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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Kinect = Windows.Kinect;
- public class Visualizer_FadeIn : MonoBehaviour
- {
- public Material boneMaterial;
- public Material transparentMat;
- public BodySourceView bsv;
- public bool wristLeftTriggered;
- public bool wristRightTriggered;
- private JointsData data;
- 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 },
- };
- private float t;
- private List<GameObject> jointObjs = new List<GameObject>();
- private bool beginUpdate;
- private GameObject body;
- void Update()
- {
- if (!beginUpdate)
- return;
-
- if (t >= 1)
- {
- Destroy(body);
- Destroy(gameObject);
- return;
- }
- t += Time.deltaTime / 2;
- Color newColor = new Color(1, 1, 1, Mathf.Lerp(0, 1, t));
- foreach(GameObject go in jointObjs)
- {
- go.GetComponent<MeshRenderer>().material.color = newColor;
- go.GetComponent<LineRenderer>().startColor = newColor;
- go.GetComponent<LineRenderer>().endColor = newColor;
- }
- // After half time, report if player WristLeft or WristRight late or not
- if (t > 0.5f)
- {
- if (!wristLeftTriggered)
- {
- bsv.wristLeftLate = true;
- }
- if (!wristRightTriggered)
- {
- bsv.wristRightLate = true;
- }
- }
- }
- public void SetData(JointsData data)
- {
- this.data = data;
- }
- public void ShowBody()
- {
- // Create GameObject body
- body = new GameObject("Recorded Body (Visualizer_FadeIn)");
- body.transform.parent = gameObject.transform;
- 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);
- jointObj.GetComponent<MeshRenderer>().material = transparentMat;
- // Give BoxCollider.isTrigger true and TriggerDetector to WristLeft and WristRight
- if (jt == Kinect.JointType.WristLeft || jt == Kinect.JointType.WristRight)
- {
- jointObj.GetComponent<BoxCollider>().isTrigger = true;
- jointObj.AddComponent<TriggerDetector>();
- }
- LineRenderer lr = jointObj.AddComponent<LineRenderer>();
- lr.positionCount = 2;
- lr.material = boneMaterial;
- 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 = new Vector3(data.jointsPositionsX[(int)jt], data.jointsPositionsY[(int)jt], data.jointsPositionsZ[(int)jt]);
- jointObj.transform.parent = body.transform;
- // Add to list
- jointObjs.Add(jointObj);
- }
- // 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 (!_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(_BoneMap[jt].ToString());
- LineRenderer lr = jointObj.GetComponent<LineRenderer>();
- lr.SetPosition(0, jointObj.localPosition);
- lr.SetPosition(1, targetJoint.localPosition);
- }
- beginUpdate = true;
- }
- }
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