using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using Kinect = Windows.Kinect; public class PlayerReplay : MonoBehaviour { // Joints already given the values from BodySourceView.cs that keeps updating public Transform[] joints = new Transform[25]; public List jointsSequence = new List(); public List recordingTimes = new List(); public Material transparentMat; public Visualizer_FadeIn vfi; public Visualizer_FadeInSeries vfis; public BodyComparer bc; public StartStepPreview startStepPreview; public ModeController mc; public GameObject textFinish; public void AddJoints(float recordingTime) { Vector3[] positions = new Vector3[25]; for (int i = 0; i < joints.Length; i++) { positions[i] = joints[i].position; } jointsSequence.Add(positions); recordingTimes.Add(recordingTime); } public void ResetRecording() { jointsSequence.Clear(); recordingTimes.Clear(); } public void Save() { if (jointsSequence.Count == 0) { Debug.Log("jointsSequence is empty"); return; } string path = Application.dataPath + "/Recordings/" + mc.complexity.ToString() + "_" + mc.direction.ToString() + ".sav"; SaveSystem.Save(path, jointsSequence, recordingTimes); Debug.Log("Save success"); } public IEnumerator Load() { if (mc.testing) { string path = Application.dataPath + "/Recordings/" + mc.complexity.ToString() + "_" + mc.direction.ToString() + ".sav"; JointsDataSequence data = SaveSystem.Load(path); if (data == null) { Debug.Log("Load failed"); //return; yield break; } yield return StartCoroutine(ShowJoints(data)); } else { string[] complexity = { "OneArm", "TwoArms", "TwoArmsPlusLeg" }; string[] direction = { "Sideways", "Forward", "Backward" }; string[] feedback = { "None", "Color", "Haptic" }; string[] speed = { "Slow", "Fast" }; List config = new List(); for (int i = 0; i < complexity.Length; i++) { for (int j = 0; j < direction.Length; j++) { for (int k = 0; k < feedback.Length; k++) { for (int l = 0; l < speed.Length; l++) { config.Add(complexity[i] + ";" + direction[j] + ";" + feedback[k] + ";" + speed[l]); } } } } // Shuffle config list System.Random rand = new System.Random(); int n = config.Count; while (n > 1) { n--; int k = rand.Next(n + 1); string value = config[k]; config[k] = config[n]; config[n] = value; } foreach (string s in config) { string[] subs = s.Split(';'); string path = Application.dataPath + "/Recordings/" + subs[0] + "_" + subs[1] + ".sav"; if (subs[0] == "OneArm") mc.complexity = ModeController.Complexity.OneArm; else if (subs[0] == "TwoArms") mc.complexity = ModeController.Complexity.TwoArms; else mc.complexity = ModeController.Complexity.TwoArmsPlusLeg; if (subs[1] == "Sideways") mc.direction = ModeController.Direction.Sideways; else if (subs[1] == "Forward") mc.direction = ModeController.Direction.Forward; else mc.direction = ModeController.Direction.Backward; if (subs[2] == "None") mc.feedback = ModeController.Feedback.None; else if (subs[2] == "Color") mc.feedback = ModeController.Feedback.ColorFeedback; else mc.feedback = ModeController.Feedback.HapticFeedback; mc.speed = subs[3] == "Slow" ? ModeController.Speed.Slow : ModeController.Speed.Fast; JointsDataSequence data = SaveSystem.Load(path); if (data == null) { Debug.Log("Load failed"); //return; yield break; } yield return StartCoroutine(ShowJoints(data)); } } yield return StartCoroutine(End()); //textFinish.SetActive(true); //Debug.Log("Load finish"); //ViveInput.StopPlaying(); } private IEnumerator ShowJoints(JointsDataSequence data) { List jointsData = data.jointsDataSequence; List recordingTimes = data.recordingTimes; yield return StartCoroutine(VisualizeFadeInSeries(jointsData, recordingTimes)); } private IEnumerator Visualize(List newJointsData, List newRecordingTimes) { for (int i = 0; i < newJointsData.Count; i++) { // Create GameObject body GameObject body = new GameObject("Recorded Body Demo " + i); // TODO: Convert JointsData to Vector3[] and rescale it JointsData jd = newJointsData[i]; Vector3[] joints = HelperScript.ConvertJointsDataToVector3Array(jd); Vector3[] rescaledJoints = HelperScript.RescaleJoints(joints); for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++) { // Skip these joints if (jt == Kinect.JointType.Head || jt == Kinect.JointType.ThumbLeft || jt == Kinect.JointType.ThumbRight || jt == Kinect.JointType.HandLeft || jt == Kinect.JointType.HandRight || jt == Kinect.JointType.HandTipLeft || jt == Kinect.JointType.HandTipRight) continue; // Create GameObject cubes for joints GameObject jointObj = GameObject.CreatePrimitive(PrimitiveType.Cube); LineRenderer lr = jointObj.AddComponent(); lr.positionCount = 2; lr.material = new Material(Shader.Find("Sprites/Default")) { color = new Color(1, 0.8f, 0.6f) }; lr.startWidth = 0.05f; lr.endWidth = 0.05f; jointObj.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f); jointObj.name = jt.ToString(); jointObj.transform.position = rescaledJoints[(int)jt]; jointObj.transform.parent = body.transform; // Remove LineRenderer component from neck if (jt == Kinect.JointType.Neck) { Destroy(jointObj.GetComponent()); } } // Connect the joints with LineRenderer for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++) { // Skip if dictionary not contains the joint or other these joints if (!HelperScript._BoneMap.ContainsKey(jt) || jt == Kinect.JointType.Neck || jt == Kinect.JointType.ThumbLeft || jt == Kinect.JointType.ThumbRight || jt == Kinect.JointType.HandLeft || jt == Kinect.JointType.HandRight || jt == Kinect.JointType.HandTipLeft || jt == Kinect.JointType.HandTipRight) continue; Transform jointObj = body.transform.Find(jt.ToString()); Transform targetJoint = body.transform.Find(HelperScript._BoneMap[jt].ToString()); LineRenderer lr = jointObj.GetComponent(); lr.SetPosition(0, jointObj.localPosition); lr.SetPosition(1, targetJoint.localPosition); } float waitTime = 1; if (i < newRecordingTimes.Count - 1) { waitTime = newRecordingTimes[i + 1] - newRecordingTimes[i]; } if (mc.speed == ModeController.Speed.Slow) waitTime *= 2; yield return new WaitForSeconds(waitTime); Destroy(body); } } private IEnumerator VisualizeFadeIn(List newJointsData, List newRecordingTimes) { for (int i = 0; i < newJointsData.Count; i++) { float waitTime = 1; if (i < newRecordingTimes.Count - 1) { waitTime = newRecordingTimes[i + 1] - newRecordingTimes[i]; } WaitForSeconds wait = new WaitForSeconds(waitTime); Visualizer_FadeIn body = Instantiate(vfi) as Visualizer_FadeIn; body.SetData(newJointsData[i]); body.ShowBody(); yield return wait; } } private IEnumerator VisualizeFadeInSeries(List jointsData, List recordingTimes) { // Visualization demo yield return Visualize(jointsData, recordingTimes); bc.SetDataDemo(jointsData, recordingTimes); // Visualization steps/series // Filtered datas according to distance List filteredJointsData = new List(); List filteredRecordingTimes = new List(); JointsData prevJd = jointsData[0]; // Add first pose filteredJointsData.Add(jointsData[0]); filteredRecordingTimes.Add(recordingTimes[0]); for (int i = 1; i < jointsData.Count; i++) { JointsData jd = jointsData[i]; Vector3[] prevJoints = HelperScript.ConvertJointsDataToVector3Array(jd); Vector3[] prevRescaledJoints = HelperScript.RescaleJoints(prevJoints); Vector3[] joints = HelperScript.ConvertJointsDataToVector3Array(prevJd); Vector3[] rescaledJoints = HelperScript.RescaleJoints(joints); for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++) { // Skip these joints if (jt == Kinect.JointType.Head || jt == Kinect.JointType.ThumbLeft || jt == Kinect.JointType.ThumbRight || jt == Kinect.JointType.HandLeft || jt == Kinect.JointType.HandRight || jt == Kinect.JointType.HandTipLeft || jt == Kinect.JointType.HandTipRight) continue; Vector3 prevJointPosition = prevRescaledJoints[(int)jt]; Vector3 jointPosition = rescaledJoints[(int)jt]; float distance = Vector3.Distance(prevJointPosition, jointPosition); // If a joint is bigger than a certain distance, add it to the replay, else ignore it if (distance >= 0.15f) { filteredJointsData.Add(jd); filteredRecordingTimes.Add(recordingTimes[i]); prevJd = jd; continue; } } } // Add last step of demo filteredJointsData.Add(jointsData[jointsData.Count - 1]); // Show start position of steps startStepPreview.SetData(filteredJointsData[0]); startStepPreview.ShowBody(); // Wait for input yield return ViveInput.WaitForControllerPress(); // Delete start position of steps startStepPreview.DeleteBody(); Visualizer_FadeInSeries body = Instantiate(vfis) as Visualizer_FadeInSeries; body.transform.parent = gameObject.transform; body.SetData(filteredJointsData, filteredRecordingTimes); body.ShowBody(); // Compare visualization demo with body yield return bc.StartCompare(); // Input for end steps. Wait for input if finish comparing. Don't wait for input if comparing is interupted. if (!bc.endStepsPressed) { // Unknown reason, need 2 times (not working if only 1) yield return ViveInput.WaitForControllerPress(); yield return ViveInput.WaitForControllerPress(); } else { // Reset bc.endStepsPressed = false; } Destroy(body); // Write positions to csv bc.WriteCSV(); // Wait for input // Unknown reason, need 2 times (not working if only 1) yield return ViveInput.WaitForControllerPress(); yield return ViveInput.WaitForControllerPress(); } private IEnumerator End() { textFinish.SetActive(true); yield return new WaitForSeconds(3); textFinish.SetActive(false); Debug.Log("Load finish"); ViveInput.StopPlaying(); } }