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Latest wrapper available on ZigFu.com

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commit 3e886103000a23999ef97f4e5ef96c2c6580d8c8 1 parent 7bfe991
@tinkerer authored
Showing with 2 additions and 23,707 deletions.
  1. BIN  .DS_Store
  2. BIN  Assets/.DS_Store
  3. BIN  Assets/FOOT.mat
  4. BIN  Assets/HAND.mat
  5. +0 −15 Assets/Hand.cs
  6. +0 −520 Assets/Nite.cs
  7. +0 −496 Assets/Nite2.cs
  8. +0 −185 Assets/Nite3.cs
  9. BIN  Assets/OpenNI.net.dll
  10. +0 −25 Assets/OpenNI.xml
  11. BIN  Assets/Soldier Artwork/.DS_Store
  12. BIN  Assets/Soldier Artwork/FBX/Materials/soldier@idle-soldiermesh1_soldiermesh_soldier_normalmap_test_lambert8.mat
  13. BIN  Assets/Soldier Artwork/FBX/Materials/soldier@leanleft-aw_man_01mesh_lambert2.mat
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  15. BIN  .../Soldier Artwork/FBX/Materials/soldier@runfast-soldiermesh1_soldiermesh_soldier_normalmap_test_lambert8.mat
  16. BIN  Assets/Soldier Artwork/FBX/Materials/soldier@runslow-aw_man_01mesh_lambert2.mat
  17. BIN  Assets/Soldier Artwork/FBX/Materials/soldier@walk-soldiermesh1_soldiermesh_soldier_normalmap_test_lambert8.mat
  18. BIN  Assets/Soldier Artwork/FBX/Soldier.fbx
  19. BIN  Assets/Soldier Artwork/FBX/Soldier@idle.fbx
  20. BIN  Assets/Soldier Artwork/Materials/New Material.mat
  21. BIN  Assets/Soldier Artwork/Materials/floor.mat
  22. BIN  Assets/Soldier Artwork/Materials/soldier_blue.mat
  23. BIN  Assets/Soldier Artwork/Textures/bridgeground1_normals.tga
  24. BIN  Assets/Soldier Artwork/Textures/bridgegroundstones_layers.psd
  25. BIN  Assets/Soldier Artwork/Textures/soldier_blue.psd
  26. BIN  Assets/Soldier Artwork/Textures/soldier_normalmap_test.tga
  27. +0 −119 Assets/Soldier Blend Advanced/ComplexWalkBlend.js
  28. +0 −25 Assets/Soldier Blend Advanced/SampleMoveScript.js
  29. +0 −57 Assets/Standard Assets/Camera Scripts/SmoothFollow.js
  30. BIN  Assets/WOODEN CUBE_NEW_LAST_V.png
  31. BIN  Assets/WalkRunIdleBlend.unity
  32. BIN  Assets/XnVNite.net.dll
  33. +0 −64 Assets/carryable.cs
  34. +0 −96 Assets/handgen.cs
  35. BIN  Assets/poi.unity
  36. BIN  Assets/skeletontest.unity
  37. BIN  Assets/wood.mat
  38. +0 −674 GPL.txt
  39. +0 −165 LGPL.txt
  40. +0 −497 Nite2.cs
  41. BIN  OpenNI.net.dll
  42. +0 −25 OpenNI.xml
  43. +2 −11 README
  44. +0 −12 README~
  45. +0 −10 TODO
  46. BIN  XnVNite.net.dll
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15 Assets/Hand.cs
@@ -1,15 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class Hand : MonoBehaviour {
-
- // Use this for initialization
- void Start () {
-
- }
-
- // Update is called once per frame
- void Update () {
-
- }
-}
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520 Assets/Nite.cs
@@ -1,520 +0,0 @@
-using UnityEngine;
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using System.IO;
-using System.Threading;
-using System.Text;
-using xn;
-using xnv;
-
-public class Nite : MonoBehaviour
-{
-
-
-
-
-
- public Transform rightHand;
- public Transform rightWrist;
- public Transform rightElbow;
- public Transform rightArm;
- public Transform rightCollar;
- public Transform rightHip;
- public Transform rightKnee;
- public Transform rightAnkle;
- public Transform rightFoot;
-
- public Transform leftHand;
- public Transform leftWrist;
- public Transform leftElbow;
- public Transform leftArm;
- public Transform leftCollar;
- public Transform leftHip;
- public Transform leftKnee;
- public Transform leftAnkle;
- public Transform leftFoot;
-
-
- public Transform waist;
- public Transform torso;
- public Transform neck;
- public Transform head;
-
- private Quaternion[] initialRotations;
- private Quaternion initialRoot;
-
-
-
-
-
- private readonly string SAMPLE_XML_FILE = @".//OpenNI.xml";
- private Context context;
- private DepthGenerator depth;
- private UserGenerator userGenerator;
- private SkeletonCapability skeletonCapbility;
- private PoseDetectionCapability poseDetectionCapability;
- private string calibPose;
- private bool shouldRun;
-
-
- private Texture2D usersLblTex;
- Color[] usersMapColors;
- Rect usersMapRect;
- uint usersMapSize;
- short[] usersLabelMap;
- short[] usersDepthMap;
- MapData<ushort> LabelMap;
- MapData<ushort> DepthMap;
-
- float[] usersHistogramMap;
- DepthMetaData depthMD;
-
-
- private int[] histogram;
-
- private Dictionary<uint, Dictionary<SkeletonJoint, SkeletonJointPosition>> joints;
-
- private bool shouldDrawPixels = true;
- private bool shouldDrawBackground = true;
- private bool shouldPrintID = true;
- private bool shouldPrintState = true;
- private bool shouldDrawSkeleton = true;
-
-
- public void RotateToInitialPosition()
- {
- //root.rotation = initialRoot;
- torso.rotation = initialRotations[(int)SkeletonJoint.Torso];
- rightArm.rotation = initialRotations[(int)SkeletonJoint.RightShoulder];
- leftArm.rotation = initialRotations[(int)SkeletonJoint.LeftShoulder];
- rightElbow.rotation = initialRotations[(int)SkeletonJoint.RightElbow];
-
- //VT
- // rightWrist.rotation = initialRotations[(int)SkeletonJoint.RightWrist];
-
- leftElbow.rotation = initialRotations[(int)SkeletonJoint.LeftElbow];
- rightHip.rotation = initialRotations[(int)SkeletonJoint.RightHip];
- leftHip.rotation = initialRotations[(int)SkeletonJoint.LeftHip];
- rightKnee.rotation = initialRotations[(int)SkeletonJoint.RightKnee];
- leftKnee.rotation = initialRotations[(int)SkeletonJoint.LeftKnee];
- Debug.Log("Rotated to Initial Position");
- }
-
-
-
- public void RotateToCalibrationPose()
- {
- // Calibration pose is simply initial position with hands raised up
- RotateToInitialPosition();
- Debug.Log("RightElbow: " + rightElbow.rotation + "Left Elbow: " + leftElbow.rotation);
- rightElbow.rotation = Quaternion.Euler(0, -90, 90) * initialRotations[(int)SkeletonJoint.RightElbow];
- leftElbow.rotation = Quaternion.Euler(0, 90, -90) * initialRotations[(int)SkeletonJoint.LeftElbow];
- Debug.Log("RightElbow: " + rightElbow.rotation + "Left Elbow: " + leftElbow.rotation);
- Debug.Log("Character Initialized to Calibration Pose");
- }
-
- void InitializeCharacter()
- {
-
-
- initialRotations = new Quaternion[24]; //i count 24 joints in xn.SkeletonJoint spec
- initialRotations[(int)SkeletonJoint.LeftElbow] = leftElbow.rotation;
- initialRotations[(int)SkeletonJoint.RightElbow] = rightElbow.rotation;
- initialRotations[(int)SkeletonJoint.LeftShoulder] = leftArm.rotation;
- initialRotations[(int)SkeletonJoint.RightShoulder] = rightArm.rotation;
- initialRotations[(int)SkeletonJoint.RightKnee] = rightKnee.rotation;
- initialRotations[(int)SkeletonJoint.LeftKnee] = leftKnee.rotation;
- initialRotations[(int)SkeletonJoint.RightHip] = rightHip.rotation;
- initialRotations[(int)SkeletonJoint.LeftHip] = leftHip.rotation;
- initialRotations[(int)SkeletonJoint.Torso] = torso.rotation;
- foreach(Quaternion quat in initialRotations)
- {
- Debug.Log(quat);
- }
- Debug.Log("initialRotations set" + (int)SkeletonJoint.LeftElbow);
- //VT
- //initialRotations[(int)SkeletonJoint.RightWrist] = rightWrist.rotation;
-
- //initialRoot = root.rotation;
-
- RotateToCalibrationPose();
-
- }
-
-
- void Start()
- {
-
-
-
- this.context = new Context(SAMPLE_XML_FILE);
- this.depth = context.FindExistingNode(NodeType.Depth) as DepthGenerator;
- if (this.depth == null)
- {
- throw new Exception("Viewer must have a depth node!");
- }
-
- this.userGenerator = new UserGenerator(this.context);
- this.skeletonCapbility = new SkeletonCapability(this.userGenerator);
- this.poseDetectionCapability = new PoseDetectionCapability(this.userGenerator);
- this.calibPose = this.skeletonCapbility.GetCalibrationPose();
-
- this.userGenerator.NewUser += new UserGenerator.NewUserHandler(userGenerator_NewUser);
- this.userGenerator.LostUser += new UserGenerator.LostUserHandler(userGenerator_LostUser);
- this.poseDetectionCapability.PoseDetected += new PoseDetectionCapability.PoseDetectedHandler(poseDetectionCapability_PoseDetected);
- this.skeletonCapbility.CalibrationEnd += new SkeletonCapability.CalibrationEndHandler(skeletonCapbility_CalibrationEnd);
-
- this.skeletonCapbility.SetSkeletonProfile(SkeletonProfile.All);
- this.joints = new Dictionary<uint,Dictionary<SkeletonJoint,SkeletonJointPosition>>();
- this.userGenerator.StartGenerating();
-
-
- this.histogram = new int[this.depth.GetDeviceMaxDepth()];
-
- MapOutputMode mapMode = this.depth.GetMapOutputMode();
-
-// this.bitmap = new Bitmap((int)mapMode.nXRes, (int)mapMode.nYRes/*, System.Drawing.Imaging.PixelFormat.Format24bppRgb*/);
- usersLblTex = new Texture2D((int)mapMode.nXRes, (int)mapMode.nYRes);
- Debug.Log("usersLblTex = w: "+ usersLblTex.width + " h: " + usersLblTex.height );
-
-
- usersMapSize = mapMode.nXRes * mapMode.nYRes;
- usersMapColors = new Color[usersMapSize];
- usersMapRect = new Rect(Screen.width - usersLblTex.width / 2, Screen.height - usersLblTex.height / 2, usersLblTex.width / 2, usersLblTex.height / 2);
- usersLabelMap = new short[usersMapSize];
- usersDepthMap = new short[usersMapSize];
-
- usersHistogramMap = new float[5000];
-
-
-
- InitializeCharacter();
- //DepthMetaData depthMD = new DepthMetaData();
-
-
- this.shouldRun = true;
- }
-
- void skeletonCapbility_CalibrationEnd(ProductionNode node, uint id, bool success)
- {
- if (success)
- {
- Debug.Log("callibration ended successfully");
- this.skeletonCapbility.StartTracking(id);
- this.joints.Add(id, new Dictionary<SkeletonJoint, SkeletonJointPosition>());
-
- }
- else
- {
- this.poseDetectionCapability.StartPoseDetection(calibPose, id);
- }
- }
-
- void poseDetectionCapability_PoseDetected(ProductionNode node, string pose, uint id)
- {
- this.poseDetectionCapability.StopPoseDetection(id);
- this.skeletonCapbility.RequestCalibration(id, true);
- }
-
- void userGenerator_NewUser(ProductionNode node, uint id)
- {
- Debug.Log("New User Found");
- this.poseDetectionCapability.StartPoseDetection(this.calibPose, id);
- }
-
- void userGenerator_LostUser(ProductionNode node, uint id)
- {
- Debug.Log("lost user");
- this.joints.Remove(id);
- }
-
-// public Transform pLHand;
-// public Transform pRHand;
-// public Transform pLElbow;
-// public Transform pRElbow;
-// public Transform pHead;
-
-
- public Vector3 bias;
- public float scale;
- void Update()
- {
- bool doUpdate = true;
- if (this.shouldRun)
- {
- try
- {
- this.context.WaitOneUpdateAll(this.depth);
- }
- catch (Exception)
- {
- }
-
- //this.depth.GetMetaData(depthMD);
-
-
- uint[] users = this.userGenerator.GetUsers();
- //Debug.Log(users.Length);
- foreach (uint user in users)
- {
- if (this.skeletonCapbility.IsTracking(user))
- {
- doUpdate = false;
- //Debug.Log("here we go");
-
-
- //GetJoints(user);
- //this.UpdateAvatar(user);
- //MoveTransform(user, SkeletonJoint.Head, pHead);
- //MoveTransform(user, SkeletonJoint.RightHand, pRHand);
- //MoveTransform(user, SkeletonJoint.RightElbow, pRElbow);
- //MoveTransform(user, SkeletonJoint.LeftHand, pLHand);
- //MoveTransform(user, SkeletonJoint.LeftElbow, pLElbow);
- UpdateAvatar(user);
-
- }
- }
- }
- if (doUpdate)
- {
- // UpdateUserMap();
- }
- }
-
-
- void MoveTransform( uint userId, SkeletonJoint joint, Transform dest)
- {
- SkeletonJointPosition pos = new SkeletonJointPosition();
- this.skeletonCapbility.GetSkeletonJointPosition(userId, joint, ref pos);
- Vector3 v3pos = new Vector3(pos.position.X, pos.position.Y, -pos.position.Z);
- dest.position = (v3pos / scale) + bias;
-
-
- }
- void UpdateAvatar(uint userId)
- {
- //root.rotation = Quaternion.LookRotation(Vector3.forward);
-
- TransformBone(userId, SkeletonJoint.Torso, torso, false);
-
- // TransformBone(userId, SkeletonJoint.Waist, waist, false);
-
-
- TransformBone(userId, SkeletonJoint.RightShoulder, rightArm, false);
- TransformBone(userId, SkeletonJoint.LeftShoulder, leftArm, false);
-
- TransformBone(userId, SkeletonJoint.RightElbow, rightElbow, false);
- TransformBone(userId, SkeletonJoint.LeftElbow, leftElbow, false);
-
- TransformBone(userId, SkeletonJoint.RightHip, rightHip, false);
- TransformBone(userId, SkeletonJoint.LeftHip, leftHip, false);
-
- TransformBone(userId, SkeletonJoint.RightKnee, rightKnee, false);
- TransformBone(userId, SkeletonJoint.LeftKnee, leftKnee, false);
-
- MoveTransform(userId, SkeletonJoint.Torso, waist);
-
- }
-
-
- void TransformBone(uint userId, SkeletonJoint joint, Transform dest, bool move)
- {
-
- // SkeletonJointPosition sjp = this.joints[userId][joint];
- // Point3D pos = sjp.position;
-
- //Debug.Log("joint " + joint + "x " + pos.X + " y " + pos.Y + " z " + pos.Z);
-
- SkeletonJointOrientation ori = new SkeletonJointOrientation();
- this.skeletonCapbility.GetSkeletonJointOrientation(userId, joint, ref ori);
- //float [] m = ori.Orientation.elements;
-
- //Debug.Log(m.Length);
-
-
- // only modify joint if confidence is high enough in this frame
- if (ori.Confidence > 0.5)
- {
- // Z coordinate in OpenNI is opposite from Unity. We will create a quat
- // to rotate from OpenNI to Unity (relative to initial rotation)
- // Vector3 worldZVec = new Vector3(-ori.m02, -ori.m12, ori.m22);
- // elem1 elem2 elem3
- // elem4 elem5 elem6
- // elem7 elem8 elem9
- Vector3 worldZVec = new Vector3(-ori.Orientation.elem3, -ori.Orientation.elem6, ori.Orientation.elem9);
-
- // Vector3 worldYVec = new Vector3(trans.ori.m01, trans.ori.m11, -trans.ori.m21);
- Vector3 worldYVec = new Vector3(ori.Orientation.elem2, ori.Orientation.elem5, -ori.Orientation.elem8);
-
- Quaternion jointRotation = Quaternion.LookRotation(worldZVec, worldYVec);
-
- Quaternion newRotation = (jointRotation * initialRotations[(int)joint]);
-
- // Some smoothing
- dest.rotation = Quaternion.Slerp(dest.rotation, newRotation, Time.deltaTime * 20);
-
- }
-
- //if (move)
- //{
-// dest.position = new Vector3(trans.pos.x/1000, trans.pos.y/1000 -1, -trans.pos.z/1000);
- // dest.position = new Vector3(pos.X/1000, pos.Y/1000 -1, -pos.Z/1000);
-
-
- //}
-
-
-
- }
-
-
-
-
-
- private void GetJoint(uint user, SkeletonJoint joint)
- {
- SkeletonJointPosition pos = new SkeletonJointPosition();
- this.skeletonCapbility.GetSkeletonJointPosition(user, joint, ref pos);
- if (pos.position.Z == 0)
- {
- pos.fConfidence = 0;
- }
- else
- {
- pos.position = this.depth.ConvertRealWorldToProjective(pos.position);
- }
- this.joints[user][joint] = pos;
-
- }
-
- private void GetJoints(uint user)
- {
- GetJoint(user, SkeletonJoint.Head);
- GetJoint(user, SkeletonJoint.Neck);
-
- GetJoint(user, SkeletonJoint.LeftShoulder);
- GetJoint(user, SkeletonJoint.LeftElbow);
- GetJoint(user, SkeletonJoint.LeftHand);
-
- GetJoint(user, SkeletonJoint.RightShoulder);
- GetJoint(user, SkeletonJoint.RightElbow);
- GetJoint(user, SkeletonJoint.RightHand);
-
- GetJoint(user, SkeletonJoint.Torso);
-
- GetJoint(user, SkeletonJoint.LeftHip);
- GetJoint(user, SkeletonJoint.LeftKnee);
- GetJoint(user, SkeletonJoint.LeftFoot);
-
- GetJoint(user, SkeletonJoint.RightHip);
- GetJoint(user, SkeletonJoint.RightKnee);
- GetJoint(user, SkeletonJoint.RightFoot);
- }
-
- void OnGUI()
- {
-
- GUI.DrawTexture(usersMapRect, usersLblTex);
-
- }
-
-
-
-
- void UpdateUserMap()
- {
- // copy over the maps
- //Marshal.Copy(NiteWrapper.GetUsersLabelMap(), usersLabelMap, 0, usersMapSize);
- //Marshal.Copy(NiteWrapper.GetUsersDepthMap(), usersDepthMap, 0, usersMapSize);
-
- //this.depth.GetMetaData(depthMD);
-
-
- DepthMap = this.depth.GetDepthMap();
- LabelMap = this.userGenerator.GetUserPixels(0).GetSceneMap();
-
- // we will be flipping the texture as we convert label map to color array
- int flipIndex, i;
- int numOfPoints = 0;
- Array.Clear(usersHistogramMap, 0, usersHistogramMap.Length);
-
- // calculate cumulative histogram for depth
- for (i = 0; i < usersMapSize; i++)
- {
-
-
-
- // only calculate for depth that contains users
- //if (usersLabelMap[i] != 0)
- if (LabelMap[i] != 0)
-
- {
-
-
-
-// usersHistogramMap[usersDepthMap[i]]++;
- usersHistogramMap[DepthMap[i]]++;
-
-
- numOfPoints++;
- }
- }
- if (numOfPoints > 0)
- {
-
-
-
- for (i = 1; i < usersHistogramMap.Length; i++)
- {
- usersHistogramMap[i] += usersHistogramMap[i-1];
- }
- for (i = 0; i < usersHistogramMap.Length; i++)
- {
- usersHistogramMap[i] = 1.0f - (usersHistogramMap[i] / numOfPoints);
- }
- }
-
-
-
- // create the actual users texture based on label map and depth histogram
- for (i = 0; i < usersMapSize; i++)
- {
-
-
-
- flipIndex = (int)usersMapSize - i - 1;
-
-
- // if (usersLabelMap[i] == 0)
- if (LabelMap[i] == 0)
-
-
- {
-
-
- usersMapColors[flipIndex] = Color.clear;
- }
- else
- {
-
-
-
-
-
- // create a blending color based on the depth histogram
- //Color c = new Color(usersHistogramMap[usersDepthMap[i]], usersHistogramMap[usersDepthMap[i]], usersHistogramMap[usersDepthMap[i]], 0.9f);
- Color c = new Color(usersHistogramMap[DepthMap[i]], usersHistogramMap[DepthMap[i]], usersHistogramMap[DepthMap[i]], 0.9f);
- // switch (usersLabelMap[i] % 4)
- switch (LabelMap[i] % 4)
-
- {
- case 0:
- usersMapColors[flipIndex] = Color.red * c;
- break;
- case 1:
- usersMapColors[flipIndex] = Color.green * c;
- break;
- case 2:
- usersMapColors[flipIndex] = Color.blue * c;
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496 Assets/Nite2.cs
@@ -1,496 +0,0 @@
-using UnityEngine;
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using System.IO;
-using System.Threading;
-using System.Text;
-using xn;
-using xnv;
-
-public class Nite2 : MonoBehaviour
-{
-
-
-
-
- public Transform rightElbow;
-
- //VT
- public Transform rightWrist;
-
- public Transform leftElbow;
- public Transform rightArm;
- public Transform leftArm;
- public Transform rightKnee;
- public Transform leftKnee;
- public Transform rightHip;
- public Transform leftHip;
- public Transform spine;
- public Transform root;
-
- private Quaternion[] initialRotations;
- private Quaternion initialRoot;
-
-
-
-
-
- private readonly string SAMPLE_XML_FILE = @".//OpenNI.xml";
- private Context context;
- private DepthGenerator depth;
- private UserGenerator userGenerator;
- private SkeletonCapability skeletonCapbility;
- private PoseDetectionCapability poseDetectionCapability;
- private string calibPose;
- private Thread readerThread;
- private bool shouldRun;
- //private Bitmap bitmap;
-
- Texture2D usersLblTex;
- Color[] usersMapColors;
- Rect usersMapRect;
- uint usersMapSize;
- short[] usersLabelMap;
- short[] usersDepthMap;
- MapData<ushort> LabelMap;
- MapData<ushort> DepthMap;
-
- float[] usersHistogramMap;
- DepthMetaData depthMD;
-
-
- private int[] histogram;
-
- private Dictionary<uint, Dictionary<SkeletonJoint, SkeletonJointPosition>> joints;
-
- private bool shouldDrawPixels = true;
- private bool shouldDrawBackground = true;
- private bool shouldPrintID = true;
- private bool shouldPrintState = true;
- private bool shouldDrawSkeleton = true;
-
-
- public void RotateToInitialPosition()
- {
- //root.rotation = initialRoot;
- spine.rotation = initialRotations[(int)SkeletonJoint.Torso];
- rightArm.rotation = initialRotations[(int)SkeletonJoint.RightShoulder];
- leftArm.rotation = initialRotations[(int)SkeletonJoint.LeftShoulder];
- rightElbow.rotation = initialRotations[(int)SkeletonJoint.RightElbow];
-
- //VT
- rightWrist.rotation = initialRotations[(int)SkeletonJoint.RightWrist];
-
- leftElbow.rotation = initialRotations[(int)SkeletonJoint.LeftElbow];
- rightHip.rotation = initialRotations[(int)SkeletonJoint.RightHip];
- leftHip.rotation = initialRotations[(int)SkeletonJoint.LeftHip];
- rightKnee.rotation = initialRotations[(int)SkeletonJoint.RightKnee];
- leftKnee.rotation = initialRotations[(int)SkeletonJoint.LeftKnee];
- }
-
-
-
- public void RotateToCalibrationPose()
- {
- // Calibration pose is simply initial position with hands raised up
- RotateToInitialPosition();
- rightElbow.rotation = Quaternion.Euler(0, -90, 90) * initialRotations[(int)SkeletonJoint.RightElbow];
- leftElbow.rotation = Quaternion.Euler(0, 90, -90) * initialRotations[(int)SkeletonJoint.LeftElbow];
- }
-
- void InitializeCharacter()
- {
-
-
- initialRotations = new Quaternion[24]; //i count 24 joints in xn.SkeletonJoint spec
- initialRotations[(int)SkeletonJoint.LeftElbow] = leftElbow.rotation;
- initialRotations[(int)SkeletonJoint.RightElbow] = rightElbow.rotation;
- initialRotations[(int)SkeletonJoint.LeftShoulder] = leftArm.rotation;
- initialRotations[(int)SkeletonJoint.RightShoulder] = rightArm.rotation;
- initialRotations[(int)SkeletonJoint.RightKnee] = rightKnee.rotation;
- initialRotations[(int)SkeletonJoint.LeftKnee] = leftKnee.rotation;
- initialRotations[(int)SkeletonJoint.RightHip] = rightHip.rotation;
- initialRotations[(int)SkeletonJoint.LeftHip] = leftHip.rotation;
- initialRotations[(int)SkeletonJoint.Torso] = spine.rotation;
-
- //VT
- initialRotations[(int)SkeletonJoint.RightWrist] = rightWrist.rotation;
-
- //initialRoot = root.rotation;
-
- RotateToCalibrationPose();
-
- }
-
-
- void Start()
- {
-
-
-/*really unity?
-
- do you do that for real?
-
- */
-
- InitializeCharacter();
- this.context = new Context(SAMPLE_XML_FILE);
- this.depth = context.FindExistingNode(NodeType.Depth) as DepthGenerator;
- if (this.depth == null)
- {
- throw new Exception("Viewer must have a depth node!");
- }
-
- this.userGenerator = new UserGenerator(this.context);
- this.skeletonCapbility = new SkeletonCapability(this.userGenerator);
- this.poseDetectionCapability = new PoseDetectionCapability(this.userGenerator);
- this.calibPose = this.skeletonCapbility.GetCalibrationPose();
-
- this.userGenerator.NewUser += new UserGenerator.NewUserHandler(userGenerator_NewUser);
- this.userGenerator.LostUser += new UserGenerator.LostUserHandler(userGenerator_LostUser);
- this.poseDetectionCapability.PoseDetected += new PoseDetectionCapability.PoseDetectedHandler(poseDetectionCapability_PoseDetected);
- this.skeletonCapbility.CalibrationEnd += new SkeletonCapability.CalibrationEndHandler(skeletonCapbility_CalibrationEnd);
-
- this.skeletonCapbility.SetSkeletonProfile(SkeletonProfile.All);
- this.joints = new Dictionary<uint,Dictionary<SkeletonJoint,SkeletonJointPosition>>();
- this.userGenerator.StartGenerating();
-
-
- this.histogram = new int[this.depth.GetDeviceMaxDepth()];
-
- MapOutputMode mapMode = this.depth.GetMapOutputMode();
-
-// this.bitmap = new Bitmap((int)mapMode.nXRes, (int)mapMode.nYRes/*, System.Drawing.Imaging.PixelFormat.Format24bppRgb*/);
- usersLblTex = new Texture2D((int)mapMode.nXRes, (int)mapMode.nYRes);
- Debug.Log("usersLblTex = w: "+ usersLblTex.width + " h: " + usersLblTex.height );
-
-
- usersMapSize = mapMode.nXRes * mapMode.nYRes;
- usersMapColors = new Color[usersMapSize];
- usersMapRect = new Rect(Screen.width - usersLblTex.width / 2, Screen.height - usersLblTex.height / 2, usersLblTex.width / 2, usersLblTex.height / 2);
- usersLabelMap = new short[usersMapSize];
- usersDepthMap = new short[usersMapSize];
-
- usersHistogramMap = new float[5000];
-
-
-
-
- //DepthMetaData depthMD = new DepthMetaData();
-
-
- this.shouldRun = true;
- //this.readerThread = new Thread(ReaderThread);
- // this.readerThread.Start();
- }
-
- void skeletonCapbility_CalibrationEnd(ProductionNode node, uint id, bool success)
- {
- if (success)
- {
- Debug.Log("callibration ended successfully");
- this.skeletonCapbility.StartTracking(id);
- this.joints.Add(id, new Dictionary<SkeletonJoint, SkeletonJointPosition>());
-
- }
- else
- {
- this.poseDetectionCapability.StartPoseDetection(calibPose, id);
- }
- }
-
- void poseDetectionCapability_PoseDetected(ProductionNode node, string pose, uint id)
- {
- this.poseDetectionCapability.StopPoseDetection(id);
- this.skeletonCapbility.RequestCalibration(id, true);
- }
-
- void userGenerator_NewUser(ProductionNode node, uint id)
- {
- Debug.Log("New User Found");
- this.poseDetectionCapability.StartPoseDetection(this.calibPose, id);
- }
-
- void userGenerator_LostUser(ProductionNode node, uint id)
- {
- Debug.Log("lost user");
- this.joints.Remove(id);
- }
-
- public Transform pLHand;
- public Transform pRHand;
- public Transform pLElbow;
- public Transform pRElbow;
- public Transform pHead;
-
-
- public Vector3 bias;
- public float scale;
- void Update()
- {
- bool doUpdate = true;
- if (this.shouldRun)
- {
- try
- {
- this.context.WaitOneUpdateAll(this.depth);
- }
- catch (Exception)
- {
- }
-
- //this.depth.GetMetaData(depthMD);
-
-
- uint[] users = this.userGenerator.GetUsers();
- //Debug.Log(users.Length);
- foreach (uint user in users)
- {
- if (this.skeletonCapbility.IsTracking(user))
- {
- doUpdate = false;
- //Debug.Log("here we go");
-
-
- //GetJoints(user);
- //this.UpdateAvatar(user);
- MoveTransform(user, SkeletonJoint.Head, pHead);
- MoveTransform(user, SkeletonJoint.RightHand, pRHand);
- MoveTransform(user, SkeletonJoint.RightElbow, pRElbow);
- MoveTransform(user, SkeletonJoint.LeftHand, pLHand);
- MoveTransform(user, SkeletonJoint.LeftElbow, pLElbow);
-
-
- }
- }
- }
- if (doUpdate)
- {
- // UpdateUserMap();
- }
- }
-
-
- void MoveTransform( uint userId, SkeletonJoint joint, Transform dest)
- {
- SkeletonJointPosition pos = new SkeletonJointPosition();
- this.skeletonCapbility.GetSkeletonJointPosition(userId, joint, ref pos);
- Vector3 v3pos = new Vector3(pos.position.X, pos.position.Y, pos.position.Z);
- dest.position = (v3pos / scale) + bias;
-
-
- }
- void UpdateAvatar(uint userId)
- {
- //root.rotation = Quaternion.LookRotation(Vector3.forward);
-
- TransformBone(userId, SkeletonJoint.Torso, spine, true);
- TransformBone(userId, SkeletonJoint.RightShoulder, rightArm, false);
- TransformBone(userId, SkeletonJoint.LeftShoulder, leftArm, false);
- TransformBone(userId, SkeletonJoint.RightElbow, rightElbow, false);
-
- TransformBone(userId, SkeletonJoint.LeftElbow, leftElbow, false);
- TransformBone(userId, SkeletonJoint.RightHip, rightHip, false);
- TransformBone(userId, SkeletonJoint.LeftHip, leftHip, false);
- TransformBone(userId, SkeletonJoint.RightKnee, rightKnee, false);
- TransformBone(userId, SkeletonJoint.LeftKnee, leftKnee, false);
- }
-
-
- void TransformBone(uint userId, SkeletonJoint joint, Transform dest, bool move)
- {
-
- SkeletonJointPosition sjp = this.joints[userId][joint];
- Point3D pos = sjp.position;
-
- //Debug.Log("joint " + joint + "x " + pos.X + " y " + pos.Y + " z " + pos.Z);
-
- // SkeletonJointOrientation ori = new SkeletonJointOrientation();
- // this.skeletonCapbility.GetSkeletonJointOrientation(userId, joint, out ori);
- /* float [] m = ori.Orientation.elements;
-
- //Debug.Log(m.Length);
-
-
- // only modify joint if confidence is high enough in this frame
- if (ori.Confidence > 0.5)
- {
- // Z coordinate in OpenNI is opposite from Unity. We will create a quat
- // to rotate from OpenNI to Unity (relative to initial rotation)
- // Vector3 worldZVec = new Vector3(-ori.m02, -ori.m12, ori.m22);
- Vector3 worldZVec = new Vector3(-m[2], -m[5], m[8]);
-
- // Vector3 worldYVec = new Vector3(trans.ori.m01, trans.ori.m11, -trans.ori.m21);
- Vector3 worldYVec = new Vector3(m[1], m[4], -m[7]);
-
- Quaternion jointRotation = Quaternion.LookRotation(worldZVec, worldYVec);
-
- Quaternion newRotation = jointRotation * initialRotations[(int)joint];
-
- // Some smoothing
- dest.rotation = Quaternion.Slerp(dest.rotation, newRotation, Time.deltaTime * 20);
- }
-
- if (move)
- {
-// dest.position = new Vector3(trans.pos.x/1000, trans.pos.y/1000 -1, -trans.pos.z/1000);
- dest.position = new Vector3(pos.X/1000, pos.Y/1000 -1, -pos.Z/1000);
-
-
- }
- */
-
-
- }
-
-
-
-
-
- private void GetJoint(uint user, SkeletonJoint joint)
- {
- SkeletonJointPosition pos = new SkeletonJointPosition();
- this.skeletonCapbility.GetSkeletonJointPosition(user, joint, ref pos);
- if (pos.position.Z == 0)
- {
- pos.fConfidence = 0;
- }
- else
- {
- pos.position = this.depth.ConvertRealWorldToProjective(pos.position);
- }
- this.joints[user][joint] = pos;
-
- }
-
- private void GetJoints(uint user)
- {
- GetJoint(user, SkeletonJoint.Head);
- GetJoint(user, SkeletonJoint.Neck);
-
- GetJoint(user, SkeletonJoint.LeftShoulder);
- GetJoint(user, SkeletonJoint.LeftElbow);
- GetJoint(user, SkeletonJoint.LeftHand);
-
- GetJoint(user, SkeletonJoint.RightShoulder);
- GetJoint(user, SkeletonJoint.RightElbow);
- GetJoint(user, SkeletonJoint.RightHand);
-
- GetJoint(user, SkeletonJoint.Torso);
-
- GetJoint(user, SkeletonJoint.LeftHip);
- GetJoint(user, SkeletonJoint.LeftKnee);
- GetJoint(user, SkeletonJoint.LeftFoot);
-
- GetJoint(user, SkeletonJoint.RightHip);
- GetJoint(user, SkeletonJoint.RightKnee);
- GetJoint(user, SkeletonJoint.RightFoot);
- }
-
- void OnGUI()
- {
-
- GUI.DrawTexture(usersMapRect, usersLblTex);
-
- }
-
-
-
-
- void UpdateUserMap()
- {
- // copy over the maps
- //Marshal.Copy(NiteWrapper.GetUsersLabelMap(), usersLabelMap, 0, usersMapSize);
- //Marshal.Copy(NiteWrapper.GetUsersDepthMap(), usersDepthMap, 0, usersMapSize);
-
- //this.depth.GetMetaData(depthMD);
-
-
- DepthMap = this.depth.GetDepthMap();
- LabelMap = this.userGenerator.GetUserPixels(0).GetSceneMap();
-
- // we will be flipping the texture as we convert label map to color array
- int flipIndex, i;
- int numOfPoints = 0;
- Array.Clear(usersHistogramMap, 0, usersHistogramMap.Length);
-
- // calculate cumulative histogram for depth
- for (i = 0; i < usersMapSize; i++)
- {
-
-
-
- // only calculate for depth that contains users
- //if (usersLabelMap[i] != 0)
- if (LabelMap[i] != 0)
-
- {
-
-
-
-// usersHistogramMap[usersDepthMap[i]]++;
- usersHistogramMap[DepthMap[i]]++;
-
-
- numOfPoints++;
- }
- }
- if (numOfPoints > 0)
- {
-
-
-
- for (i = 1; i < usersHistogramMap.Length; i++)
- {
- usersHistogramMap[i] += usersHistogramMap[i-1];
- }
- for (i = 0; i < usersHistogramMap.Length; i++)
- {
- usersHistogramMap[i] = 1.0f - (usersHistogramMap[i] / numOfPoints);
- }
- }
-
-
-
- // create the actual users texture based on label map and depth histogram
- for (i = 0; i < usersMapSize; i++)
- {
-
-
-
- flipIndex = (int)usersMapSize - i - 1;
-
-
- // if (usersLabelMap[i] == 0)
- if (LabelMap[i] == 0)
-
-
- {
-
-
- usersMapColors[flipIndex] = Color.clear;
- }
- else
- {
-
-
-
-
-
- // create a blending color based on the depth histogram
- //Color c = new Color(usersHistogramMap[usersDepthMap[i]], usersHistogramMap[usersDepthMap[i]], usersHistogramMap[usersDepthMap[i]], 0.9f);
- Color c = new Color(usersHistogramMap[DepthMap[i]], usersHistogramMap[DepthMap[i]], usersHistogramMap[DepthMap[i]], 0.9f);
- // switch (usersLabelMap[i] % 4)
- switch (LabelMap[i] % 4)
-
- {
- case 0:
- usersMapColors[flipIndex] = Color.red * c;
- break;
- case 1:
- usersMapColors[flipIndex] = Color.green * c;
- break;
- case 2:
- usersMapColors[flipIndex] = Color.blue * c;
View
185 Assets/Nite3.cs
@@ -1,185 +0,0 @@
-using UnityEngine;
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using System.IO;
-using System.Threading;
-using System.Text;
-using xn;
-using xnv;
-
-public class Nite3 : MonoBehaviour
-{
-
-
- private readonly string SAMPLE_XML_FILE = @".//OpenNI.xml";
- private Context context;
- private DepthGenerator depth;
- private UserGenerator userGenerator;
- private SkeletonCapability skeletonCapbility;
- private PoseDetectionCapability poseDetectionCapability;
- private string calibPose;
- private bool shouldRun;
-
-
-
- public Transform rightHand;
- public Transform leftHand;
- public Transform leftWrist;
- public Transform rightWrist;
-
- public Transform leftElbow;
- public Transform rightElbow;
- public Transform rightArm;
- public Transform leftArm;
- public Transform rightKnee;
- public Transform leftKnee;
- public Transform rightHip;
- public Transform leftHip;
- public Transform rightAnkle;
- public Transform leftAnkle;
- public Transform rightFoot;
- public Transform leftFoot;
- public Transform waist;
- public Transform torso;
-
- public Transform neck;
- public Transform leftCollar;
- public Transform rightCollar;
- public Transform head;
-
-
-
-
-
- public Vector3 bias;
- public float scale;
-
-
- void Start()
- {
-
-
- this.context = new Context(SAMPLE_XML_FILE);
- this.depth = context.FindExistingNode(NodeType.Depth) as DepthGenerator;
- if (this.depth == null)
- {
- throw new Exception("Viewer must have a depth node!");
- }
-
- this.userGenerator = new UserGenerator(this.context);
- this.skeletonCapbility = new SkeletonCapability(this.userGenerator);
- this.poseDetectionCapability = new PoseDetectionCapability(this.userGenerator);
- this.calibPose = this.skeletonCapbility.GetCalibrationPose();
-
- this.userGenerator.NewUser += new UserGenerator.NewUserHandler(userGenerator_NewUser);
- this.userGenerator.LostUser += new UserGenerator.LostUserHandler(userGenerator_LostUser);
- this.poseDetectionCapability.PoseDetected += new PoseDetectionCapability.PoseDetectedHandler(poseDetectionCapability_PoseDetected);
- this.skeletonCapbility.CalibrationEnd += new SkeletonCapability.CalibrationEndHandler(skeletonCapbility_CalibrationEnd);
-
- this.skeletonCapbility.SetSkeletonProfile(SkeletonProfile.All);
- this.userGenerator.StartGenerating();
-
- MapOutputMode mapMode = this.depth.GetMapOutputMode();
-
-
- this.shouldRun = true;
- }
-
- void skeletonCapbility_CalibrationEnd(ProductionNode node, uint id, bool success)
- {
- if (success)
- {
- Debug.Log("callibration ended successfully");
- this.skeletonCapbility.StartTracking(id);
-
- }
- else
- {
- this.poseDetectionCapability.StartPoseDetection(calibPose, id);
- }
- }
-
- void poseDetectionCapability_PoseDetected(ProductionNode node, string pose, uint id)
- {
- this.poseDetectionCapability.StopPoseDetection(id);
- this.skeletonCapbility.RequestCalibration(id, true);
- }
-
- void userGenerator_NewUser(ProductionNode node, uint id)
- {
- Debug.Log("New User Found");
- this.poseDetectionCapability.StartPoseDetection(this.calibPose, id);
- }
-
- void userGenerator_LostUser(ProductionNode node, uint id)
- {
- Debug.Log("lost user");
- // this.joints.Remove(id);
- }
-
-
- void Update()
- {
- bool doUpdate = true;
- if (this.shouldRun)
- {
- try
- {
- this.context.WaitOneUpdateAll(this.depth);
- }
- catch (Exception)
- {
- }
-
- //this.depth.GetMetaData(depthMD);
-
-
- uint[] users = this.userGenerator.GetUsers();
- //Debug.Log(users.Length);
- foreach (uint user in users)
- {
- if (this.skeletonCapbility.IsTracking(user))
- {
- doUpdate = false;
- //Debug.Log("here we go");
-
-
- //GetJoints(user);
- //this.UpdateAvatar(user);
- MoveTransform(user, SkeletonJoint.Head, head);
- // MoveTransform(user, SkeletonJoint.Neck, neck);
- // MoveTransform(user, SkeletonJoint.Torso, torso);
- // MoveTransform(user, SkeletonJoint.Waist, waist);
-
- MoveTransform(user, SkeletonJoint.RightHand, rightHand);
- // MoveTransform(user, SkeletonJoint.RightWrist, rightWrist);
- MoveTransform(user, SkeletonJoint.RightElbow, rightElbow);
- MoveTransform(user, SkeletonJoint.RightShoulder, rightArm);
- // MoveTransform(user, SkeletonJoint.RightCollar, rightCollar);
- MoveTransform(user, SkeletonJoint.RightHip, rightHip);
- MoveTransform(user, SkeletonJoint.RightKnee, rightKnee);
- // MoveTransform(user, SkeletonJoint.RightAnkle, rightAnkle);
- MoveTransform(user, SkeletonJoint.RightFoot, rightFoot);
-
-
- MoveTransform(user, SkeletonJoint.LeftHand, leftHand);
- // MoveTransform(user, SkeletonJoint.LeftWrist, leftWrist);
- MoveTransform(user, SkeletonJoint.LeftElbow, leftElbow);
- MoveTransform(user, SkeletonJoint.LeftShoulder, leftArm);
- // MoveTransform(user, SkeletonJoint.LeftCollar, leftCollar);
- MoveTransform(user, SkeletonJoint.LeftHip, leftHip);
- MoveTransform(user, SkeletonJoint.LeftKnee, leftKnee);
- // MoveTransform(user, SkeletonJoint.LeftAnkle, leftAnkle);
- MoveTransform(user, SkeletonJoint.LeftFoot, leftFoot);
-
-
-
-
-
- }
- }
- }
- }
-
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25 Assets/OpenNI.xml
@@ -1,25 +0,0 @@
-<OpenNI>
- <Licenses>
- <License vendor="PrimeSense" key="0KOIk2JeIBYClPWVnMoRKn5cdY4="/>
- </Licenses>
- <Log writeToConsole="true" writeToFile="false">
- <!-- 0 - Verbose, 1 - Info, 2 - Warning, 3 - Error (default) -->
- <LogLevel value="3"/>
- <Masks>
- <Mask name="ALL" on="false"/>
- </Masks>
- <Dumps>
- </Dumps>
- </Log>
- <ProductionNodes>
- <Node type="Depth">
- <Configuration>
- <MapOutputMode xRes="640" yRes="480" FPS="30"/>
- <Mirror on="true"/>
- </Configuration>
- </Node>
- <Node type="User" />
- <Node type="Hands" />
- <Node type="Gesture" />
- </ProductionNodes>
-</OpenNI>
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119 Assets/Soldier Blend Advanced/ComplexWalkBlend.js
@@ -1,119 +0,0 @@
-// This script blends between "walk", "runSlow" animations based on the speed and adjusts the playback speed to match
-// It also additively blends in a lean animation, the lean animation
-
-var walkSpeed = 2.3;
-var runSpeed = 3.6;
-var idleThreshold = 0.3;
-var speedSmoothing = 8.0;
-
-
-private var run : AnimationState;
-private var walk : AnimationState;
-private var leanLeft : AnimationState;
-private var leanRight : AnimationState;
-
-private var currentSpeed = 0.0;
-private var smoothedSpeed = 0.0;
-private var currentLean = 0.0;
-private var smoothedLean = 0.0;
-
-function SetCurrentSpeed ( newSpeed : float)
-{
- currentSpeed = newSpeed;
-}
-
-function SetCurrentLean ( newSpeed : float)
-{
- currentLean = newSpeed;
-}
-
-
-function Start ()
-{
- // We are in full control here - don't let any other animations play when we start
- animation.Stop();
-
- // By default loop all animations
- animation.wrapMode = WrapMode.Loop;
-
- walk = animation["walk"];
- run = animation["runSlow"];
-
- leanLeft = animation["leanLeft"];
- leanRight = animation["leanRight"];
-
- // Do we actually have leaning animations? They are not necessary
- if (leanLeft)
- {
- leanLeft.blendMode = AnimationBlendMode.Additive;
- leanRight.blendMode = AnimationBlendMode.Additive;
- leanLeft.wrapMode = WrapMode.ClampForever;
- leanRight.wrapMode = WrapMode.ClampForever;
- leanLeft.layer = 100;
- leanRight.layer = 100;
- leanLeft.weight = 1;
- leanRight.weight = 1;
- leanLeft.enabled = true;
- leanRight.enabled = true;
- }
-
- // Enable all walk / run cycles
- // We will manually adjust the blend weights every frame
- walk.enabled = true;
- run.enabled = true;
-
- // Synchronize all walk / run cycle animations
- animation.SyncLayer(0);
-
- // Put the idle animation in a lower layer.
- // This will make it only play if no walk / run cycle is faded in
- animation["idle"].layer = -1;
- animation["idle"].enabled = true;
- animation["idle"].weight = 1;
-}
-
-function Update () {
- smoothedSpeed = Mathf.Lerp(smoothedSpeed, currentSpeed, Time.deltaTime * speedSmoothing);
-
- // Calculate the weight between walk and run from the current speed
- var runWeight = Mathf.InverseLerp(walkSpeed, runSpeed, Mathf.Abs(smoothedSpeed));
-
- // Only fast running animations get the lean added on top. A walking human does not lean
- var targetLean = currentLean * runWeight;
- smoothedLean = Mathf.Lerp(smoothedLean, targetLean, Time.deltaTime * speedSmoothing);
-
- // adjust the animation playback to match the characters speed
- run.speed = smoothedSpeed / runSpeed;
- walk.speed = smoothedSpeed / walkSpeed;
-
- // When the character slows down fade out the run and walk weights
- if (Mathf.Abs(smoothedSpeed) < idleThreshold)
- {
- run.weight -= Time.deltaTime * 5.0;
- walk.weight -= Time.deltaTime * 5.0;
- }
- else
- {
- var totalWeight = run.weight + walk.weight;
- totalWeight += Time.deltaTime * 12;
- totalWeight = Mathf.Clamp01(totalWeight);
-
- // Set the weights based on the current speed
- run.weight = runWeight * totalWeight;
- walk.weight = (1.0 - runWeight) * totalWeight;
- }
-
- if (leanLeft)
- {
- if (smoothedLean > 0)
- {
- leanLeft.normalizedTime = 0;
- leanRight.normalizedTime = smoothedLean;
- }
- else
- {
- leanLeft.normalizedTime = -smoothedLean;
- leanRight.normalizedTime = 0;
- }
- }
-}
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25 Assets/Soldier Blend Advanced/SampleMoveScript.js
@@ -1,25 +0,0 @@
-var speed = 3.0;
-var rotatationSpeed = 200.0;
-private var curSpeed = 0.0;
-
-function Update () {
- // Rotate around y-axis
- var newRotation = Input.GetAxis("Horizontal") * rotatationSpeed;
- transform.Rotate(0, newRotation * Time.deltaTime, 0);
-
- // Calculate speed
- var newSpeed = Input.GetAxis("Vertical") * speed;
- if (Input.GetKey("left shift"))
- newSpeed *= 1.5;
-
- // Move the controller
- var controller : CharacterController = GetComponent (CharacterController);
- var forward = transform.TransformDirection(Vector3.forward);
- controller.SimpleMove(forward * newSpeed);
-
- // Update the speed in the Animation script
- SendMessage("SetCurrentSpeed", newSpeed, SendMessageOptions.DontRequireReceiver);
- SendMessage("SetCurrentLean", Input.GetAxis("Horizontal"), SendMessageOptions.DontRequireReceiver);
-}
-
-@script RequireComponent (CharacterController)
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57 Assets/Standard Assets/Camera Scripts/SmoothFollow.js
@@ -1,57 +0,0 @@
-/*
-This camera smoothes out rotation around the y-axis and height.
-Horizontal Distance to the target is always fixed.
-
-There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
-
-For every of those smoothed values we calculate the wanted value and the current value.
-Then we smooth it using the Lerp function.
-Then we apply the smoothed values to the transform's position.
-*/
-
-// The target we are following
-var target : Transform;
-// The distance in the x-z plane to the target
-var distance = 10.0;
-// the height we want the camera to be above the target
-var height = 5.0;
-// How much we
-var heightDamping = 2.0;
-var rotationDamping = 3.0;
-
-// Place the script in the Camera-Control group in the component menu
-@script AddComponentMenu("Camera-Control/Smooth Follow")
-
-
-function LateUpdate () {
- // Early out if we don't have a target
- if (!target)
- return;
-
- // Calculate the current rotation angles
- wantedRotationAngle = target.eulerAngles.y;
- wantedHeight = target.position.y + height;
-
- currentRotationAngle = transform.eulerAngles.y;
- currentHeight = transform.position.y;
-
- // Damp the rotation around the y-axis
- currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
-
- // Damp the height
- currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
-
- // Convert the angle into a rotation
- currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
-
- // Set the position of the camera on the x-z plane to:
- // distance meters behind the target
- transform.position = target.position;
- transform.position -= currentRotation * Vector3.forward * distance;
-
- // Set the height of the camera
- transform.position.y = currentHeight;
-
- // Always look at the target
- transform.LookAt (target);
-}
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64 Assets/carryable.cs
@@ -1,64 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class carryable : MonoBehaviour {
-
- // Use this for initialization
- void Start () {
-
- }
-
- // Update is called once per frame
- void Update () {
- if (hand1 && hand2)
- {
- rigidbody.freezeRotation = true;
- transform.position = Vector3.Lerp(hand1.position, hand2.position, .5f);
- }
-
- }
-
- public Transform hand1;
- public Transform hand2;
-
- void OnTriggerEnter(Collider hit)
- {
- Debug.Log("Collision in");
- if(hit.transform.GetComponent(typeof(Hand)))
- {
- Debug.Log(hit.gameObject.name + " enter");
- if (hand1)
- {
- hand2 = hit.transform;
- }
- else
- {
- hand1 = hit.transform;
- }
-
- }
- }
- void OnTriggerExit(Collider hit)
- {
- Debug.Log("Collision out");
- if(hit.transform.GetComponent(typeof(Hand)))
- {
- Debug.Log(hit.gameObject.name + " exit");
- if (hit.transform == hand1)
- {
- hand1 = null;
-
- rigidbody.freezeRotation = false;
-
- Debug.Log("Hand1 OUT");
- }
- if (hit.transform == hand2)
- {
- hand2 = null;
- rigidbody.freezeRotation = false;
-
- Debug.Log("Hand2 OUT");
- }
- }
- }
-}
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96 Assets/handgen.cs
@@ -1,96 +0,0 @@
-//made by Matt Thomas and Amir Hirsch, sorta
-using UnityEngine;
-using System.Collections;
-using xn;
-
-public class handgen : MonoBehaviour
-{
- public Transform hand;
- public float scale = 1.0f;
- public Vector3 bias;
-
- private readonly string SAMPLE_XML_FILE = @"OpenNI.xml";
- private Context context;
- private DepthGenerator depth;
- private HandsGenerator hands;
- private GestureGenerator gestures;
-
- void Start ()
- {
- Debug.Log ("Start(): Initializing nodes.");
-
- this.context = new Context (SAMPLE_XML_FILE);
- this.depth = context.FindExistingNode (NodeType.Depth) as DepthGenerator;
- if (this.depth == null) {
- Debug.LogError ("Viewer must have a depth node!");
- }
- this.hands = context.FindExistingNode (NodeType.Hands) as HandsGenerator;
- if (this.hands == null) {
- Debug.LogError ("Viewer must have a hands node!");
- }
- this.gestures = context.FindExistingNode (NodeType.Gesture) as GestureGenerator;
- if (this.gestures == null) {
- Debug.LogError ("Viewer must have a gestures node!");
- }
-
- this.hands.HandCreate += new HandsGenerator.HandCreateHandler (hands_HandCreate);
- this.hands.HandUpdate += new HandsGenerator.HandUpdateHandler (hands_HandUpdate);
- this.hands.HandDestroy += new HandsGenerator.HandDestroyHandler (hands_HandDestroy);
-
- this.gestures.AddGesture ("Wave");
- this.gestures.AddGesture ("RaiseHand");
- this.gestures.GestureRecognized += new GestureGenerator.GestureRecognizedHandler (gestures_GestureRecognized);
- this.gestures.StartGenerating ();
- }
-
- void Update ()
- {
- this.context.WaitOneUpdateAll (this.depth);
- }
-
- void gestures_GestureRecognized (ProductionNode node, string strGesture, ref Point3D idPosition, ref Point3D endPosition)
- {
- Debug.Log ("gestures_GestureRecognized(): Here");
- switch (strGesture) {
- case "Wave":
- this.hands.StartTracking (ref idPosition);
- break;
- default:
- break;
- }
- }
-
- void hands_HandDestroy (ProductionNode node, uint id, float fTime)
- {
- Debug.Log ("hands_HandDestroy(): Here");
- }
-
- void hands_HandUpdate (ProductionNode node, uint id, ref Point3D position, float fTime)
- {
- float x = position.X;
- float y = position.Y;
- float z = position.Z;
- // Debug.Log ("hands_HandUpdate(): Position X: " + x + " Y: " + y + " Z: " + z);
- Vector3 pos = new Vector3(x * scale, y * scale, -z * scale);
- pos -= bias;
- // if (pos.z > 0) pos.z = 0;
- hand.position = pos;
- }
-
- void hands_HandCreate (ProductionNode node, uint id, ref Point3D position, float fTime)
- {
- Debug.Log ("hands_HandCreate(): Here");
- float x = position.X;
- float y = position.Y;
- float z = position.Z;
- Debug.Log ("hands_HandUpdate(): Position X: " + x + " Y: " + y + " Z: " + z);
- Vector3 pos = new Vector3(x * scale, y * scale, -z * scale);
- bias = pos;
- }
-
- void OnApplicationQuit()
- {
- this.context.Shutdown();
- }
-
-}
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674 GPL.txt
@@ -1,674 +0,0 @@
- GNU GENERAL PUBLIC LICENSE
- Version 3, 29 June 2007
-
- Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
- Preamble
-
- The GNU General Public License is a free, copyleft license for
-software and other kinds of works.
-
- The licenses for most software and other practical works are designed
-to take away your freedom to share and change the works. By contrast,
-the GNU General Public License is intended to guarantee your freedom to
-share and change all versions of a program--to make sure it remains free
-software for all its users. We, the Free Software Foundation, use the
-GNU General Public License for most of our software; it applies also to
-any other work released this way by its authors. You can apply it to
-your programs, too.
-
- When we speak of free software, we are referring to freedom, not
-price. Our General Public Licenses are designed to make sure that you
-have the freedom to distribute copies of free software (and charge for
-them if you wish), that you receive source code or can get it if you
-want it, that you can change the software or use pieces of it in new
-free programs, and that you know you can do these things.
-
- To protect your rights, we need to prevent others from denying you
-these rights or asking you to surrender the rights. Therefore, you have
-certain responsibilities if you distribute copies of the software, or if
-you modify it: responsibilities to respect the freedom of others.
-
- For example, if you distribute copies of such a program, whether
-gratis or for a fee, you must pass on to the recipients the same
-freedoms that you received. You must make sure that they, too, receive
-or can get the source code. And you must show them these terms so they
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-
- Developers that use the GNU GPL protect your rights with two steps:
-(1) assert copyright on the software, and (2) offer you this License
-giving you legal permission to copy, distribute and/or modify it.
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- For the developers' and authors' protection, the GPL clearly explains
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-For more information on this, and how to apply and follow the GNU GPL, see
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View
165 LGPL.txt
@@ -1,165 +0,0 @@
- GNU LESSER GENERAL PUBLIC LICENSE
- Version 3, 29 June 2007
-
- Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
-
- This version of the GNU Lesser General Public License incorporates
-the terms and conditions of version 3 of the GNU General Public
-License, supplemented by the additional permissions listed below.
-
- 0. Additional Definitions.
-
- As used herein, "this License" refers to version 3 of the GNU Lesser
-General Public License, and the "GNU GPL" refers to version 3 of the GNU
-General Public License.
-
- "The Library" refers to a covered work governed by this License,
-other than an Application or a Combined Work as defined below.
-
- An "Application" is any work that makes use of an interface provided
-by the Library, but which is not otherwise based on the Library.
-Defining a subclass of a class defined by the Library is deemed a mode
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-
- A "Combined Work" is a work produced by combining or linking an
-Application with the Library. The particular version of the Library
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-
- The "Minimal Corresponding Source" for a Combined Work means the
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-
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- 1. Exception to Section 3 of the GNU GPL.
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- 2. Conveying Modified Versions.
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View
497 Nite2.cs
@@ -1,497 +0,0 @@
-using UnityEngine;
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using System.IO;
-using System.Threading;
-using System.Text;
-using xn;
-using xnv;
-
-public class Nite2 : MonoBehaviour
-{
-
-
-
-
- public Transform rightElbow;
-
- //VT
- public Transform rightWrist;
-
- public Transform leftElbow;
- public Transform rightArm;
- public Transform leftArm;
- public Transform rightKnee;
- public Transform leftKnee;
- public Transform rightHip;
- public Transform leftHip;
- public Transform spine;
- public Transform root;
-
- private Quaternion[] initialRotations;
- private Quaternion initialRoot;
-
-
-
-
-
- private readonly string SAMPLE_XML_FILE = @".//OpenNI.xml";
- private Context context;
- private DepthGenerator depth;
- private UserGenerator userGenerator;
- private SkeletonCapability skeletonCapbility;
- private PoseDetectionCapability poseDetectionCapability;
- private string calibPose;
- private Thread readerThread;
- private bool shouldRun;
- //private Bitmap bitmap;
-
- Texture2D usersLblTex;
- Color[] usersMapColors;
- Rect usersMapRect;
- uint usersMapSize;
- short[] usersLabelMap;
- short[] usersDepthMap;
- MapData<ushort> LabelMap;
- MapData<ushort> DepthMap;
-
- float[] usersHistogramMap;
- DepthMetaData depthMD;
-
-
- private int[] histogram;
-
- private Dictionary<uint, Dictionary<SkeletonJoint, SkeletonJointPosition>> joints;
-
- private bool shouldDrawPixels = true;
- private bool shouldDrawBackground = true;
- private bool shouldPrintID = true;
- private bool shouldPrintState = true;
- private bool shouldDrawSkeleton = true;
-
-
- public void RotateToInitialPosition()
- {
- //root.rotation = initialRoot;
- spine.rotation = initialRotations[(int)SkeletonJoint.Torso];
- rightArm.rotation = initialRotations[(int)SkeletonJoint.RightShoulder];
- leftArm.rotation = initialRotations[(int)SkeletonJoint.LeftShoulder];
- rightElbow.rotation = initialRotations[(int)SkeletonJoint.RightElbow];
-
- //VT
- rightWrist.rotation = initialRotations[(int)SkeletonJoint.RightWrist];
-
- leftElbow.rotation = initialRotations[(int)SkeletonJoint.LeftElbow];
- rightHip.rotation = initialRotations[(int)SkeletonJoint.RightHip];
- leftHip.rotation = initialRotations[(int)SkeletonJoint.LeftHip];
- rightKnee.rotation = initialRotations[(int)SkeletonJoint.RightKnee];
- leftKnee.rotation = initialRotations[(int)SkeletonJoint.LeftKnee];
- }
-
-
-
- public void RotateToCalibrationPose()
- {
- // Calibration pose is simply initial position with hands raised up
- RotateToInitialPosition();
- rightElbow.rotation = Quaternion.Euler(0, -90, 90) * initialRotations[(int)SkeletonJoint.RightElbow];
- leftElbow.rotation = Quaternion.Euler(0, 90, -90) * initialRotations[(int)SkeletonJoint.LeftElbow];
- }
-
- void InitializeCharacter()