Files
Azure-Kinect-Sample-for-Unity/SampleProject/Assets/KinectScript.cs
T
2020-08-02 10:31:49 +09:00

170 lines
5.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Microsoft.Azure.Kinect.Sensor;
using System.Runtime.InteropServices;
using System;
using System.Threading.Tasks;
public class KinectScript : MonoBehaviour
{
int depthWidth;
int depthHeight;
int pointNum;
int nearClip = 300;
Mesh mesh;
Vector3[] vertices;
int[] indeces;
Color32[] col;
Texture2D texture;
Transformation transformation;
Device device;
private void OnDestroy()
{
device.StopCameras();
}
void Start()
{
InitKinect();
InitMesh();
Task t = KinectLoop(device);
}
void InitKinect()
{
device = Device.Open(0);
device.StartCameras(new DeviceConfiguration
{
ColorFormat = ImageFormat.ColorBGRA32,
ColorResolution = ColorResolution.R720p,
DepthMode = DepthMode.NFOV_Unbinned,
SynchronizedImagesOnly = true,
CameraFPS = FPS.FPS30,
});
transformation = device.GetCalibration().CreateTransformation();
depthWidth = device.GetCalibration().depth_camera_calibration.resolution_width;
depthHeight = device.GetCalibration().depth_camera_calibration.resolution_height;
pointNum = depthWidth * depthHeight;
}
void InitMesh()
{
mesh = new Mesh();
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
texture = new Texture2D(depthWidth, depthHeight);
col = new Color32[pointNum];
vertices = new Vector3[pointNum];
Vector2[] uv = new Vector2[pointNum];
Vector3[] normals = new Vector3[pointNum];
indeces = new int[6 * (depthWidth - 1) * (depthHeight - 1)];
int index = 0;
for (int y = 0; y < depthHeight; y++)
{
for (int x = 0; x < depthWidth; x++)
{
uv[index] = new Vector2(((float)(x+0.5f) / (float)(depthWidth)), ((float)(y+0.5f) / ((float)(depthHeight))));
normals[index] = new Vector3(0, -1, 0);
index++;
}
}
mesh.vertices = vertices;
mesh.uv = uv;
mesh.normals = normals;
gameObject.GetComponent<MeshRenderer>().materials[0].mainTexture = texture;
gameObject.GetComponent<MeshFilter>().mesh = mesh;
}
private async Task KinectLoop(Device device)
{
while (true)
{
using (Capture capture = await Task.Run(() => device.GetCapture()).ConfigureAwait(true))
{
Image modifiedColor = transformation.ColorImageToDepthCamera(capture);
BGRA[] colorArray = modifiedColor.GetPixels<BGRA>().ToArray();
Image cloudImage = transformation.DepthImageToPointCloud(capture.Depth);
Short3[] PointCloud = cloudImage.GetPixels<Short3>().ToArray();
int triangleIndex = 0;
int pointIndex = 0;
int topLeft, topRight, bottomLeft, bottomRight;
int tl, tr, bl, br;
for (int y = 0; y < depthHeight; y++)
{
for (int x = 0; x < depthWidth; x++)
{
vertices[pointIndex].x = PointCloud[pointIndex].X * 0.001f;
vertices[pointIndex].y = -PointCloud[pointIndex].Y * 0.001f;
vertices[pointIndex].z = PointCloud[pointIndex].Z * 0.001f;
col[pointIndex].a = 255;
col[pointIndex].b = colorArray[pointIndex].B;
col[pointIndex].g = colorArray[pointIndex].G;
col[pointIndex].r = colorArray[pointIndex].R;
if (x != (depthWidth - 1) && y != (depthHeight - 1))
{
topLeft = pointIndex;
topRight = topLeft + 1;
bottomLeft = topLeft + depthWidth;
bottomRight = bottomLeft + 1;
tl = PointCloud[topLeft].Z;
tr = PointCloud[topRight].Z;
bl = PointCloud[bottomLeft].Z;
br = PointCloud[bottomRight].Z;
if (tl > nearClip && tr > nearClip && bl > nearClip)
{
indeces[triangleIndex++] = topLeft;
indeces[triangleIndex++] = topRight;
indeces[triangleIndex++] = bottomLeft;
}
else
{
indeces[triangleIndex++] = 0;
indeces[triangleIndex++] = 0;
indeces[triangleIndex++] = 0;
}
if (bl > nearClip && tr > nearClip && br > nearClip)
{
indeces[triangleIndex++] = bottomLeft;
indeces[triangleIndex++] = topRight;
indeces[triangleIndex++] = bottomRight;
}
else
{
indeces[triangleIndex++] = 0;
indeces[triangleIndex++] = 0;
indeces[triangleIndex++] = 0;
}
}
pointIndex++;
}
}
texture.SetPixels32(col);
texture.Apply();
mesh.vertices = vertices;
mesh.triangles = indeces;
mesh.RecalculateBounds();
}
}
}
}