mirror of
https://github.com/storytold/Azure-Kinect-Sample-for-Unity.git
synced 2026-10-09 00:09:50 +00:00
195 lines
7.0 KiB
C#
195 lines
7.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Microsoft.Azure.Kinect.Sensor;
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using System.Threading.Tasks;
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public class MeshScript : MonoBehaviour
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{
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//Variable for handling Kinect
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Device kinect;
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//Width and Height of Depth image.
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int depthWidth;
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int depthHeight;
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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[] indeces;
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//Color image to be attatched to mesh
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Texture2D texture;
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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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int nearClip = 300;
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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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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 colored mesh 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(kinect);
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}
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//Initialization of Kinect
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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_2x2Binned,
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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 colored mesh
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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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depthWidth = kinect.GetCalibration().DepthCameraCalibration.ResolutionWidth;
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depthHeight = kinect.GetCalibration().DepthCameraCalibration.ResolutionHeight;
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num = depthWidth * depthHeight;
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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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texture = new Texture2D(depthWidth, depthHeight);
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Vector2[] uv = new Vector2[num];
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Vector3[] normals = new Vector3[num];
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indeces = new int[6 * (depthWidth - 1) * (depthHeight - 1)];
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//Initialization of uv and normal
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int index = 0;
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for (int y = 0; y < depthHeight; y++)
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{
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for (int x = 0; x < depthWidth; x++)
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{
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uv[index] = new Vector2(((float)(x+0.5f) / (float)(depthWidth)), ((float)(y+0.5f) / ((float)(depthHeight))));
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normals[index] = new Vector3(0, -1, 0);
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index++;
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}
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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.uv = uv;
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mesh.normals = normals;
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gameObject.GetComponent<MeshRenderer>().materials[0].mainTexture = texture;
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gameObject.GetComponent<MeshFilter>().mesh = mesh;
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}
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private async Task KinectLoop(Device device)
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{
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while (true)
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{
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using (Capture capture = await Task.Run(() => device.GetCapture()).ConfigureAwait(true))
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{
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//Getting color information
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Image modifiedColor = transformation.ColorImageToDepthCamera(capture);
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BGRA[] colorArray = modifiedColor.GetPixels<BGRA>().ToArray();
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//Getting vertices of point cloud
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Image cloudImage = transformation.DepthImageToPointCloud(capture.Depth);
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Short3[] PointCloud = cloudImage.GetPixels<Short3>().ToArray();
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int triangleIndex = 0;
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int pointIndex = 0;
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int topLeft, topRight, bottomLeft, bottomRight;
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int tl, tr, bl, br;
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for (int y = 0; y < depthHeight; y++)
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{
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for (int x = 0; x < depthWidth; x++)
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{
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vertices[pointIndex].x = PointCloud[pointIndex].X * 0.001f;
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vertices[pointIndex].y = -PointCloud[pointIndex].Y * 0.001f;
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vertices[pointIndex].z = PointCloud[pointIndex].Z * 0.001f;
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colors[pointIndex].a = 255;
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colors[pointIndex].b = colorArray[pointIndex].B;
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colors[pointIndex].g = colorArray[pointIndex].G;
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colors[pointIndex].r = colorArray[pointIndex].R;
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if (x != (depthWidth - 1) && y != (depthHeight - 1))
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{
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topLeft = pointIndex;
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topRight = topLeft + 1;
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bottomLeft = topLeft + depthWidth;
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bottomRight = bottomLeft + 1;
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tl = PointCloud[topLeft].Z;
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tr = PointCloud[topRight].Z;
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bl = PointCloud[bottomLeft].Z;
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br = PointCloud[bottomRight].Z;
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if (tl > nearClip && tr > nearClip && bl > nearClip)
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{
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indeces[triangleIndex++] = topLeft;
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indeces[triangleIndex++] = topRight;
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indeces[triangleIndex++] = bottomLeft;
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}
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else
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{
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indeces[triangleIndex++] = 0;
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indeces[triangleIndex++] = 0;
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indeces[triangleIndex++] = 0;
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}
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if (bl > nearClip && tr > nearClip && br > nearClip)
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{
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indeces[triangleIndex++] = bottomLeft;
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indeces[triangleIndex++] = topRight;
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indeces[triangleIndex++] = bottomRight;
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}
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else
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{
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indeces[triangleIndex++] = 0;
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indeces[triangleIndex++] = 0;
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indeces[triangleIndex++] = 0;
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}
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}
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pointIndex++;
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}
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}
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texture.SetPixels32(colors);
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texture.Apply();
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mesh.vertices = vertices;
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mesh.triangles = indeces;
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mesh.RecalculateBounds();
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}
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}
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}
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}
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