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KinectV2 visualize
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using UnityEngine; | |
using Windows.Kinect; | |
using System.Runtime.InteropServices; | |
using System; | |
using System.Linq; | |
using UnityEngine.Rendering; | |
[RequireComponent(typeof(MeshRenderer))] | |
[RequireComponent(typeof(MeshFilter))] | |
public class KinectView : MonoBehaviour { | |
[SerializeField] private Shader shader; | |
Mesh mesh; | |
private CoordinateMapper _Mapper; | |
private FrameDescription colorFrameDesc; | |
private FrameDescription depthFrameDesc; | |
private MultiSourceFrameReader multiFrameSourceReader; | |
ushort[] depthFrameData; | |
byte[] colorFrameData; | |
CameraSpacePoint[] cameraSpacePoints; | |
ColorSpacePoint[] colorSpacePoints; | |
private int bytesPerPixel = 4; | |
private KinectSensor _Sensor; | |
byte[] bodyIndexBuffer; | |
// Use this for initialization | |
void Start() | |
{ | |
mesh = new Mesh() | |
{ | |
indexFormat = IndexFormat.UInt32, | |
}; | |
_Sensor = KinectSensor.GetDefault(); | |
if (_Sensor != null) | |
{ | |
multiFrameSourceReader = _Sensor.OpenMultiSourceFrameReader(FrameSourceTypes.Depth | |
| FrameSourceTypes.Color | FrameSourceTypes.BodyIndex | FrameSourceTypes.Body); | |
multiFrameSourceReader.MultiSourceFrameArrived += Reader_MultiSourceFrameArrived; | |
_Mapper = _Sensor.CoordinateMapper; | |
depthFrameDesc = _Sensor.DepthFrameSource.FrameDescription; | |
int depthWidth = depthFrameDesc.Width; | |
int depthHeight = depthFrameDesc.Height; | |
depthFrameData = new ushort[depthWidth * depthHeight]; | |
colorSpacePoints = new ColorSpacePoint[depthWidth * depthHeight]; | |
cameraSpacePoints = new CameraSpacePoint[depthWidth * depthHeight]; | |
colorFrameDesc = _Sensor.ColorFrameSource.FrameDescription; | |
int colorWidth = colorFrameDesc.Width; | |
int colorHeight = colorFrameDesc.Height; | |
// allocate space to put the pixels being received | |
colorFrameData = new byte[colorWidth * colorHeight * bytesPerPixel]; | |
var bodyIndexFrameDesc = _Sensor.BodyIndexFrameSource.FrameDescription; | |
bodyIndexBuffer = new byte[bodyIndexFrameDesc.LengthInPixels]; | |
// create mesh | |
Vector3[] vertices = new Vector3[depthWidth * depthHeight]; | |
var indices = new int[vertices.Length]; | |
for (int i = 0; i < vertices.Length; i++) | |
indices[i] = i; | |
mesh.MarkDynamic(); | |
mesh.vertices = vertices; | |
mesh.SetIndices(indices, MeshTopology.Points, 0, false); | |
mesh.UploadMeshData(false); | |
var filter = GetComponent<MeshFilter>(); | |
filter.sharedMesh = mesh; | |
if (!_Sensor.IsOpen) | |
{ | |
_Sensor.Open(); | |
} | |
} | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
} | |
void Reader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e) | |
{ | |
int depthWidth = 0; | |
int depthHeight = 0; | |
int colorWidth = 0; | |
int colorHeight = 0; | |
MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame(); | |
if (_Sensor == null) return; | |
if (multiSourceFrame != null) | |
{ | |
using (BodyFrame bodyFrame = multiSourceFrame.BodyFrameReference.AcquireFrame()) | |
using (BodyIndexFrame bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame()) | |
using (DepthFrame depthFrame = multiSourceFrame.DepthFrameReference.AcquireFrame()) | |
using (ColorFrame colorFrame = multiSourceFrame.ColorFrameReference.AcquireFrame()) | |
{ | |
if (depthFrame != null && colorFrame != null && bodyIndexFrame != null && bodyFrame != null) | |
{ | |
FrameDescription depthFrameDescription = depthFrame.FrameDescription; | |
depthWidth = depthFrameDescription.Width; | |
depthHeight = depthFrameDescription.Height; | |
depthFrame.CopyFrameDataToArray(depthFrameData); | |
FrameDescription colorFrameDescription = colorFrame.FrameDescription; | |
colorWidth = colorFrameDescription.Width; | |
colorHeight = colorFrameDescription.Height; | |
colorFrame.CopyConvertedFrameDataToArray(colorFrameData, ColorImageFormat.Bgra); | |
bodyIndexFrame.CopyFrameDataToArray(bodyIndexBuffer); | |
_Mapper.MapDepthFrameToColorSpace(depthFrameData, colorSpacePoints); | |
_Mapper.MapDepthFrameToCameraSpace(depthFrameData, cameraSpacePoints); | |
int counter = 0; | |
var vertices = new Vector3[depthWidth * depthHeight]; | |
var colors = new Color[depthWidth * depthHeight]; | |
Body[] bodies = new Body[bodyFrame.BodyCount]; | |
bodyFrame.GetAndRefreshBodyData(bodies); | |
Body body = bodies.FirstOrDefault(b => b.IsTracked); | |
var bodyPos = (body == null) ? Vector3.zero : new Vector3( | |
body.Joints[JointType.SpineMid].Position.X, | |
body.Joints[JointType.SpineMid].Position.Y, | |
body.Joints[JointType.SpineMid].Position.Z); | |
for (int y = 0; y < depthHeight; y++) | |
{ | |
for (int x = 0; x < depthWidth; x++) | |
{ | |
int depthIndex = (y * depthWidth) + x; | |
int bodyIndex = bodyIndexBuffer[depthIndex]; | |
// Color a detected person | |
if (bodyIndex == 255) | |
{ | |
continue; | |
} | |
CameraSpacePoint p = cameraSpacePoints[depthIndex]; | |
ColorSpacePoint colorPoint = colorSpacePoints[depthIndex]; | |
byte r = 0; | |
byte g = 0; | |
byte b = 0; | |
//byte a = 0; | |
int colorX = (int)System.Math.Floor(colorPoint.X + 0.5); | |
int colorY = (int)System.Math.Floor(colorPoint.Y + 0.5); | |
if ((colorX >= 0) && (colorX < colorWidth) && (colorY >= 0) && (colorY < colorHeight)) | |
{ | |
int colorIndex = ((colorY * colorWidth) + colorX) * bytesPerPixel; | |
b = colorFrameData[colorIndex++]; | |
g = colorFrameData[colorIndex++]; | |
r = colorFrameData[colorIndex++]; | |
} | |
if (!(double.IsInfinity(p.X)) && !(double.IsInfinity(p.Y)) && !(double.IsInfinity(p.Z))) | |
{ | |
vertices[counter] = new Vector3(p.X, p.Y, p.Z) - bodyPos; | |
colors[counter] = new Color32(r, g, b, 1); | |
counter++; | |
} | |
} | |
} | |
mesh.vertices = vertices; | |
mesh.colors = colors; | |
} | |
} | |
} | |
} | |
void OnApplicationQuit() | |
{ | |
multiFrameSourceReader.Dispose(); | |
multiFrameSourceReader = null; | |
if (_Mapper != null) | |
{ | |
_Mapper = null; | |
} | |
if (_Sensor != null) | |
{ | |
if (_Sensor.IsOpen) | |
{ | |
_Sensor.Close(); | |
} | |
_Sensor = null; | |
} | |
} | |
} |
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Shader "Custom/KinectView" { | |
Properties | |
{ | |
_Size("PointCloud Size", Float) = 1.0 | |
} | |
SubShader{ | |
Pass{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
uniform float _Size; | |
struct appdata { | |
float4 vertex : POSITION; | |
float4 col : COLOR; | |
}; | |
struct v2f { | |
float4 vertex : SV_POSITION; | |
float4 col : COLOR; | |
float size : PSIZE; | |
}; | |
v2f vert(appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.col = v.col; | |
o.size = _Size; | |
return o; | |
} | |
fixed4 frag(v2f i) : SV_Target | |
{ | |
return i.col; | |
} | |
ENDCG | |
} | |
} | |
} |
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