MoveTrainee.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Kinect = Windows.Kinect;
using System.Runtime.InteropServices;
public class MoveTrainee : MonoBehaviour
{
// [DllImport("NtKinectDll")]
// private static extern System.IntPtr getKinect();
// [DllImport("NtKinectDll")]
// private static extern int setSkeleton(System.IntPtr kinect, System.IntPtr data, System.IntPtr state, System.IntPtr id);
int bodyCount = 6;
int jointCount = 25;
//public Material BoneMaterial;
public GameObject BodySourceManager;
private Dictionary<ulong, GameObject> _Bodies = new Dictionary<ulong, GameObject>();
private BodySourceManager _BodyManager;
public GameObject humanoid;
CharacterSkeleton skeleton;
public bool mirror = true;
public bool move = true;
private System.IntPtr kinect;
void Start()
{
skeleton = new CharacterSkeleton(humanoid);
}
private Dictionary<Kinect.JointType, Kinect.JointType> _BoneMap = new Dictionary<Kinect.JointType, Kinect.JointType>()
{
{ Kinect.JointType.FootLeft, Kinect.JointType.AnkleLeft },
{ Kinect.JointType.AnkleLeft, Kinect.JointType.KneeLeft },
{ Kinect.JointType.KneeLeft, Kinect.JointType.HipLeft },
{ Kinect.JointType.HipLeft, Kinect.JointType.SpineBase },
{ Kinect.JointType.FootRight, Kinect.JointType.AnkleRight },
{ Kinect.JointType.AnkleRight, Kinect.JointType.KneeRight },
{ Kinect.JointType.KneeRight, Kinect.JointType.HipRight },
{ Kinect.JointType.HipRight, Kinect.JointType.SpineBase },
{ Kinect.JointType.HandTipLeft, Kinect.JointType.HandLeft },
{ Kinect.JointType.ThumbLeft, Kinect.JointType.HandLeft },
{ Kinect.JointType.HandLeft, Kinect.JointType.WristLeft },
{ Kinect.JointType.WristLeft, Kinect.JointType.ElbowLeft },
{ Kinect.JointType.ElbowLeft, Kinect.JointType.ShoulderLeft },
{ Kinect.JointType.ShoulderLeft, Kinect.JointType.SpineShoulder },
{ Kinect.JointType.HandTipRight, Kinect.JointType.HandRight },
{ Kinect.JointType.ThumbRight, Kinect.JointType.HandRight },
{ Kinect.JointType.HandRight, Kinect.JointType.WristRight },
{ Kinect.JointType.WristRight, Kinect.JointType.ElbowRight },
{ Kinect.JointType.ElbowRight, Kinect.JointType.ShoulderRight },
{ Kinect.JointType.ShoulderRight, Kinect.JointType.SpineShoulder },
{ Kinect.JointType.SpineBase, Kinect.JointType.SpineMid },
{ Kinect.JointType.SpineMid, Kinect.JointType.SpineShoulder },
{ Kinect.JointType.SpineShoulder, Kinect.JointType.Neck },
{ Kinect.JointType.Neck, Kinect.JointType.Head },
};
void Update()
{
float[] data1 = new float[bodyCount * jointCount * 3];
int[] state = new int[bodyCount * jointCount];
int[] id = new int[bodyCount];
GCHandle gch = GCHandle.Alloc(data1, GCHandleType.Pinned);
GCHandle gch2 = GCHandle.Alloc(state, GCHandleType.Pinned);
GCHandle gch3 = GCHandle.Alloc(id, GCHandleType.Pinned);
if (BodySourceManager == null)
{
return;
}
_BodyManager = BodySourceManager.GetComponent<BodySourceManager>();
if (_BodyManager == null)
{
return;
}
Kinect.Body[] data = _BodyManager.GetData();
if (data == null)
{
return;
}
List<ulong> trackedIds = new List<ulong>();
foreach (var body in data)
{
if (body == null)
{
continue;
}
if (body.IsTracked)
{
trackedIds.Add(body.TrackingId);
}
}
List<ulong> knownIds = new List<ulong>(_Bodies.Keys);
// First delete untracked bodies
foreach (ulong trackingId in knownIds)
{
if (!trackedIds.Contains(trackingId))
{
Destroy(_Bodies[trackingId]);
_Bodies.Remove(trackingId);
}
}
foreach (var body in data)
{
if (body == null)
{
continue;
}
if (body.IsTracked)
{
if (!_Bodies.ContainsKey(body.TrackingId))
{
_Bodies[body.TrackingId] = CreateBodyObject(body.TrackingId);
}
RefreshBodyObject(body, _Bodies[body.TrackingId]);
}
}
}
private GameObject CreateBodyObject(ulong id)
{
GameObject body = new GameObject("Body:" + id);
for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
{
GameObject jointObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
//LineRenderer lr = jointObj.AddComponent<LineRenderer>();
//lr.SetVertexCount(2);
//lr.material = BoneMaterial;
//lr.SetWidth(0.05f, 0.05f);
jointObj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
jointObj.name = jt.ToString();
jointObj.transform.parent = body.transform;
}
return body;
}
private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject)
{
float[] data1 = new float[bodyCount * jointCount * 3];
int[] state = new int[bodyCount * jointCount];
int[] id1 = new int[bodyCount];
GCHandle gch = GCHandle.Alloc(data1, GCHandleType.Pinned);
GCHandle gch2 = GCHandle.Alloc(state, GCHandleType.Pinned);
GCHandle gch3 = GCHandle.Alloc(id1, GCHandleType.Pinned);
int i = -1;
for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
{
Kinect.Joint sourceJoint = body.Joints[jt];
//Debug.Log("body.Joints[jt]");
//Debug.Log(body.Joints[jt]);
//Debug.Log("jt");
//Debug.Log(jt);
//Debug.Log(body.Joints[jt].JointType);
//Debug.Log(sourceJoint.Position.X * 10);
//Debug.Log(sourceJoint.Position.Y * 10);
//Debug.Log(sourceJoint.Position.Z * 10);
Kinect.Joint? targetJoint = null;
if (_BoneMap.ContainsKey(jt))
{
targetJoint = body.Joints[_BoneMap[jt]];
}
Transform jointObj = bodyObject.transform.Find(jt.ToString());
jointObj.localPosition = GetVector3FromJoint(sourceJoint);
//Debug.Log(i);
i++;
data1[i] = sourceJoint.Position.X;
i++;
data1[i] = sourceJoint.Position.Y;
i++;
data1[i] = sourceJoint.Position.Z;
if ((sourceJoint.Position.X + sourceJoint.Position.Y + sourceJoint.Position.Z) != 0)
{
state[i - 2] = 1;
}
skeleton.trainee_set(data1, state, 0, true, true, body.Joints[jt], jointObj);
/*
LineRenderer lr = jointObj.GetComponent<LineRenderer>();
if (targetJoint.HasValue)
{
//Debug.Log(jointObj.localPosition);
//Debug.Log(GetVector3FromJoint(targetJoint.Value));
lr.SetPosition(0, jointObj.localPosition);
lr.SetPosition(1, GetVector3FromJoint(targetJoint.Value));
lr.SetColors(GetColorForState(sourceJoint.TrackingState), GetColorForState(targetJoint.Value.TrackingState));
}
else
{
lr.enabled = false;
}
*/
}
}
private static Color GetColorForState(Kinect.TrackingState state)
{
switch (state)
{
case Kinect.TrackingState.Tracked:
return Color.green;
case Kinect.TrackingState.Inferred:
return Color.red;
default:
return Color.black;
}
}
private static Vector3 GetVector3FromJoint(Kinect.Joint joint)
{
return new Vector3(joint.Position.X * 10, joint.Position.Y * 10, joint.Position.Z * 10);
}
}