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- 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<Vector3[]> jointsSequence = new List<Vector3[]>();
- public List<float> recordingTimes = new List<float>();
- public Material boneMaterial;
- public Material transparentMat;
- public Visualizer_FadeIn vfi;
- public Visualizer_FadeInSeries vfis;
- 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 },
- };
- 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;
- }
- SaveSystem.Save(jointsSequence, recordingTimes);
- Debug.Log("Save success");
- }
- public void Load()
- {
- JointsDataSequence data = SaveSystem.Load();
- if (data == null)
- {
- Debug.Log("Load failed");
- return;
- }
- ShowJoints(data);
- Debug.Log("Load success");
- }
- private void ShowJoints(JointsDataSequence data)
- {
- List<JointsData> jointsData = data.jointsDataSequence;
- List<float> recordingTimes = data.recordingTimes;
- // Filtered datas according to distance
- List<JointsData> newJointsData = new List<JointsData>();
- List<float> newRecordingTimes = new List<float>();
- JointsData prevJd = jointsData[0];
- // Add first pose
- newJointsData.Add(jointsData[0]);
- newRecordingTimes.Add(recordingTimes[0]);
- for (int i = 1; i < jointsData.Count; i++)
- {
- JointsData jd = jointsData[i];
- 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 = new Vector3(prevJd.jointsPositionsX[(int)jt], prevJd.jointsPositionsY[(int)jt], prevJd.jointsPositionsZ[(int)jt]);
- Vector3 jointPosition = new Vector3(jd.jointsPositionsX[(int)jt], jd.jointsPositionsY[(int)jt], jd.jointsPositionsZ[(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
- // TODO: maybe distance need to be adjusted
- if (distance >= 0.2f)
- {
- newJointsData.Add(jd);
- newRecordingTimes.Add(recordingTimes[i]);
- prevJd = jd;
- continue;
- }
- }
- }
- //StartCoroutine(Visualize(newJointsData, newRecordingTimes));
- //StartCoroutine(VisualizeFadeIn(newJointsData, newRecordingTimes));
- StartCoroutine(VisualizeFadeInSeries(newJointsData, newRecordingTimes));
- }
- private IEnumerator Visualize(List<JointsData> newJointsData, List<float> 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);
- // Create GameObject body
- GameObject body = new GameObject("Recorded Body " + i);
- for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
- {
- // Skip if head joint
- if (jt == Kinect.JointType.Head)
- continue;
- // Create GameObject cubes for joints
- GameObject jointObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
- LineRenderer lr = jointObj.AddComponent<LineRenderer>();
- lr.positionCount = 2;
- lr.material = boneMaterial;
- lr.startWidth = 0.3f;
- lr.endWidth = 0.3f;
- jointObj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
- jointObj.name = jt.ToString();
- JointsData jd = newJointsData[i];
- jointObj.transform.position = new Vector3(jd.jointsPositionsX[(int)jt], jd.jointsPositionsY[(int)jt], jd.jointsPositionsZ[(int)jt]);
- jointObj.transform.parent = body.transform;
- }
- // 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 neck joint
- if (!_BoneMap.ContainsKey(jt) || jt == Kinect.JointType.Neck)
- continue;
- Transform jointObj = body.transform.Find(jt.ToString());
- Transform targetJoint = body.transform.Find(_BoneMap[jt].ToString());
- LineRenderer lr = jointObj.GetComponent<LineRenderer>();
- lr.SetPosition(0, jointObj.localPosition);
- lr.SetPosition(1, targetJoint.localPosition);
- }
- yield return wait;
- Destroy(body);
- }
- }
- private IEnumerator VisualizeFadeIn(List<JointsData> newJointsData, List<float> 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> newJointsData, List<float> newRecordingTimes)
- {
- float waitTime = 3;
- List<JointsData> jointsDataSeries = new List<JointsData>();
- List<float> recordingTimesSeries = new List<float>();
- for (int i = 0; i < newJointsData.Count; i++)
- {
- if (newRecordingTimes[i] < waitTime)
- {
- jointsDataSeries.Add(newJointsData[i]);
- recordingTimesSeries.Add(newRecordingTimes[i]);
- } else
- {
- waitTime += 3;
-
- Visualizer_FadeInSeries body = Instantiate(vfis) as Visualizer_FadeInSeries;
- body.transform.parent = gameObject.transform;
- body.SetData(jointsDataSeries, recordingTimesSeries);
- body.ShowBody();
- jointsDataSeries.Clear();
- recordingTimesSeries.Clear();
- WaitForSeconds wait = new WaitForSeconds(3);
- yield return wait;
- }
- }
- Visualizer_FadeInSeries bodyEnd = Instantiate(vfis) as Visualizer_FadeInSeries;
- bodyEnd.SetData(jointsDataSeries, recordingTimesSeries);
- bodyEnd.ShowBody();
- jointsDataSeries.Clear();
- recordingTimesSeries.Clear();
- }
- }
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