Move.cs 8.07 KB
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Kinect = Windows.Kinect;
using System.Runtime.InteropServices;




public class Move : MonoBehaviour
{
//    [DllImport("NtKinectDll")]
//    private static extern System.IntPtr getKinect();
//    [DllImport("NtKinectDll")]
//    private static extern int setSkeleton(System.IntPtr kinect, System.IntPtr data, System.IntPtr state, System.IntPtr id);

    int bodyCount = 6;
    int jointCount = 25;

    public Material BoneMaterial;
    public GameObject BodySourceManager;
    private Dictionary<ulong, GameObject> _Bodies = new Dictionary<ulong, GameObject>();
    private BodySourceManager _BodyManager;

    public GameObject humanoid;
    CharacterSkeleton skeleton;
    public bool mirror = true;
    public bool move = true;
    private System.IntPtr kinect;

    void Start()
    {
        skeleton = new CharacterSkeleton(humanoid);
    }

    private Dictionary<Kinect.JointType, Kinect.JointType> _BoneMap = new Dictionary<Kinect.JointType, Kinect.JointType>()
    {
        { Kinect.JointType.FootLeft, Kinect.JointType.AnkleLeft },
        { Kinect.JointType.AnkleLeft, Kinect.JointType.KneeLeft },
        { Kinect.JointType.KneeLeft, Kinect.JointType.HipLeft },
        { Kinect.JointType.HipLeft, Kinect.JointType.SpineBase },
        
        { Kinect.JointType.FootRight, Kinect.JointType.AnkleRight },
        { Kinect.JointType.AnkleRight, Kinect.JointType.KneeRight },
        { Kinect.JointType.KneeRight, Kinect.JointType.HipRight },
        { Kinect.JointType.HipRight, Kinect.JointType.SpineBase },
        
        { Kinect.JointType.HandTipLeft, Kinect.JointType.HandLeft },
        { Kinect.JointType.ThumbLeft, Kinect.JointType.HandLeft },
        { Kinect.JointType.HandLeft, Kinect.JointType.WristLeft },
        { Kinect.JointType.WristLeft, Kinect.JointType.ElbowLeft },
        { Kinect.JointType.ElbowLeft, Kinect.JointType.ShoulderLeft },
        { Kinect.JointType.ShoulderLeft, Kinect.JointType.SpineShoulder },
        
        { Kinect.JointType.HandTipRight, Kinect.JointType.HandRight },
        { Kinect.JointType.ThumbRight, Kinect.JointType.HandRight },
        { Kinect.JointType.HandRight, Kinect.JointType.WristRight },
        { Kinect.JointType.WristRight, Kinect.JointType.ElbowRight },
        { Kinect.JointType.ElbowRight, Kinect.JointType.ShoulderRight },
        { Kinect.JointType.ShoulderRight, Kinect.JointType.SpineShoulder },
        
        { Kinect.JointType.SpineBase, Kinect.JointType.SpineMid },
        { Kinect.JointType.SpineMid, Kinect.JointType.SpineShoulder },
        { Kinect.JointType.SpineShoulder, Kinect.JointType.Neck },
        { Kinect.JointType.Neck, Kinect.JointType.Head },
    };

    void Update()
    {
        float[] data1 = new float[bodyCount * jointCount * 3];
        int[] state = new int[bodyCount * jointCount];
        int[] id = new int[bodyCount];
        GCHandle gch = GCHandle.Alloc(data1, GCHandleType.Pinned);
        GCHandle gch2 = GCHandle.Alloc(state, GCHandleType.Pinned);
        GCHandle gch3 = GCHandle.Alloc(id, GCHandleType.Pinned);

        if (BodySourceManager == null)
        {
            return;
        }

        _BodyManager = BodySourceManager.GetComponent<BodySourceManager>();
        if (_BodyManager == null)
        {
            return;
        }

        Kinect.Body[] data = _BodyManager.GetData();
        if (data == null)
        {
            return;
        }

        List<ulong> trackedIds = new List<ulong>();
        foreach (var body in data)
        {
            if (body == null)
            {
                continue;
            }

            if (body.IsTracked)
            {
              
                trackedIds.Add(body.TrackingId);
            }
        }

        List<ulong> knownIds = new List<ulong>(_Bodies.Keys);

        // First delete untracked bodies
        foreach (ulong trackingId in knownIds)
        {
            if (!trackedIds.Contains(trackingId))
            {
                Destroy(_Bodies[trackingId]);
                _Bodies.Remove(trackingId);
            }
        }

        foreach (var body in data)
        {
            if (body == null)
            {
                continue;
            }

            if (body.IsTracked)
            {
                if (!_Bodies.ContainsKey(body.TrackingId))
                {
                    
                    _Bodies[body.TrackingId] = CreateBodyObject(body.TrackingId);

                }
                RefreshBodyObject(body, _Bodies[body.TrackingId]);
            }
        }
    }

    private GameObject CreateBodyObject(ulong id)
    {

        GameObject body = new GameObject("Body:" + id);

        for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
        {
            GameObject jointObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
            LineRenderer lr = jointObj.AddComponent<LineRenderer>();
            lr.SetVertexCount(2);
            lr.material = BoneMaterial;
            lr.SetWidth(0.05f, 0.05f);

            jointObj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
            jointObj.name = jt.ToString();
            jointObj.transform.parent = body.transform;
        }

        return body;
    }

    private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject)
    {
        float[] data1 = new float[bodyCount * jointCount * 3];
        int[] state = new int[bodyCount * jointCount];
        int[] id1 = new int[bodyCount];
        GCHandle gch = GCHandle.Alloc(data1, GCHandleType.Pinned);
        GCHandle gch2 = GCHandle.Alloc(state, GCHandleType.Pinned);
        GCHandle gch3 = GCHandle.Alloc(id1, GCHandleType.Pinned);

        int i = -1;
        
        for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
        {
            Kinect.Joint sourceJoint = body.Joints[jt];

            //Debug.Log("body.Joints[jt]");
            //Debug.Log(body.Joints[jt]);
            //Debug.Log("jt");
            //Debug.Log(jt);
            //Debug.Log(body.Joints[jt].JointType);
            //Debug.Log(sourceJoint.Position.X * 10);
            //Debug.Log(sourceJoint.Position.Y * 10);
            //Debug.Log(sourceJoint.Position.Z * 10);
            Kinect.Joint? targetJoint = null;

            if (_BoneMap.ContainsKey(jt))
            {
                targetJoint = body.Joints[_BoneMap[jt]];
            }
            Transform jointObj = bodyObject.transform.Find(jt.ToString());
            jointObj.localPosition = GetVector3FromJoint(sourceJoint);

            //Debug.Log(i);
        
            i++;
            data1[i] = sourceJoint.Position.X;
            i++;
            data1[i] = sourceJoint.Position.Y;
            i++;
            data1[i] = sourceJoint.Position.Z;
            if ((sourceJoint.Position.X + sourceJoint.Position.Y + sourceJoint.Position.Z) != 0)
            {
                state[i - 2] = 1;
            }
            skeleton.dasomset(data1, state, 0, true, true, body.Joints[jt], jointObj);

            LineRenderer lr = jointObj.GetComponent<LineRenderer>();
            if (targetJoint.HasValue)
            {
                //Debug.Log(jointObj.localPosition);
                //Debug.Log(GetVector3FromJoint(targetJoint.Value));
                lr.SetPosition(0, jointObj.localPosition);
                lr.SetPosition(1, GetVector3FromJoint(targetJoint.Value));
                lr.SetColors(GetColorForState(sourceJoint.TrackingState), GetColorForState(targetJoint.Value.TrackingState));
            }
            else
            {
                lr.enabled = false;
            }
        }
    }

    private static Color GetColorForState(Kinect.TrackingState state)
    {
        switch (state)
        {
            case Kinect.TrackingState.Tracked:
                return Color.green;

            case Kinect.TrackingState.Inferred:
                return Color.red;

            default:
                return Color.black;
        }
    }

    private static Vector3 GetVector3FromJoint(Kinect.Joint joint)
    {
        return new Vector3(joint.Position.X * 10, joint.Position.Y * 10, joint.Position.Z * 10);
    }
}