CharacterSkeleton.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Kinect = Windows.Kinect;
class CharacterSkeleton
{
public const int
// JointType
JointType_SpineBase = 0,
JointType_SpineMid = 1,
JointType_Neck = 2,
JointType_Head = 3,
JointType_ShoulderLeft = 4,
JointType_ElbowLeft = 5,
JointType_WristLeft = 6,
JointType_HandLeft = 7,
JointType_ShoulderRight = 8,
JointType_ElbowRight = 9,
JointType_WristRight = 10,
JointType_HandRight = 11,
JointType_HipLeft = 12,
JointType_KneeLeft = 13,
JointType_AnkleLeft = 14,
JointType_FootLeft = 15,
JointType_HipRight = 16,
JointType_KneeRight = 17,
JointType_AnkleRight = 18,
JointType_FootRight = 19,
JointType_SpineShoulder = 20,
JointType_HandTipLeft = 21,
JointType_ThumbLeft = 22,
JointType_HandTipRight = 23,
JointType_ThumbRight = 24,
// TrackingState
TrackingState_NotTracked = 0,
TrackingState_Inferred = 1,
TrackingState_Tracked = 2,
// Number
bodyCount = 6,
jointCount = 25;
private static int[] jointSegment = new int[] {
JointType_SpineBase, JointType_SpineMid, // Spine
JointType_Neck, JointType_Head, // Neck
// left
JointType_ShoulderLeft, JointType_ElbowLeft, // LeftUpperArm
JointType_ElbowLeft, JointType_WristLeft, // LeftLowerArm
JointType_WristLeft, JointType_HandLeft, // LeftHand
JointType_HipLeft, JointType_KneeLeft, // LeftUpperLeg
JointType_KneeLeft, JointType_AnkleLeft, // LeftLowerLeg6
JointType_AnkleLeft, JointType_FootLeft, // LeftFoot
// right
JointType_ShoulderRight, JointType_ElbowRight, // RightUpperArm
JointType_ElbowRight, JointType_WristRight, // RightLowerArm
JointType_WristRight, JointType_HandRight, // RightHand
JointType_HipRight, JointType_KneeRight, // RightUpperLeg
JointType_KneeRight, JointType_AnkleRight, // RightLowerLeg
JointType_AnkleRight, JointType_FootRight, // RightFoot
};
public Vector3[] joint = new Vector3[jointCount];
public int[] jointState = new int[jointCount];
Dictionary<HumanBodyBones, Vector3> trackingSegment = null;
Dictionary<HumanBodyBones, int> trackingState = null;
private static HumanBodyBones[] humanBone = new HumanBodyBones[] {
HumanBodyBones.Hips,
HumanBodyBones.Spine,
HumanBodyBones.UpperChest,
HumanBodyBones.Neck,
HumanBodyBones.Head,
HumanBodyBones.LeftUpperArm,
HumanBodyBones.LeftLowerArm,
HumanBodyBones.LeftHand,
HumanBodyBones.LeftUpperLeg,
HumanBodyBones.LeftLowerLeg,
HumanBodyBones.LeftFoot,
HumanBodyBones.RightUpperArm,
HumanBodyBones.RightLowerArm,
HumanBodyBones.RightHand,
HumanBodyBones.RightUpperLeg,
HumanBodyBones.RightLowerLeg,
HumanBodyBones.RightFoot,
};
private static HumanBodyBones[] targetBone = new HumanBodyBones[] {
HumanBodyBones.Spine,
HumanBodyBones.Neck,
HumanBodyBones.LeftUpperArm,
HumanBodyBones.LeftLowerArm,
HumanBodyBones.LeftHand,
HumanBodyBones.LeftUpperLeg,
HumanBodyBones.LeftLowerLeg,
HumanBodyBones.LeftFoot,
HumanBodyBones.RightUpperArm,
HumanBodyBones.RightLowerArm,
HumanBodyBones.RightHand,
HumanBodyBones.RightUpperLeg,
HumanBodyBones.RightLowerLeg,
HumanBodyBones.RightFoot,
};
public GameObject humanoid;
private Dictionary<HumanBodyBones, RigBone> rigBone = null;
private bool isSavedPosition = false;
private Vector3 savedPosition;
private Quaternion savedHumanoidRotation;
public CharacterSkeleton(GameObject h)
{
humanoid = h;
rigBone = new Dictionary<HumanBodyBones, RigBone>();
foreach (HumanBodyBones bone in humanBone)
{
rigBone[bone] = new RigBone(humanoid, bone);
}
savedHumanoidRotation = humanoid.transform.rotation;
trackingSegment = new Dictionary<HumanBodyBones, Vector3>(targetBone.Length);
trackingState = new Dictionary<HumanBodyBones, int>(targetBone.Length);
}
private void swapJoint(int a, int b)
{
Vector3 tmp = joint[a]; joint[a] = joint[b]; joint[b] = tmp;
int t = jointState[a]; jointState[a] = jointState[b]; jointState[b] = t;
}
public void set(float[] jt, int[] st, int offset, bool mirrored, bool move)
{
if (isSavedPosition == false && jointState[JointType_SpineBase] != TrackingState_NotTracked)
{
isSavedPosition = true;
int j = offset * jointCount + JointType_SpineBase;
savedPosition = new Vector3(jt[j * 3], jt[j * 3 + 1], jt[j * 3 + 2]);
}
for (int i = 0; i < jointCount; i++)
{
int j = offset * jointCount + i;
if (mirrored)
{
joint[i] = new Vector3(-jt[j * 3], jt[j * 3 + 1], -jt[j * 3 + 2]);
}
else
{
joint[i] = new Vector3(jt[j * 3], jt[j * 3 + 1], savedPosition.z * 2 - jt[j * 3 + 2]);
}
jointState[i] = st[j];
}
if (mirrored)
{
swapJoint(JointType_ShoulderLeft, JointType_ShoulderRight);
swapJoint(JointType_ElbowLeft, JointType_ElbowRight);
swapJoint(JointType_WristLeft, JointType_WristRight);
swapJoint(JointType_HandLeft, JointType_HandRight);
swapJoint(JointType_HipLeft, JointType_HipRight);
swapJoint(JointType_KneeLeft, JointType_KneeRight);
swapJoint(JointType_AnkleLeft, JointType_AnkleRight);
swapJoint(JointType_FootLeft, JointType_FootRight);
swapJoint(JointType_HandTipLeft, JointType_HandTipRight);
swapJoint(JointType_ThumbLeft, JointType_ThumbRight);
}
for (int i = 0; i < targetBone.Length; i++)
{
int s = jointSegment[2 * i], e = jointSegment[2 * i + 1];
trackingSegment[targetBone[i]] = joint[e] - joint[s];
trackingState[targetBone[i]] = System.Math.Min(jointState[e], jointState[s]);
}
Vector3 waist = joint[JointType_HipRight] - joint[JointType_HipLeft];
waist = new Vector3(waist.x, 0, waist.z);
Quaternion rot = Quaternion.FromToRotation(Vector3.right, waist);
Quaternion rotInv = Quaternion.Inverse(rot);
Vector3 shoulder = joint[JointType_ShoulderRight] - joint[JointType_ShoulderLeft];
shoulder = new Vector3(shoulder.x, 0, shoulder.z);
Quaternion srot = Quaternion.FromToRotation(Vector3.right, shoulder);
Quaternion srotInv = Quaternion.Inverse(srot);
humanoid.transform.rotation = Quaternion.identity;
foreach (HumanBodyBones bone in targetBone)
{
rigBone[bone].transform.rotation = rotInv * Quaternion.FromToRotation(Vector3.up, trackingSegment[bone]);
}
rigBone[HumanBodyBones.UpperChest].offset(srot);
Quaternion bodyRot = rot;
if (mirrored)
{
bodyRot = Quaternion.AngleAxis(180, Vector3.up) * bodyRot;
}
humanoid.transform.rotation = bodyRot;
if (move == true)
{
Vector3 m = joint[JointType_SpineBase];
if (mirrored) m = new Vector3(-m.x, m.y, -m.z);
humanoid.transform.position = m;
}
}
public void dasomset(float[] jt, int[] st, int offset, bool mirrored, bool move, Kinect.Joint sourceJoint, Transform jointObj)
{
if (isSavedPosition == false && jointState[JointType_SpineBase] != TrackingState_NotTracked)
{
isSavedPosition = true;
int j = offset * jointCount + JointType_SpineBase;
savedPosition = new Vector3(jt[j * 3], jt[j * 3 + 1], jt[j * 3 + 2]);
}
for (int i = 0; i < jointCount; i++)
{
int j = offset * jointCount + i;
if (mirrored)
{
joint[i] = new Vector3(-jt[j * 3], jt[j * 3 + 1], -jt[j * 3 + 2]);
}
else
{
joint[i] = new Vector3(jt[j * 3], jt[j * 3 + 1], savedPosition.z * 2 - jt[j * 3 + 2]);
}
jointState[i] = st[j];
}
if (mirrored)
{
swapJoint(JointType_ShoulderLeft, JointType_ShoulderRight);
swapJoint(JointType_ElbowLeft, JointType_ElbowRight);
swapJoint(JointType_WristLeft, JointType_WristRight);
swapJoint(JointType_HandLeft, JointType_HandRight);
swapJoint(JointType_HipLeft, JointType_HipRight);
swapJoint(JointType_KneeLeft, JointType_KneeRight);
swapJoint(JointType_AnkleLeft, JointType_AnkleRight);
swapJoint(JointType_FootLeft, JointType_FootRight);
swapJoint(JointType_HandTipLeft, JointType_HandTipRight);
swapJoint(JointType_ThumbLeft, JointType_ThumbRight);
}
for (int i = 0; i < targetBone.Length; i++)
{
int s = jointSegment[2 * i], e = jointSegment[2 * i + 1];
trackingSegment[targetBone[i]] = joint[e] - joint[s];
trackingState[targetBone[i]] = System.Math.Min(jointState[e], jointState[s]);
}
Vector3 waist = joint[JointType_HipRight] - joint[JointType_HipLeft];
waist = new Vector3(waist.x, 0, waist.z);
Quaternion rot = Quaternion.FromToRotation(Vector3.right, waist);
Quaternion rotInv = Quaternion.Inverse(rot);
Vector3 shoulder = joint[JointType_ShoulderRight] - joint[JointType_ShoulderLeft];
shoulder = new Vector3(shoulder.x, 0, shoulder.z);
Quaternion srot = Quaternion.FromToRotation(Vector3.right, shoulder);
Quaternion srotInv = Quaternion.Inverse(srot);
humanoid.transform.rotation = Quaternion.identity;
foreach (HumanBodyBones bone in targetBone)
{
rigBone[bone].transform.rotation = rotInv * Quaternion.FromToRotation(Vector3.up, trackingSegment[bone]);
}
rigBone[HumanBodyBones.UpperChest].offset(srot);
Quaternion bodyRot = rot;
if (mirrored)
{
bodyRot = Quaternion.AngleAxis(180, Vector3.up) * bodyRot;
}
humanoid.transform.rotation = bodyRot;
if (move == true)
{
Vector3 m = joint[JointType_SpineBase];
if (mirrored) m = new Vector3(-m.x, m.y, -m.z);
humanoid.transform.position = m;
}
}
}