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https://github.com/storytold/Azure-Kinect-Sample-for-Unity.git
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124 lines
4.0 KiB
C#
124 lines
4.0 KiB
C#
using Microsoft.Azure.Kinect.Sensor;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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public class PointCloudScript : MonoBehaviour
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{
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//Variable for handling Kinect
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Device kinect;
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//Number of all points of PointCloud
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int num;
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//Used to draw a set of points
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Mesh mesh;
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//Array of coordinates for each point in PointCloud
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Vector3[] vertices;
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//Array of colors corresponding to each point in PointCloud
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Color32[] colors;
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//List of indexes of points to be rendered
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int[] indices;
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//Class for coordinate transformation(e.g.Color-to-depth, depth-to-xyz, etc.)
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Transformation transformation;
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void Start()
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{
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//The method to initialize Kinect
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InitKinect();
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//Initialization for point cloud rendering
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InitMesh();
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//Loop to get data from Kinect and rendering
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Task t = KinectLoop();
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}
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//Initialization of Kinect
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private void InitKinect()
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{
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//Connect with the 0th Kinect
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kinect = Device.Open(0);
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//Setting the Kinect operation mode and starting it
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kinect.StartCameras(new DeviceConfiguration
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{
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ColorFormat = ImageFormat.ColorBGRA32,
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ColorResolution = ColorResolution.R720p,
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DepthMode = DepthMode.NFOV_Unbinned,
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SynchronizedImagesOnly = true,
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CameraFPS = FPS.FPS30
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});
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//Access to coordinate transformation information
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transformation = kinect.GetCalibration().CreateTransformation();
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}
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//Prepare to draw point cloud.
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private void InitMesh()
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{
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//Get the width and height of the Depth image and calculate the number of all points
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int width = kinect.GetCalibration().DepthCameraCalibration.ResolutionWidth;
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int height = kinect.GetCalibration().DepthCameraCalibration.ResolutionHeight;
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num = width * height;
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//Instantiate mesh
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mesh = new Mesh();
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mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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//Allocation of vertex and color storage space for the total number of pixels in the depth image
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vertices = new Vector3[num];
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colors = new Color32[num];
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indices = new int[num];
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//Initialization of index list
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for (int i = 0; i < num; i++)
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{
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indices[i] = i;
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}
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//Allocate a list of point coordinates, colors, and points to be drawn to mesh
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mesh.vertices = vertices;
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mesh.colors32 = colors;
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mesh.SetIndices(indices, MeshTopology.Points, 0);
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gameObject.GetComponent<MeshFilter>().mesh = mesh;
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}
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private async Task KinectLoop()
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{
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while (true)
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{
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using (Capture capture = await Task.Run(() => kinect.GetCapture()).ConfigureAwait(true))
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{
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//Getting color information
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Image colorImage = transformation.ColorImageToDepthCamera(capture);
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BGRA[] colorArray = colorImage.GetPixels<BGRA>().ToArray();
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//Getting vertices of point cloud
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Image xyzImage = transformation.DepthImageToPointCloud(capture.Depth);
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Short3[] xyzArray = xyzImage.GetPixels<Short3>().ToArray();
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for (int i = 0; i < num; i++)
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{
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vertices[i].x = xyzArray[i].X * 0.001f;
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vertices[i].y = -xyzArray[i].Y * 0.001f;//上下反転
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vertices[i].z = xyzArray[i].Z * 0.001f;
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colors[i].b = colorArray[i].B;
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colors[i].g = colorArray[i].G;
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colors[i].r = colorArray[i].R;
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colors[i].a = 255;
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}
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mesh.vertices = vertices;
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mesh.colors32 = colors;
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mesh.RecalculateBounds();
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}
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}
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}
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//Stop Kinect as soon as this object disappear
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private void OnDestroy()
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{
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kinect.StopCameras();
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}
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}
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