MultiSourceManager.cs
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using UnityEngine;
using System.Collections;
using Windows.Kinect;
public class MultiSourceManager : MonoBehaviour {
public int ColorWidth { get; private set; }
public int ColorHeight { get; private set; }
private KinectSensor _Sensor;
private MultiSourceFrameReader _Reader;
private Texture2D _ColorTexture;
private ushort[] _DepthData;
private byte[] _ColorData;
public Texture2D GetColorTexture()
{
return _ColorTexture;
}
public ushort[] GetDepthData()
{
return _DepthData;
}
void Start ()
{
_Sensor = KinectSensor.GetDefault();
if (_Sensor != null)
{
_Reader = _Sensor.OpenMultiSourceFrameReader(FrameSourceTypes.Color | FrameSourceTypes.Depth);
var colorFrameDesc = _Sensor.ColorFrameSource.CreateFrameDescription(ColorImageFormat.Rgba);
ColorWidth = colorFrameDesc.Width;
ColorHeight = colorFrameDesc.Height;
_ColorTexture = new Texture2D(colorFrameDesc.Width, colorFrameDesc.Height, TextureFormat.RGBA32, false);
_ColorData = new byte[colorFrameDesc.BytesPerPixel * colorFrameDesc.LengthInPixels];
var depthFrameDesc = _Sensor.DepthFrameSource.FrameDescription;
_DepthData = new ushort[depthFrameDesc.LengthInPixels];
if (!_Sensor.IsOpen)
{
_Sensor.Open();
}
}
}
void Update ()
{
if (_Reader != null)
{
var frame = _Reader.AcquireLatestFrame();
if (frame != null)
{
var colorFrame = frame.ColorFrameReference.AcquireFrame();
if (colorFrame != null)
{
var depthFrame = frame.DepthFrameReference.AcquireFrame();
if (depthFrame != null)
{
colorFrame.CopyConvertedFrameDataToArray(_ColorData, ColorImageFormat.Rgba);
_ColorTexture.LoadRawTextureData(_ColorData);
_ColorTexture.Apply();
depthFrame.CopyFrameDataToArray(_DepthData);
depthFrame.Dispose();
depthFrame = null;
}
colorFrame.Dispose();
colorFrame = null;
}
frame = null;
}
}
}
void OnApplicationQuit()
{
if (_Reader != null)
{
_Reader.Dispose();
_Reader = null;
}
if (_Sensor != null)
{
if (_Sensor.IsOpen)
{
_Sensor.Close();
}
_Sensor = null;
}
}
}