void Update() { #if (UNITY_IPHONE || UNITY_ANDROID) && UNITY_EDITOR // no tracking on ios while in editor return; #endif if (TrackerStatus != 0) { // find device orientation currentOrientation = GetDeviceOrientation(); // check if orientation or camera device changed if (currentOrientation != Orientation || currentDevice != device) { OpenCamera(currentOrientation, currentDevice); Orientation = currentOrientation; device = currentDevice; texture = null; } // grab current frame and start face tracking VisageTrackerNative._grabFrame(); TrackerStatus = VisageTrackerNative._track(); // update tracker status and translation and rotation VisageTrackerNative._get3DData(out Translation.x, out Translation.y, out Translation.z, out Rotation.x, out Rotation.y, out Rotation.z); for (int i = 0; i < ControllableObjects.Length; i++) { ControllableObjects[i].transform.position = startingPositions[i] + Translation; ControllableObjects[i].transform.rotation = Quaternion.Euler(startingRotations[i] + Rotation); } transform.position = Translation; transform.rotation = Quaternion.Euler(Rotation); VisageTrackerNative._getCameraInfo(out Focus, out ImageWidth, out ImageHeight); float aspect = ImageWidth / (float)ImageHeight; float yRange = (ImageWidth > ImageHeight) ? 1.0f : 1.0f / aspect; Camera.main.fieldOfView = Mathf.Rad2Deg * 2.0f * Mathf.Atan(yRange / Focus); VisageTrackerNative._getFaceModel(out VertexNumber, vertices, out TriangleNumber, triangles, texCoords); // vertices if (Vertices.Length != VertexNumber) { Vertices = new Vector3[VertexNumber]; } for (int i = 0; i < VertexNumber; i++) { Vertices [i] = new Vector3(vertices [i * 3 + 0], vertices [i * 3 + 1], vertices [i * 3 + 2]); } // triangles if (Triangles.Length != TriangleNumber) { Triangles = new int[TriangleNumber * 3]; } for (int i = 0; i < TriangleNumber * 3; i++) { Triangles [i] = triangles [i]; } // tex coords if (TexCoords.Length != VertexNumber) { TexCoords = new Vector2[VertexNumber]; } for (int i = 0; i < VertexNumber; i++) { TexCoords[i] = new Vector2(modelTexCoords[i].x, modelTexCoords[i].y); //new Vector2 (texCoords [i * 2 + 0], texCoords [i * 2 + 1]); } } else { VisageTrackerNative._grabFrame(); TrackerStatus = VisageTrackerNative._track(); } RefreshImage(); // create mesh meshFilter.mesh.Clear(); if (currentEffect == FaceEffect.Tiger) { for (int i = 0; i < ControllableObjects.Length; i++) { ControllableObjects[i].transform.position -= new Vector3(0, 0, 10000); } meshFilter.mesh.vertices = Vertices; meshFilter.mesh.triangles = Triangles; meshFilter.mesh.uv = TexCoords; meshFilter.mesh.uv2 = TexCoords; ; meshFilter.mesh.RecalculateNormals(); meshFilter.mesh.RecalculateBounds(); } }
void Update() { #if (UNITY_IPHONE || UNITY_ANDROID) && UNITY_EDITOR // no tracking on ios while in editor return; #endif if (masterTrackingController.CurrentTracker != 0) { return; } if (isTracking) { // find device orientation currentOrientation = GetDeviceOrientation(); // check if orientation or camera device changed if (currentOrientation != Orientation || currentDevice != device) { OpenCamera(currentOrientation, currentDevice, defaultCameraWidth, defaultCameraHeight, isMirrored); Orientation = currentOrientation; device = currentDevice; texture = null; } // grab current frame and start face tracking VisageTrackerNative._grabFrame(); TrackerStatus = VisageTrackerNative._track(); // update tracker status and translation and rotation VisageTrackerNative._get3DData(out Translation.x, out Translation.y, out Translation.z, out Rotation.x, out Rotation.y, out Rotation.z); this.transform.position = Translation; this.transform.rotation = Quaternion.Euler(Rotation); VisageTrackerNative._getCameraInfo(out Focus, out ImageWidth, out ImageHeight); float aspect = ImageWidth / (float)ImageHeight; float yRange = (ImageWidth > ImageHeight) ? 1.0f : 1.0f / aspect; Camera.main.fieldOfView = Mathf.Rad2Deg * 2.0f * Mathf.Atan(yRange / Focus); VisageTrackerNative._getFaceModel(out VertexNumber, vertices, out TriangleNumber, triangles, texCoords); // vertices if (Vertices.Length != VertexNumber) { Vertices = new Vector3[VertexNumber]; } for (int i = 0; i < VertexNumber; i++) { Vertices [i] = new Vector3(vertices [i * 3 + 0], vertices [i * 3 + 1], vertices [i * 3 + 2]); } // triangles if (Triangles.Length != TriangleNumber) { Triangles = new int[TriangleNumber * 3]; } for (int i = 0; i < TriangleNumber * 3; i++) { Triangles [i] = triangles [i]; } // tex coords if (TexCoords.Length != VertexNumber) { TexCoords = new Vector2[VertexNumber]; } for (int i = 0; i < VertexNumber; i++) { TexCoords[i] = new Vector2(modelTexCoords[i].x, modelTexCoords[i].y); //new Vector2 (texCoords [i * 2 + 0], texCoords [i * 2 + 1]); } // action unit values VisageTrackerNative._getActionUnitValues(values); ActionUnitValues = values; } RefreshImage(); meshFilter.mesh.Clear(); }
/** This method is called every frame. * * It fetches the tracking data from the tracker and transforms controlled objects accordingly. * It also fetches vertex, triangle and texture coordinate data to generate 3D face model from the tracker. * And lastly it refreshes the video frame texture with the new frame data. * */ void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } #if (UNITY_IPHONE || UNITY_ANDROID) && UNITY_EDITOR // no tracking on ios while in editor return; #endif // update tracker status, translation and rotation int trackStatus; if (isTracking) { currentOrientation = getDeviceOrientation(); // check if orientation or camera device changed if (currentOrientation != Orientation || currentDevice != device) { OpenCamera(currentOrientation, currentDevice, defaultCameraWidth, defaultCameraHeight, isMirrored); Orientation = currentOrientation; device = currentDevice; Frame = null; } // grab new frame and start face tracking on it VisageTrackerNative._grabFrame(); trackStatus = VisageTrackerNative._track(); VisageTrackerNative._get3DData(out Translation.x, out Translation.y, out Translation.z, out Rotation.x, out Rotation.y, out Rotation.z); TrackerStatus = (TrackStatus)trackStatus; // isTracking = TrackerStatus != 0; } // exit if no tracking if (TrackerStatus == TrackStatus.Off) { return; } // set correct camera field of view GetCameraInfo(); #if UNITY_ANDROID //waiting to get information about frame width and height if (ImageWidth == 0 || ImageHeight == 0) { return; } #endif // update gaze direction float[] gazeDirection = new float[2]; VisageTrackerNative._getGazeDirection(gazeDirection); GazeDirection = new Vector2(gazeDirection [0] * Mathf.Rad2Deg, gazeDirection [1] * Mathf.Rad2Deg); // get image RefreshImage(); // get action units if (ActionUnitsEnabled) { RefreshActionUnits(); } }