InfraredSourceManager.cs
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using UnityEngine;
using System.Collections;
using Windows.Kinect;
public class InfraredSourceManager : MonoBehaviour
{
private KinectSensor _Sensor;
private InfraredFrameReader _Reader;
private ushort[] _Data;
private byte[] _RawData;
// I'm not sure this makes sense for the Kinect APIs
// Instead, this logic should be in the VIEW
private Texture2D _Texture;
public Texture2D GetInfraredTexture()
{
return _Texture;
}
void Start()
{
_Sensor = KinectSensor.GetDefault();
if (_Sensor != null)
{
_Reader = _Sensor.InfraredFrameSource.OpenReader();
var frameDesc = _Sensor.InfraredFrameSource.FrameDescription;
_Data = new ushort[frameDesc.LengthInPixels];
_RawData = new byte[frameDesc.LengthInPixels * 4];
_Texture = new Texture2D(frameDesc.Width, frameDesc.Height, TextureFormat.BGRA32, false);
if (!_Sensor.IsOpen)
{
_Sensor.Open();
}
}
}
void Update ()
{
if (_Reader != null)
{
var frame = _Reader.AcquireLatestFrame();
if (frame != null)
{
frame.CopyFrameDataToArray(_Data);
int index = 0;
foreach(var ir in _Data)
{
byte intensity = (byte)(ir >> 8);
_RawData[index++] = intensity;
_RawData[index++] = intensity;
_RawData[index++] = intensity;
_RawData[index++] = 255; // Alpha
}
_Texture.LoadRawTextureData(_RawData);
_Texture.Apply();
frame.Dispose();
frame = null;
}
}
}
void OnApplicationQuit()
{
if (_Reader != null)
{
_Reader.Dispose();
_Reader = null;
}
if (_Sensor != null)
{
if (_Sensor.IsOpen)
{
_Sensor.Close();
}
_Sensor = null;
}
}
}