Exemplo n.º 1
0
    void Update()
    {
        if (InfraredSourceManager == null)
        {
            return;
        }

        _InfraredManager = InfraredSourceManager.GetComponent <InfraredSourceManager>();
        if (_InfraredManager == null)
        {
            return;
        }

        GetComponent <Renderer>().material.mainTexture = _InfraredManager.GetInfraredTexture();
    }
Exemplo n.º 2
0
 void Update()
 {
     if (InfraredSourceManager == null)
     {
         return;
     }
     
     _InfraredManager = InfraredSourceManager.GetComponent<InfraredSourceManager>();
     if (_InfraredManager == null)
     {
         return;
     }
 
     gameObject.GetComponent<Renderer>().material.mainTexture = _InfraredManager.GetInfraredTexture();
 }
Exemplo n.º 3
0
    void Update()
    {
        if (InfraredSourceManager == null)
        {
            return;
        }

        _InfraredManager = InfraredSourceManager.GetComponent <InfraredSourceManager>();
        if (_InfraredManager == null)
        {
            return;
        }

        //gameObject.GetComponent<Renderer>().material.mainTexture = _InfraredManager.GetInfraredTexture();
        gameObject.GetComponent <Renderer>().material.SetTexture("_MainTex", _InfraredManager.GetInfraredTexture());
    }
Exemplo n.º 4
0
    void Start()
    {
        gameObject.GetComponent <Renderer>().material.SetTextureScale("_MainTex", new Vector2(-1, 1));

        //InfraredSourceManager를 담아준다.
        _InfraredManager = InfraredSourceManager.GetComponent <InfraredSourceManager>();
        //InfraredFrameSource의 FrameDescription를 담아준다.
        FrameDescription frameDesc = KinectSensor.GetDefault().InfraredFrameSource.FrameDescription;

        //텍스처들을 초기화 해준다.
        infraredTexture = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.BGRA32, false);
        resultTexture   = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.BGRA32, false);

        //_InfraredManager에서 적외선 카메라에 대한 텍스처를 받아와 적용시킨다.
        infraredTexture = _InfraredManager.GetInfraredTexture();
        //적외선 카메라 텍스처의 크기의 가로, 세로를 각각 저장한다.
        InfraredMapHiehgt = frameDesc.Height;
        InfraredMapWidth  = frameDesc.Width;

        //Renderer를 담아둔다.
        myRenderer = gameObject.GetComponent <Renderer>();

        //사용할 Mat을 용도에 맞게 초기화 시켜둔다.
        prevMat      = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_8UC1);  //1차원 행렬 선언
        sumMat       = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_32FC1); //1차원 행렬 선언
        avgMat       = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_32FC1); //1차원 행렬 선언
        convert32Mat = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_32FC1);
        convert8Mat  = new Mat(InfraredMapHiehgt, InfraredMapWidth, CvType.CV_8UC1);

        //평균을 내기위해 avgMat에 값을 넣어준다.
        double data = MAT_BUFFER_SIZE - 1;

        for (int i = 0; i < avgMat.height(); i++)
        {
            for (int j = 0; j < avgMat.width(); j++)
            {
                avgMat.put(i, j, data);
            }
        }

        //합영상을 위한 버퍼
        matBuffer = new CircularBuffer <Mat>(MAT_BUFFER_SIZE);
        sumCount  = 0;

        //파티클 오브젝트를 생성한다.
        ParticleObjInit();
    }
Exemplo n.º 5
0
    void Start()
    {
        _Sensor = KinectSensor.GetDefault();

        if (_Sensor != null)
        {
            _Reader_Depth = _Sensor.DepthFrameSource.OpenReader();
            _Data_Depth   = new ushort[_Sensor.DepthFrameSource.FrameDescription.LengthInPixels];
            var frameDesc = _Sensor.InfraredFrameSource.FrameDescription;
            Debug.Log("Width: " + frameDesc.Width + ", Height: " + frameDesc.Height);
            width  = frameDesc.Width;
            height = frameDesc.Height;

            depth_matrix  = new int[height, width];
            marker_object = GameObject.Find("InfraredManager");
            marker_script = marker_object.GetComponent <InfraredSourceManager>();
        }
    }
Exemplo n.º 6
0
    // Use this for initialization
    void Start()
    {
        if (BodySrcManager == null)
        {
            Debug.Log("Assgin Game Object with Body Source Manager");
        }
        else
        {
            bodyManager = BodySrcManager.GetComponent <BodySourceManager>();
        }

        marker_object = GameObject.Find("InfraredManager");
        marker_script = marker_object.GetComponent <InfraredSourceManager>();

        for (int i = 0; i < init_balls; i++)
        {
            my_balls.Add(CreateA(nowhere, -nowhere, 0));
        }
    }
    // Use this for initialization
    void Start()
    {
        // Get the description of the depth frames.
        infraredFrameDesc = KinectSensor.GetDefault().InfraredFrameSource.FrameDescription;
        depthFrameDesc = KinectSensor.GetDefault().DepthFrameSource.FrameDescription;
        depthWidth = depthFrameDesc.Width;
        depthHeight = depthFrameDesc.Height;

        // buffer for points mapped to camera space coordinate.
        cameraSpacePoints = new CameraSpacePoint[depthWidth * depthHeight];
        mapper = KinectSensor.GetDefault().CoordinateMapper;

        // get reference to infraredSourceManager (which is included in the distributed 'Kinect for Windows v2 Unity Plugin zip')
        multiSourceManagerScript = multiSourceManager.GetComponent<MultiSourceManager>();
        infraredSourceManagerScript = infraredSourceManager.GetComponent<InfraredSourceManager>();

        //最初はてきとーな場所に配置
        transform.position = new Vector3(0.0f, 10.0f, 10.0f);
    }
    // Use this for initialization
    void Start()
    {
        //配列初期化
        blocks = new TemplateLabel[blocknum];

        // get reference to infraredSourceManager (which is included in the distributed 'Kinect for Windows v2 Unity Plugin zip')
        multiSourceManagerScript = multiSourceManager.GetComponent<MultiSourceManager>();
        infraredSourceManagerScript = infraredSourceManager.GetComponent<InfraredSourceManager>();
    }