void Update() { if (_Sensor == null) { return; } float yVal = Input.GetAxis("Horizontal"); float xVal = -Input.GetAxis("Vertical"); transform.Rotate( (xVal * Time.deltaTime * _Speed), (yVal * Time.deltaTime * _Speed), 0, Space.Self); if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); }
void Update() { mRawImage.texture = mMultiSource.GetColorTexture(); mRawDepth.texture = mMeasureDepth.mDepthTexture; }
// Update is called once per frame void Update() { if (_Sensor == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } //Generates a new point cloud every 30 fps if (_MultiManager.GetDepthData() != null) { CreatePointCloud(_MultiManager.GetDepthData(), _MultiManager.GetColorTexture()); } //DebugScript(pointCloud); if (pCloudReady && !structureReady) { generateStructure(); structure.transform.Rotate(new Vector3(-1 * rotate, 0, 180)); } else if (pCloudReady && structureReady) { RefreshData(); //takeDepthSnap(); } if (recordMovie) { if (!started) { startTime = Time.time; started = true; if (fileName.Equals("")) { fileName = "myMovie"; } myRecorder = new Recorder(fileName, H, W, skip); } recordFrame(); } if (structure != null) { //structure.transform.position = new Vector3(0, 100, -50); structure.transform.localScale = new Vector3(50, 50, 50); } }
private void Update() { if (_Sensor == null) { return; } if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _MultiManager.GetColorTexture(); UpdateData(_MultiManager.GetDepthData(), _MultiManager.GetColorTexture(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); }
void Update() { if (_Sensor == null) { return; } if (Input.GetButtonDown("Fire1")) { if (ViewMode == DepthViewMode.MultiSourceReader) { ViewMode = DepthViewMode.SeparateSourceReaders; } else { ViewMode = DepthViewMode.MultiSourceReader; } } float yVal = Input.GetAxis("Horizontal"); float xVal = -Input.GetAxis("Vertical"); transform.Rotate( (xVal * Time.deltaTime * _Speed), (yVal * Time.deltaTime * _Speed), 0, Space.Self); if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); }
private void Update() { mDepthData = mMultiSource.GetDepthData(); oldt = mMultiSource.GetColorTexture(); mdepthtexture = createtexture(); //Debug.Log(mDepthData[81795]); /*if (check()) * { * //Debug.Log(mDepthData[81795]); * sphere.GetComponent<Renderer>().material = m2; * //Debug.Log("Enter"); * } * else * { * sphere.GetComponent<Renderer>().material = m1; * //Debug.Log(mDepthData[81795]); * //Debug.Log(mDepthData[arraySize / 2]); * //Debug.Log("Exit"); * }*/ }
void Update() { // Back to main menu if (Input.GetKeyDown(KeyCode.Escape)) { UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu"); } _multiManager = KinectSource.GetComponent <MultiSourceManager>(); if (_sensor == null || KinectSource == null || _multiManager == null) { return; } var depthData = _multiManager.GetDepthData(); ColorSpacePoint[] colorSpacePoints = new ColorSpacePoint[depthData.Length]; _mapper.MapDepthFrameToColorSpace(depthData, colorSpacePoints); _kinectMesh.LoadDepthData(depthData, _multiManager.GetColorTexture(), colorSpacePoints, _multiManager.ColorWidth, _multiManager.ColorHeight); }
// Update is called once per frame void Update() { if (MultiSourceManager == null) { return; } _MultiSourceManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiSourceManager == null) { return; } switch (Type) { case MultiSourceViewType.COLOR: gameObject.GetComponent <Renderer>().material.mainTexture = _MultiSourceManager.GetColorTexture(); break; } }
// Update is called once per frame void Update() { if (depthManager == null) { return; } distances = depthManager.GetDepthData(); image = depthManager.GetColorTexture(); //Debug.Log(image.format); /* * Image<Gray, byte> depthImage = new Image<Gray, byte>(640, 480); * byte[] depthPixelData = new byte[512 * 424]; * for(int i = 0; i < distances.Length; i++) * { * depthPixelData[i] = (byte) (distances[i] / 31.37); * } * depthImage.Bytes = depthPixelData; * * Debug.Log(depthImage); */ }
void Update() { if (_Sensor == null) { return; } //點擊滑鼠右鍵切換單組資源配置或是多組資源配置。 if (Input.GetButtonDown("Fire1")) { if(ViewMode == DepthViewMode.MultiSourceReader) { ViewMode = DepthViewMode.SeparateSourceReaders; } else { ViewMode = DepthViewMode.MultiSourceReader; } } //使用上下左右鍵旋轉Mesh物件。 float yVal = Input.GetAxis("Horizontal"); float xVal = -Input.GetAxis("Vertical"); transform.Rotate( (xVal * Time.deltaTime * _Speed), (yVal * Time.deltaTime * _Speed), 0, Space.Self); //如果切換到了單組資源配置的執行工作。 if (ViewMode == DepthViewMode.SeparateSourceReaders) { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent<ColorSourceManager>(); if (_ColorManager == null) { return; } if (DepthSourceManager == null) { return; } _DepthManager = DepthSourceManager.GetComponent<DepthSourceManager>(); if (_DepthManager == null) { return; } gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture(); RefreshData(_DepthManager.GetData(), _ColorManager.ColorWidth, _ColorManager.ColorHeight); } else//如果切換到了多組資源配置的執行工作。 { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent<MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.renderer.material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); } }
private void Update() { // image of the camera to see yourself image.texture = sourceManager.GetColorTexture(); }
void Update() { _depthImage.texture = _multiManager.GetColorTexture(); }
void Update() { if (_Sensor == null) { return; } /*if (Input.GetButtonDown("Fire1")) * { * * if (ViewMode == DepthViewMode.MultiSourceReader) * { * ViewMode = DepthViewMode.SeparateSourceReaders; * } * else * { * ViewMode = DepthViewMode.MultiSourceReader; * } * } * * float yVal = Input.GetAxis("Horizontal"); * float xVal = -Input.GetAxis("Vertical"); * * transform.Rotate( * (xVal * Time.deltaTime * _Speed), * (yVal * Time.deltaTime * _Speed), * 0, * Space.Self);*/ if (ViewMode == DepthViewMode.SeparateSourceReaders) { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } if (DepthSourceManager == null) { return; } _DepthManager = DepthSourceManager.GetComponent <DepthSourceManager>(); if (_DepthManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _ColorManager.GetColorTexture(); RefreshData(_DepthManager.GetData(), //デプスマネージャーからushortのデプスデータ取ってきてる _ColorManager.ColorWidth, _ColorManager.ColorHeight); } else { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), //デプスマネージャーからushortのデプスデータ取ってきてる _MultiManager.ColorWidth, _MultiManager.ColorHeight); } for (int i = 0; i < detectedx.Count; i++) //複数手判定 { if (hand1x.Count == 0) { hand1x.Add(detectedx[i]); hand1y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand1x[0]) + Mathf.Abs(detectedy[i] - hand1y[0]) < avilabledistance) //計算量短縮のために二乗を使わないで距離判定 { hand1x.Add(detectedx[i]); hand1y.Add(detectedy[i]); } else { if (hand2x.Count == 0) { hand2x.Add(detectedx[i]); hand2y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand2x[0]) + Mathf.Abs(detectedy[i] - hand2y[0]) < avilabledistance) { hand2x.Add(detectedx[i]); hand2y.Add(detectedy[i]); } else { if (hand3x.Count == 0) { hand3x.Add(detectedx[i]); hand3y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand3x[0]) + Mathf.Abs(detectedy[i] - hand3y[0]) < avilabledistance) { hand3x.Add(detectedx[i]); hand3y.Add(detectedy[i]); } else { if (hand4x.Count == 0) { hand4x.Add(detectedx[i]); hand4y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand4x[0]) + Mathf.Abs(detectedy[i] - hand4y[0]) < avilabledistance) { hand4x.Add(detectedx[i]); hand4y.Add(detectedy[i]); } else { if (hand5x.Count == 0) { hand5x.Add(detectedx[i]); hand5y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand5x[0]) + Mathf.Abs(detectedy[i] - hand5y[0]) < avilabledistance) { hand5x.Add(detectedx[i]); hand5y.Add(detectedy[i]); } else { if (hand6x.Count == 0) { hand6x.Add(detectedx[i]); hand6y.Add(detectedy[i]); } else { if (Mathf.Abs(detectedx[i] - hand6x[0]) + Mathf.Abs(detectedy[i] - hand6y[0]) < avilabledistance) { hand6x.Add(detectedx[i]); hand6y.Add(detectedy[i]); } } } } } } } } } } } } } hand1ave(); hand2ave(); hand3ave(); hand4ave(); hand5ave(); hand6ave(); detectedx.Clear(); detectedy.Clear(); hand1x.Clear(); hand1y.Clear(); hand2x.Clear(); hand2y.Clear(); hand3x.Clear(); hand3y.Clear(); hand4x.Clear(); hand4y.Clear(); hand5x.Clear(); hand5y.Clear(); hand6x.Clear(); hand6y.Clear(); }
void Update() { if (_Sensor == null) { return; } if (Input.GetButtonDown("Fire1")) { if (updateTerrain == true) { updateTerrain = false; } else { updateTerrain = true; } } // // // // if(ViewMode == DepthViewMode.MultiSourceReader) // { // ViewMode = DepthViewMode.SeparateSourceReaders; // } // else // { // ViewMode = DepthViewMode.MultiSourceReader; // } // } float yVal = Input.GetAxis("Horizontal"); float xVal = -Input.GetAxis("Vertical"); //transform.Rotate (xVal, yVal, 0.0f); if (updateTerrain == true) { if (ViewMode == DepthViewMode.SeparateSourceReaders) { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } if (DepthSourceManager == null) { return; } _DepthManager = DepthSourceManager.GetComponent <DepthSourceManager>(); if (_DepthManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _ColorManager.GetColorTexture(); RefreshData(_DepthManager.GetData(), _ColorManager.ColorWidth, _ColorManager.ColorHeight); } else { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.GetComponent <Renderer>().material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); } } UpdateTransform(); }
// Update is called once per frame void Update() { mRawImage.texture = mMultiSource.GetColorTexture(); }
void Update() { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } if (DepthSourceView == null) { return; } _SourceView = DepthSourceView.GetComponent <DepthSourceView>(); if (_SourceView == null) { return; } if (_MultiManager.isReaderClosed()) { return; } _DepthData = _MultiManager.GetDepthData(); if (_DepthData == null) { return; } _ColorSpace = _SourceView.GetColorSpace(); if (_ColorSpace == null) { return; } _ColorData = _MultiManager.GetColorData(); if (_ColorData == null) { return; } _ColorTexture = _MultiManager.GetColorTexture(); if (_ColorTexture == null) { return; } ColorWidth = _MultiManager.ColorWidth; if (ColorWidth == 0) { return; } ColorHeight = _MultiManager.ColorHeight; if (ColorHeight == 0) { return; } //CustomMessages2.Instance.SendGeneralData(_MultiManager.ColorWidth, _MultiManager.ColorHeight); //CustomMessages2.Instance.SendWidth(_MultiManager.ColorWidth); //CustomMessages2.Instance.SendHeight(_MultiManager.ColorHeight); //Debug.Log("_DepthData.Length:" + _DepthData.Length); //CustomMessages2.Instance.Send(MsgTag.LENGTH, _DepthData.Length); //CustomMessages2.Instance.Send(MsgTag.COLOR_WIDTH, ColorWidth); //CustomMessages2.Instance.Send(MsgTag.COLOR_HEIGHT, ColorHeight); //Debug.Log("_colorspace.Length in sender is/...........:" + _ColorSpace.Length); //if (Time.fixedTime >= timeToGo) //Debug.Log("counter before if is: " + Counter); if (Counter % 60 == 0) { //Debug.Log("counter in if is: " + Counter); CustomMessages2.Instance.SendDepthData(MsgTag.DEPTH, _DepthData); CustomMessages2.Instance.SendColorData(MsgTag.COLOR, _ColorData); CustomMessages2.Instance.SendColorSpace(MsgTag.COLORSPACE, _ColorSpace); //timeToGo = Time.fixedTime + 0.01f; //Thread.Sleep(500); //Debug.Log("_Daepthdata in sender is" + _DepthData); /* * Debug.Log("DSPWidth: " + _MultiManager.DSPWidth); * Debug.Log("DSPHeight: " + _MultiManager.DSPHeight);*/ //CustomMessagesPointCloud.Instance.SendColorData(_ColorData); } Counter++; }
void Update() { if (_Sensor == null) { return; } //點擊滑鼠右鍵切換單組資源配置或是多組資源配置。 if (Input.GetButtonDown("Fire1")) { if (ViewMode == DepthViewMode.MultiSourceReader) { ViewMode = DepthViewMode.SeparateSourceReaders; } else { ViewMode = DepthViewMode.MultiSourceReader; } } //使用上下左右鍵旋轉Mesh物件。 float yVal = Input.GetAxis("Horizontal"); float xVal = -Input.GetAxis("Vertical"); transform.Rotate( (xVal * Time.deltaTime * _Speed), (yVal * Time.deltaTime * _Speed), 0, Space.Self); //如果切換到了單組資源配置的執行工作。 if (ViewMode == DepthViewMode.SeparateSourceReaders) { if (ColorSourceManager == null) { return; } _ColorManager = ColorSourceManager.GetComponent <ColorSourceManager>(); if (_ColorManager == null) { return; } if (DepthSourceManager == null) { return; } _DepthManager = DepthSourceManager.GetComponent <DepthSourceManager>(); if (_DepthManager == null) { return; } gameObject.renderer.material.mainTexture = _ColorManager.GetColorTexture(); RefreshData(_DepthManager.GetData(), _ColorManager.ColorWidth, _ColorManager.ColorHeight); } else //如果切換到了多組資源配置的執行工作。 { if (MultiSourceManager == null) { return; } _MultiManager = MultiSourceManager.GetComponent <MultiSourceManager>(); if (_MultiManager == null) { return; } gameObject.renderer.material.mainTexture = _MultiManager.GetColorTexture(); RefreshData(_MultiManager.GetDepthData(), _MultiManager.ColorWidth, _MultiManager.ColorHeight); } }
// Update is called once per frame void Update() { mRawImage.texture = mMultiSCource.GetColorTexture(); occluding.texture = mMeasureDepth.mdepthtexture; }