BodySourceView.cs 11 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using Kinect = Windows.Kinect;
  4. public class BodySourceView : MonoBehaviour
  5. {
  6. public Transform[] joints;
  7. public Material BoneMaterial;
  8. public GameObject BodySourceManager;
  9. public Transform cameraRig;
  10. public PlayerReplay playerReplay;
  11. public ModeController modeController;
  12. public bool wristLeftLate;
  13. public bool wristRightLate;
  14. private Dictionary<ulong, GameObject> _Bodies = new Dictionary<ulong, GameObject>();
  15. private BodySourceManager _BodyManager;
  16. private Dictionary<Kinect.JointType, Kinect.JointType> _BoneMap = new Dictionary<Kinect.JointType, Kinect.JointType>()
  17. {
  18. { Kinect.JointType.FootLeft, Kinect.JointType.AnkleLeft },
  19. { Kinect.JointType.AnkleLeft, Kinect.JointType.KneeLeft },
  20. { Kinect.JointType.KneeLeft, Kinect.JointType.HipLeft },
  21. { Kinect.JointType.HipLeft, Kinect.JointType.SpineBase },
  22. { Kinect.JointType.FootRight, Kinect.JointType.AnkleRight },
  23. { Kinect.JointType.AnkleRight, Kinect.JointType.KneeRight },
  24. { Kinect.JointType.KneeRight, Kinect.JointType.HipRight },
  25. { Kinect.JointType.HipRight, Kinect.JointType.SpineBase },
  26. { Kinect.JointType.HandTipLeft, Kinect.JointType.HandLeft },
  27. { Kinect.JointType.ThumbLeft, Kinect.JointType.HandLeft },
  28. { Kinect.JointType.HandLeft, Kinect.JointType.WristLeft },
  29. { Kinect.JointType.WristLeft, Kinect.JointType.ElbowLeft },
  30. { Kinect.JointType.ElbowLeft, Kinect.JointType.ShoulderLeft },
  31. { Kinect.JointType.ShoulderLeft, Kinect.JointType.SpineShoulder },
  32. { Kinect.JointType.HandTipRight, Kinect.JointType.HandRight },
  33. { Kinect.JointType.ThumbRight, Kinect.JointType.HandRight },
  34. { Kinect.JointType.HandRight, Kinect.JointType.WristRight },
  35. { Kinect.JointType.WristRight, Kinect.JointType.ElbowRight },
  36. { Kinect.JointType.ElbowRight, Kinect.JointType.ShoulderRight },
  37. { Kinect.JointType.ShoulderRight, Kinect.JointType.SpineShoulder },
  38. { Kinect.JointType.SpineBase, Kinect.JointType.SpineMid },
  39. { Kinect.JointType.SpineMid, Kinect.JointType.SpineShoulder },
  40. { Kinect.JointType.SpineShoulder, Kinect.JointType.Neck },
  41. { Kinect.JointType.Neck, Kinect.JointType.Head },
  42. };
  43. void Update()
  44. {
  45. if (BodySourceManager == null)
  46. {
  47. return;
  48. }
  49. _BodyManager = BodySourceManager.GetComponent<BodySourceManager>();
  50. if (_BodyManager == null)
  51. {
  52. return;
  53. }
  54. Kinect.Body[] data = _BodyManager.GetData();
  55. if (data == null)
  56. {
  57. return;
  58. }
  59. List<ulong> trackedIds = new List<ulong>();
  60. foreach (var body in data)
  61. {
  62. if (body == null)
  63. {
  64. continue;
  65. }
  66. if (body.IsTracked)
  67. {
  68. trackedIds.Add(body.TrackingId);
  69. }
  70. }
  71. List<ulong> knownIds = new List<ulong>(_Bodies.Keys);
  72. // First delete untracked bodies
  73. foreach (ulong trackingId in knownIds)
  74. {
  75. if (!trackedIds.Contains(trackingId))
  76. {
  77. Destroy(_Bodies[trackingId]);
  78. _Bodies.Remove(trackingId);
  79. }
  80. }
  81. foreach (var body in data)
  82. {
  83. if (body == null)
  84. {
  85. continue;
  86. }
  87. if (body.IsTracked)
  88. {
  89. if (!_Bodies.ContainsKey(body.TrackingId))
  90. {
  91. _Bodies[body.TrackingId] = CreateBodyObject(body.TrackingId);
  92. }
  93. RefreshBodyObject(body, _Bodies[body.TrackingId]);
  94. }
  95. }
  96. }
  97. private GameObject CreateBodyObject(ulong id)
  98. {
  99. GameObject body = new GameObject("Body:" + id);
  100. body.transform.parent = gameObject.transform;
  101. for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
  102. {
  103. GameObject jointObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
  104. // Give WristLeft and WristRight rigidbody
  105. if (jt == Kinect.JointType.WristLeft)
  106. {
  107. jointObj.tag = "WristLeft";
  108. Rigidbody rb = jointObj.AddComponent<Rigidbody>();
  109. rb.useGravity = false;
  110. rb.isKinematic = true;
  111. } else if (jt == Kinect.JointType.WristRight)
  112. {
  113. jointObj.tag = "WristRight";
  114. Rigidbody rb = jointObj.AddComponent<Rigidbody>();
  115. rb.useGravity = false;
  116. rb.isKinematic = true;
  117. }
  118. LineRenderer lr = jointObj.AddComponent<LineRenderer>();
  119. //lr.SetVertexCount(2);
  120. lr.positionCount = 2;
  121. lr.material = BoneMaterial;
  122. //lr.SetWidth(0.05f, 0.05f);
  123. lr.startWidth = 0.3f;
  124. lr.endWidth = 0.3f;
  125. jointObj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
  126. jointObj.name = jt.ToString();
  127. jointObj.transform.parent = body.transform;
  128. }
  129. return body;
  130. }
  131. private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject)
  132. {
  133. for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
  134. {
  135. Kinect.Joint sourceJoint = body.Joints[jt];
  136. Kinect.Joint? targetJoint = null;
  137. if (_BoneMap.ContainsKey(jt))
  138. {
  139. targetJoint = body.Joints[_BoneMap[jt]];
  140. }
  141. Transform jointObj = bodyObject.transform.Find(jt.ToString());
  142. jointObj.localPosition = GetVector3FromJoint(sourceJoint);
  143. if (jt == Kinect.JointType.Head)
  144. {
  145. // Make head joint invisible
  146. jointObj.GetComponent<Renderer>().enabled = false;
  147. // Make camera follow the head
  148. if (modeController.perspective == ModeController.Perspective.FirstPersonPerspective)
  149. {
  150. cameraRig.localPosition = new Vector3(jointObj.localPosition.x, jointObj.localPosition.y - 3, jointObj.localPosition.z - 0.5f);
  151. } else
  152. {
  153. cameraRig.localPosition = new Vector3(jointObj.localPosition.x, jointObj.localPosition.y - 3, jointObj.localPosition.z + 3);
  154. }
  155. }
  156. // Make these joints invisible
  157. if (jt == Kinect.JointType.ThumbLeft || jt == Kinect.JointType.ThumbRight
  158. || jt == Kinect.JointType.HandLeft || jt == Kinect.JointType.HandRight
  159. || jt == Kinect.JointType.HandTipLeft || jt == Kinect.JointType.HandTipRight)
  160. {
  161. jointObj.GetComponent<Renderer>().enabled = false;
  162. }
  163. // WristLeft and WristRight change to red color if not following the motions
  164. if ((jt == Kinect.JointType.WristLeft && wristLeftLate) || (jt == Kinect.JointType.WristRight && wristRightLate))
  165. {
  166. jointObj.GetComponent<Renderer>().material.color = new Color(1, 0, 0);
  167. }
  168. LineRenderer lr = jointObj.GetComponent<LineRenderer>();
  169. if (targetJoint.HasValue && jt != Kinect.JointType.Neck && jt != Kinect.JointType.ThumbLeft && jt != Kinect.JointType.ThumbRight
  170. && jt != Kinect.JointType.HandLeft && jt != Kinect.JointType.HandRight
  171. && jt != Kinect.JointType.HandTipLeft && jt != Kinect.JointType.HandTipRight) // Do not make LineRenderer for these joints
  172. {
  173. lr.SetPosition(0, jointObj.localPosition);
  174. lr.SetPosition(1, GetVector3FromJoint(targetJoint.Value));
  175. // Coloring the line renderer
  176. //lr.SetColors(GetColorForState(sourceJoint.TrackingState), GetColorForState(targetJoint.Value.TrackingState));
  177. //lr.startColor = GetColorForState(sourceJoint.TrackingState);
  178. //lr.endColor = GetColorForState(targetJoint.Value.TrackingState);
  179. }
  180. else
  181. {
  182. lr.enabled = false;
  183. }
  184. // Record joints to PlayerReplay.cs
  185. playerReplay.joints[(int)jt] = jointObj;
  186. }
  187. // Joint orientations
  188. //Kinect.Vector4[] orientation = new Kinect.Vector4[22];
  189. //orientation[0] = body.JointOrientations[Kinect.JointType.Head].Orientation;
  190. //orientation[1] = body.JointOrientations[Kinect.JointType.Neck].Orientation;
  191. //orientation[2] = body.JointOrientations[Kinect.JointType.SpineMid].Orientation;
  192. //orientation[3] = body.JointOrientations[Kinect.JointType.ShoulderLeft].Orientation;
  193. //orientation[4] = body.JointOrientations[Kinect.JointType.ShoulderRight].Orientation;
  194. //orientation[5] = body.JointOrientations[Kinect.JointType.ElbowLeft].Orientation;
  195. //orientation[6] = body.JointOrientations[Kinect.JointType.ElbowRight].Orientation;
  196. //orientation[7] = body.JointOrientations[Kinect.JointType.WristLeft].Orientation;
  197. //orientation[8] = body.JointOrientations[Kinect.JointType.WristRight].Orientation;
  198. //orientation[9] = body.JointOrientations[Kinect.JointType.HipLeft].Orientation;
  199. //orientation[10] = body.JointOrientations[Kinect.JointType.HipRight].Orientation;
  200. //orientation[11] = body.JointOrientations[Kinect.JointType.KneeLeft].Orientation;
  201. //orientation[12] = body.JointOrientations[Kinect.JointType.KneeRight].Orientation;
  202. //orientation[13] = body.JointOrientations[Kinect.JointType.SpineBase].Orientation;
  203. //orientation[14] = body.JointOrientations[Kinect.JointType.AnkleLeft].Orientation;
  204. //orientation[15] = body.JointOrientations[Kinect.JointType.AnkleRight].Orientation;
  205. //orientation[16] = body.JointOrientations[Kinect.JointType.FootLeft].Orientation;
  206. //orientation[17] = body.JointOrientations[Kinect.JointType.FootRight].Orientation;
  207. //orientation[18] = body.JointOrientations[Kinect.JointType.HandLeft].Orientation;
  208. //orientation[19] = body.JointOrientations[Kinect.JointType.HandRight].Orientation;
  209. //orientation[20] = body.JointOrientations[Kinect.JointType.ThumbLeft].Orientation;
  210. //orientation[21] = body.JointOrientations[Kinect.JointType.ThumbRight].Orientation;
  211. //for (int j = 0; j < 22; j++)
  212. //{
  213. // //joints[j].rotation = ConvertKinectOrientationToUnity(orientation[j]);
  214. //}
  215. }
  216. private static Color GetColorForState(Kinect.TrackingState state)
  217. {
  218. switch (state)
  219. {
  220. case Kinect.TrackingState.Tracked:
  221. return Color.green;
  222. case Kinect.TrackingState.Inferred:
  223. return Color.red;
  224. default:
  225. return Color.black;
  226. }
  227. }
  228. private static Vector3 GetVector3FromJoint(Kinect.Joint joint)
  229. {
  230. return new Vector3(joint.Position.X * -10, joint.Position.Y * 10 + 13.3f, joint.Position.Z * 10);
  231. }
  232. private Quaternion ConvertKinectOrientationToUnity(Kinect.Vector4 orientation)
  233. {
  234. Quaternion orientationUnity;
  235. orientationUnity.x = -orientation.X;
  236. orientationUnity.y = orientation.Y;
  237. orientationUnity.z = orientation.Z;
  238. orientationUnity.w = orientation.W;
  239. return orientationUnity;
  240. }
  241. }