.
        Player1Controllers = new List<TrainingAvatarController>();
        Player2Controllers = new List<TrainingAvatarController>();

        // Add each of the avatars' controllers into a list for each player.
        foreach(GameObject avatar in Player1Avatars)
        {
            if(avatar.activeInHierarchy)
            {
                Player1Controllers.Add(avatar.GetComponent<TrainingAvatarController>());
            }
        }

        foreach(GameObject avatar in Player2Avatars)
        {
            if(avatar.activeInHierarchy)
            {
                Player2Controllers.Add(avatar.GetComponent<TrainingAvatarController>());
            }
        }

        // GUI Text.
        if(CalibrationText != null)
        {
            CalibrationText.guiText.text = "WAITING FOR USERS";
        }

        Debug.Log("Waiting for users.");

        KinectInitialized = true;
    }
예제 #9
0
    //----------------------------------- end of public functions --------------------------------------//

    void Start()
    {
        //CalibrationText = GameObject.Find("CalibrationText");
        int hr = 0;

        try
        {
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesSkeleton |
                                             KinectWrapper.NuiInitializeFlags.UsesDepthAndPlayerIndex |
                                             (ComputeColorMap ? KinectWrapper.NuiInitializeFlags.UsesColor : 0));
            if (hr != 0)
            {
                throw new Exception("NuiInitialize Failed");
            }

            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero, 8);              // 0, 12,8
            if (hr != 0)
            {
                throw new Exception("Cannot initialize Skeleton Data");
            }

            _depthStreamHandle = IntPtr.Zero;
            if (ComputeUserMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.DepthAndPlayerIndex,
                                                      KinectWrapper.Constants.DepthImageResolution, 0, 2, IntPtr.Zero, ref _depthStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open depth stream");
                }
            }

            _colorStreamHandle = IntPtr.Zero;
            if (ComputeColorMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.Color,
                                                      KinectWrapper.Constants.ColorImageResolution, 0, 2, IntPtr.Zero, ref _colorStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open color stream");
                }
            }

            // set kinect elevation angle
            KinectWrapper.NuiCameraElevationSetAngle(SensorAngle);

            // init skeleton structures
            _skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
            {
                SkeletonData = new KinectWrapper.NuiSkeletonData[KinectWrapper.Constants.NuiSkeletonCount]
            };

            // values used to pass to smoothing function
            _smoothParameters = new KinectWrapper.NuiTransformSmoothParameters();

            switch (smoothing)
            {
            case Smoothing.Default:
                _smoothParameters.fSmoothing          = 0.5f;
                _smoothParameters.fCorrection         = 0.5f;
                _smoothParameters.fPrediction         = 0.5f;
                _smoothParameters.fJitterRadius       = 0.05f;
                _smoothParameters.fMaxDeviationRadius = 0.04f;
                break;

            case Smoothing.Medium:
                _smoothParameters.fSmoothing          = 0.5f;
                _smoothParameters.fCorrection         = 0.1f;
                _smoothParameters.fPrediction         = 0.5f;
                _smoothParameters.fJitterRadius       = 0.1f;
                _smoothParameters.fMaxDeviationRadius = 0.1f;
                break;

            case Smoothing.Aggressive:
                _smoothParameters.fSmoothing          = 0.7f;
                _smoothParameters.fCorrection         = 0.3f;
                _smoothParameters.fPrediction         = 1.0f;
                _smoothParameters.fJitterRadius       = 1.0f;
                _smoothParameters.fMaxDeviationRadius = 1.0f;
                break;
            }

            // create arrays for joint positions and joint orientations
            int skeletonJointsCount = (int)KinectWrapper.NuiSkeletonPositionIndex.Count;

            _player1JointsTracked = new bool[skeletonJointsCount];
            _player2JointsTracked = new bool[skeletonJointsCount];
            _player1PrevTracked   = new bool[skeletonJointsCount];
            _player2PrevTracked   = new bool[skeletonJointsCount];

            _player1JointsPos = new Vector3[skeletonJointsCount];
            _player2JointsPos = new Vector3[skeletonJointsCount];

            _player1JointsOri = new Matrix4x4[skeletonJointsCount];
            _player2JointsOri = new Matrix4x4[skeletonJointsCount];

            //create the transform matrix that converts from kinect-space to world-space
            Quaternion quatTiltAngle = new Quaternion();
            quatTiltAngle.eulerAngles = new Vector3(-SensorAngle, 0.0f, 0.0f);

            // transform matrix - kinect to world
            _kinectToWorld.SetTRS(new Vector3(0.0f, SensorHeight, 0.0f), quatTiltAngle, Vector3.one);
            _flipMatrix       = Matrix4x4.identity;
            _flipMatrix[2, 2] = -1;

            Instance = this;
            DontDestroyOnLoad(gameObject);
        }
        catch (DllNotFoundException e)
        {
            string message = "Please check the Kinect SDK installation.";
            Debug.LogError(message);
            Debug.LogError(e.ToString());

            return;
        }
        catch (Exception e)
        {
            string message = e.Message + " - " + KinectWrapper.GetNuiErrorString(hr);
            Debug.LogError(message);
            Debug.LogError(e.ToString());

            return;
        }

        // get the main camera rectangle
        Rect cameraRect = Camera.main.pixelRect;

        if (ComputeUserMap)
        {
            var displayMapsWidthPercent  = DisplayMapsWidthPercent / 100f;
            var displayMapsHeightPercent = displayMapsWidthPercent * KinectWrapper.GetDepthHeight() / KinectWrapper.GetDepthWidth();

            var displayWidth  = cameraRect.width * displayMapsWidthPercent;
            var displayHeight = cameraRect.width * displayMapsHeightPercent;

            // Initialize depth & label map related stuff
            _usersMapSize   = KinectWrapper.GetDepthWidth() * KinectWrapper.GetDepthHeight();
            _usersLblTex    = new Texture2D(KinectWrapper.GetDepthWidth(), KinectWrapper.GetDepthHeight());
            _usersMapColors = new Color32[_usersMapSize];
            _usersPrevState = new ushort[_usersMapSize];
            _usersMapRect   = new Rect(cameraRect.width - displayWidth, cameraRect.height, displayWidth, -displayHeight);

            _usersDepthMap     = new ushort[_usersMapSize];
            _usersHistogramMap = new float[8192];
        }

        if (ComputeColorMap)
        {
            var displayMapsWidthPercent  = DisplayMapsWidthPercent / 100f;
            var displayMapsHeightPercent = displayMapsWidthPercent * KinectWrapper.GetColorHeight() / KinectWrapper.GetColorWidth();

            var displayWidth  = cameraRect.width * displayMapsWidthPercent;
            var displayHeight = cameraRect.width * displayMapsHeightPercent;

            // Initialize color map related stuff
            _usersClrTex  = new Texture2D(KinectWrapper.GetColorWidth(), KinectWrapper.GetColorHeight());
            _usersClrRect = new Rect(cameraRect.width - displayWidth, cameraRect.height, displayWidth, -displayHeight);

            _colorImage    = new Color32[KinectWrapper.GetColorWidth() * KinectWrapper.GetColorHeight()];
            _usersColorMap = new byte[_colorImage.Length << 2];
        }


        // Initialize user list to contain ALL users.
        _allUsers = new List <uint>();

        Debug.Log("Waiting for users.");

        _kinectInitialized = true;
    }
예제 #10
0
    //----------------------------------- end of public functions --------------------------------------//
    void Start()
    {
        //CalibrationText = GameObject.Find("CalibrationText");
        int hr = 0;

        try
        {
            hr = KinectWrapper.NuiInitialize(KinectWrapper.NuiInitializeFlags.UsesSkeleton |
                KinectWrapper.NuiInitializeFlags.UsesDepthAndPlayerIndex |
                (ComputeColorMap ? KinectWrapper.NuiInitializeFlags.UsesColor : 0));
            if (hr != 0)
            {
                throw new Exception("NuiInitialize Failed");
            }

            hr = KinectWrapper.NuiSkeletonTrackingEnable(IntPtr.Zero, 8);  // 0, 12,8
            if (hr != 0)
            {
                throw new Exception("Cannot initialize Skeleton Data");
            }

            depthStreamHandle = IntPtr.Zero;
            if(ComputeUserMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.DepthAndPlayerIndex,
                    KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref depthStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open depth stream");
                }
            }

            colorStreamHandle = IntPtr.Zero;
            if(ComputeColorMap)
            {
                hr = KinectWrapper.NuiImageStreamOpen(KinectWrapper.NuiImageType.Color,
                    KinectWrapper.Constants.ImageResolution, 0, 2, IntPtr.Zero, ref colorStreamHandle);
                if (hr != 0)
                {
                    throw new Exception("Cannot open color stream");
                }
            }

            // set kinect elevation angle
            KinectWrapper.NuiCameraElevationSetAngle(SensorAngle);

            // init skeleton structures
            skeletonFrame = new KinectWrapper.NuiSkeletonFrame()
                            {
                                SkeletonData = new KinectWrapper.NuiSkeletonData[KinectWrapper.Constants.NuiSkeletonCount]
                            };

            // values used to pass to smoothing function
            smoothParameters = new KinectWrapper.NuiTransformSmoothParameters();

            switch(smoothing)
            {
                case Smoothing.Default:
                    smoothParameters.fSmoothing = 0.5f;
                    smoothParameters.fCorrection = 0.5f;
                    smoothParameters.fPrediction = 0.5f;
                    smoothParameters.fJitterRadius = 0.05f;
                    smoothParameters.fMaxDeviationRadius = 0.04f;
                    break;
                case Smoothing.Medium:
                    smoothParameters.fSmoothing = 0.5f;
                    smoothParameters.fCorrection = 0.1f;
                    smoothParameters.fPrediction = 0.5f;
                    smoothParameters.fJitterRadius = 0.1f;
                    smoothParameters.fMaxDeviationRadius = 0.1f;
                    break;
                case Smoothing.Aggressive:
                    smoothParameters.fSmoothing = 0.7f;
                    smoothParameters.fCorrection = 0.3f;
                    smoothParameters.fPrediction = 1.0f;
                    smoothParameters.fJitterRadius = 1.0f;
                    smoothParameters.fMaxDeviationRadius = 1.0f;
                    break;
            }

            // init the tracking state filter
            trackingStateFilter = new TrackingStateFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for(int i = 0; i < trackingStateFilter.Length; i++)
            {
                trackingStateFilter[i] = new TrackingStateFilter();
                trackingStateFilter[i].Init();
            }

            // init the bone orientation filter
            boneOrientationFilter = new BoneOrientationsFilter[KinectWrapper.Constants.NuiSkeletonMaxTracked];
            for(int i = 0; i < boneOrientationFilter.Length; i++)
            {
                boneOrientationFilter[i] = new BoneOrientationsFilter()