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import openni

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windhood committed Jun 30, 2012
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+/****************************************************************************
+* *
+* OpenNI Unity Toolkit *
+* Copyright (C) 2011 PrimeSense Ltd. *
+* *
+* *
+* OpenNI is free software: you can redistribute it and/or modify *
+* it under the terms of the GNU Lesser General Public License as published *
+* by the Free Software Foundation, either version 3 of the License, or *
+* (at your option) any later version. *
+* *
+* OpenNI is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU Lesser General Public License for more details. *
+* *
+* You should have received a copy of the GNU Lesser General Public License *
+* along with OpenNI. If not, see <http://www.gnu.org/licenses/>. *
+* *
+****************************************************************************/
+// This file is used for documentation rather than code.
+// This holds pages which are unique to the OPENNI documentation (including the main page)
+
+/**
+
+@mainpage Unity OpenNI Unity Toolkit Overview
+
+@copydoc Introduction
+
+See the @subpage OpenNIPackageOverview to get started.
+
+@copydoc OpenNILicense
+*/
+

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+/****************************************************************************
+* *
+* OpenNI Unity Toolkit *
+* Copyright (C) 2011 PrimeSense Ltd. *
+* *
+* *
+* OpenNI is free software: you can redistribute it and/or modify *
+* it under the terms of the GNU Lesser General Public License as published *
+* by the Free Software Foundation, either version 3 of the License, or *
+* (at your option) any later version. *
+* *
+* OpenNI is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU Lesser General Public License for more details. *
+* *
+* You should have received a copy of the GNU Lesser General Public License *
+* along with OpenNI. If not, see <http://www.gnu.org/licenses/>. *
+* *
+****************************************************************************/
+// this file is used for documentation rather than code.
+// it is aimed at the samples
+
+/**
+@page OpenNISamplesOverview Samples Overview
+To better understand how to use this package, samples are provided.<br> The samples are short, and include
+basic usage of the package. Each sample is a tutorial that demonstrate how to achieve a certain behavior.
+A finished version of the tutorial is supplied as a Unity Scene for reference purposes.<br><br>
+The samples are designed in a specific order, which means that you should finish the first sample tutorial
+before moving onto the second one. This is to prevent the later samples being overloaded with repeated
+explanations of the same thing. <br>
+
+@see @subpage OpenNISamplesList
+*/
+
+
+/**
+@page OpenNISamplesList OpenNI Samples List
+
+<H1>OpenNI-based Samples</H1>
+Following is a list of tutorials that create samples that can be used for teaching the use of the
+@ref OpenNIPackage.
+
+@note It is assumed that before starting working on the tutorials, all relevant installations have
+been completed (see @ref OpenNIBeforeYouStart). Furthermore, each tutorial assumes a new scene was created
+for it.
+
+<H2>Single skeleton using a model</H2>
+This sample shows how to prepare a simple 3D model and connect a skeleton to it. The user will be able to
+move around and the model will mimic the player's movement. <br>
+For more information and the tutorial, see @subpage OpenNISingleSkeletonTutorial.
+
+<H2>Multiple skeletons using game objects</H2>
+This sample expands the previous one by having two “models” controlled by two players. In addition,
+it introduces skeletons that are built based on game objects, rather than fully rigged models (very useful
+for prototyping and debugging).<br>
+For more information and the tutorial, see @subpage OpenNIMultipleSkeletonsTutorial.
+
+<H2>Control cursor with Input (skeleton-based)</H2>
+This sample shows how to define Axes using the NIInput class and control a simple cursor with
+it.<br>
+For more information and the tutorial, see @subpage OpenNIInputControlTutorial.
+
+<H2> %NIGUI (skeleton-based)</H2>
+This sample shows the creation of a simple GUI using the NIGUI capability and controlled by the
+user’s hand.
+For more information and the tutorial, see @subpage OpenNINIGUITutorial.
+
+<H2> Simple game</H2>
+This sample shows a very simple game where balls fall from the sky and the user uses the skeleton to punch
+and kick them around.
+For more information and the tutorial, see @subpage OpenNISimpleGameTutorial.
+
+*/
+
+/**
+@defgroup OpenNISamples Sample Assets
+@brief Included with this product are several samples aimed at helping the developer learn how
+to use the provided tools.<br>
+
+For an overview on how to use the samples, see @ref OpenNISamplesOverview and for a list of the samples, see
+@ref OpenNISamplesList<br><br>
+
+The samples have more than just scripts. They also use various general assets, prefabs and scenes.
+
+<H1>Prefabs</H1>
+First and foremost the samples provide skeleton prefabs. These are used to easily and quickly add
+skeletons to the scene. see @ref OpenNISkeletonSamples for a list of prefabs.<br>
+
+In addition to the skeleton prefabs, the BallPrefab is supplied to be used in the @ref OpenNISimpleGameTutorial
+
+<H1>Scenes</H1>
+For each of the various samples, a scene is supplied with the finished result.
+
+<H1>General Assets</H1>
+For the samples to look good, various models, textures and materials are needed. They are located here.
+
+@ingroup OpenNIPackage
+*/
+
+/**
+@defgroup OpenNISkeletonSamples Skeleton Sample Assets.
+@brief Assets used for samples on the skeletons.<br>
+
+These are assets used for samples involving the skeletons. They include the graphics (for the skeleton
+model) and the skeleton prefabs. These are used to easily and quickly add skeletons to the scene.<br>
+The following skeleton prefabs are used:
+- @b ConstructionWorkerPrefab: This prefab contains a model of the construction worker from Unity's
+ standard assets for which we connected a controller. All relevant joints have already been
+ connected. The construction worker moves its center to move around but uses the joint's orientation
+ to move its limbs.
+- @b MoveableSoldier: This prefab contains a model of a soldier (taken from one of Unity's
+ example projects) for which we connected a controller. All relevant joints have already been
+ connected. The soldier moves its center to move around but uses the joint's orientation to move
+ its limbs.
+- @b FullBodySkeletonCubes: This prefab creates a hierarchy of game objects to represent the
+ various joints. It then includes a skeleton controller to which these joints are attached.
+ Unlike the MoveableSoldier prefab and ConstructionWorkerPrefab, here every joint is moved individually
+ as there is no rigged model to control.
+- @b UpperBodySkeletonCubes: This prefab works in a similar way to FullBodySkeletonCubes with one main
+ difference; it does not have legs. This can be used when you want to model only the top of the
+ user, for example, so that the user can sit down.
+- @b SkeletonLineDebugger: This prefab should be attached to a @ref NISkeletonController object. It will
+ draw lines between the joints. @note this creates gizmos these lines are visible in the editor only
+ in the scene view (or if the Gizmos option is checked in the game options in the game view as well).
+- @b SkeletonLineRenderer: This prefab should be attached to a @ref NISkeletonController object. It will
+ draw lines between the joints. @note this uses LineRenderer which means it should work in the
+ standalone build unlike SkeletonLineDebugger.
+
+@ingroup OpenNISamples
+*/
+
+/**
+@defgroup OpenNITrackerSamples Tracker Sample Assets.
+@brief Sample trackers.<br>
+
+To better understand how to use the trackers concept, and to show the usage in a game, several
+gesture tracker examples are provided.
+@note These are very simple implementation aimed at showing how to extend the gestures and @b NOT as a production
+ready gesture.
+@ingroup OpenNISamples
+*/
+
+/**
+@defgroup OpenNISpecificLogicSamples Sample Assets Required for Specific Examples.
+@brief Sample assets required for specific examples.<br>
+
+This module includes various samples used to implement specific logic in the samples. It also include the BallPrefab
+which is supplied to be used in the @ref OpenNISimpleGameTutorial
+@ingroup OpenNISamples
+*/

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