public KinectCapture() { if (Instance == null) { Instance = this; } #region 创建关节物体 var joinObject = new GameObject("joinObject-关节"); joinObject.transform.SetParent(MInputKinect.InputKinect.transform); overlayHandLeft = new GameObject("leftOverlayObject-左手"); overlayHandRight = new GameObject("rightOverlayObject-右手"); overlayShoulderRight = new GameObject("rightShoulder-右肩"); overlayShoulderLeft = new GameObject("leftShoulder-左肩"); overlayTipLeft = new GameObject("leftOverlayTipObject-左指尖"); overlayTipRight = new GameObject("rightOverlayTipObject-右指尖"); overlaySpineBase = new GameObject("overlaySpineBaseObject-髋关节中心"); overlayHandRight.transform.position = Vector3.down * 10; overlayHandLeft.transform.position = Vector3.down * 10; overlayHandLeft.transform.SetParent(joinObject.transform); overlayHandRight.transform.SetParent(joinObject.transform); overlayShoulderRight.transform.SetParent(joinObject.transform); overlayShoulderLeft.transform.SetParent(joinObject.transform); overlayTipRight.transform.SetParent(joinObject.transform); overlayTipLeft.transform.SetParent(joinObject.transform); overlaySpineBase.transform.SetParent(joinObject.transform); #endregion }
private void Awake() { InputKinect = this; //实例化组件 var kinectManager = KinectConfig.mainCamera.gameObject.AddComponent <KinectManager>(); kinectManager.computeUserMap = true; kinectManager.computeColorMap = true; kinectGestureListener = KinectConfig.mainCamera.gameObject.AddComponent <KinectGestureListener>(); kinectManager.gestureListeners.Add(kinectGestureListener); leftHandInteract = new KinectHandInteract(1); rightHandInteract = new KinectHandInteract(0); kinectCapture = new KinectCapture(); userManager = new UserManager(); kinectGestureListener.OnInitialize(userManager); DontDestroyOnLoad(gameObject); }
/// <summary> /// 手动刷新Kinect坐标 /// </summary> public static void RefreshKinectPosition() { KinectCapture.RefreshKinectPosition(); }