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  • 孙陪你,了解它的权力--Kinect结合的发展Unity3D游戏应用开发

    unity3d正在使用kinect三维模型数据控制(它切成脚本)

    博主在做项目时须要利用kinect数据控制三维模型中人物的动作。但不是实时控制,而是利用之前获得的骨骼数据,直接控制。无需再利用脚本打开kinect设备。

    在博主转载的一篇博客中有一个unity3d的project包,特别适合。实现unity与kinect的交互。
    http://blog.csdn.net/a350203223/article/details/22040119

    该project中有多个脚本,之间联系复杂。本人使用此project中的脚本。经过分析。去除了当中冗余的脚本,能够实现直接传入数据就可以控制三维模型动作,不须要实时打开kinect,能够直接读取之前存录的骨骼点数据。

    Kinect

    KinectModelControllerV2 - 你须要将这个脚本拖放到你想要应用Kinect控制的模型上。为了让模型可以跟上人的节奏。你须要将模型上控制模型动作的关键骨骼拖放到这个脚本暴漏的合适的变量中 ,也就是将模型中的骨骼与kincet识别到的人的骨骼绑定起来。

    另外这个脚本暴漏的变量中。另一个变量时标识模型是受哪个玩家控制。

    KinectPointController - 你也须要将这个脚本拖放到场景中的游戏物体上。

    可是这个游戏物体不是模型,而是由一系列分别代表头部、肩部、手等人体部位的点组成。你须要将游戏物体中的这些关键点都拖放到这个脚本暴漏的外部变量中。

    这样就能够使用Kinect控制游戏物体了,游戏物体是由一系列的点组成的人体。

    DisplayDepth - 这个脚本得到深度图像。

    DisplayColor - 这个脚本得到RGB图像。

    KinectRecorder - 这个脚本用于记录你的动作。并为Kinect模拟器(emulator)产生回放文件。

    KinectEmulator - 这个脚本模拟Kinect设备.和KinectRecorder产生的回放文件一起工作。

    KinectSensor - 这个脚本从Kinect设备中取得数据。须要替换这个文件使用特用版本号的SDK.

    DeviceOrEmulator - 这个脚本设置使用Kinect物理设备还是Kinect模拟设备.

    SkeletonWrapper - 这个脚本抓取骨骼数据.

    DepthWrapper - 这个脚本抓取深度图像数据.

    KinectInterop - 这个脚本从Microsoft Kinect SDK中抓取数据.

    Recordings/playbackDefault - 这是为Kinect模拟设备准备的默认的回放文件.


    可是我仅仅想找到控制模型的机制,传入数据直接控制模型。于是我分析了全部的脚本。找到当中的 Matrix4x4矩阵变换的关键,kinect坐标转化为世界坐标。删减了冗余的脚本。

    整合到KinectModelControllerV2一个脚本中。


    /*
     * KinectModelController.cs - Handles rotating the bones of a model to match 
     * rotations derived from the bone positions given by the kinect
     * 
     * Developed by Peter Kinney -- 6/30/2011
     * 
     */


    using UnityEngine;
    using System;
    using System.Collections;


    public class KinectModelControllerV2 : MonoBehaviour {

    //Assignments for a bitmask to control which bones to look at and which to ignore
    public enum BoneMask
    {
    None = 0x0,
    //EMPTY = 0x1,
    Spine = 0x2,
    Shoulder_Center = 0x4,
    Head = 0x8,
    Shoulder_Left = 0x10,
    Elbow_Left = 0x20,
    Wrist_Left = 0x40,
    Hand_Left = 0x80,
    Shoulder_Right = 0x100,
    Elbow_Right = 0x200,
    Wrist_Right = 0x400,
    Hand_Right = 0x800,
    Hips = 0x1000,
    Knee_Left = 0x2000,
    Ankle_Left = 0x4000,
    Foot_Left = 0x8000,
    //EMPTY = 0x10000,
    Knee_Right = 0x20000,
    Ankle_Right = 0x40000,
    Foot_Right = 0x80000,
    All = 0xEFFFE,
    Torso = 0x1000000 | Spine | Shoulder_Center | Head, //the leading bit is used to force the ordering in the editor
    Left_Arm = 0x1000000 | Shoulder_Left | Elbow_Left | Wrist_Left | Hand_Left,
    Right_Arm = 0x1000000 |  Shoulder_Right | Elbow_Right | Wrist_Right | Hand_Right,
    Left_Leg = 0x1000000 | Hips | Knee_Left | Ankle_Left | Foot_Left,
    Right_Leg = 0x1000000 | Hips | Knee_Right | Ankle_Right | Foot_Right,
    R_Arm_Chest = Right_Arm | Spine,
    No_Feet = All & ~(Foot_Left | Foot_Right),
    Upper_Body = Torso | Left_Arm | Right_Arm
    }



    public GameObject Hip_Center;
    public GameObject Spine;
    public GameObject Shoulder_Center;
    public GameObject Head;
    public GameObject Collar_Left;
    public GameObject Shoulder_Left;
    public GameObject Elbow_Left;
    public GameObject Wrist_Left;
    public GameObject Hand_Left;
    public GameObject Fingers_Left; //unused
    public GameObject Collar_Right;
    public GameObject Shoulder_Right;
    public GameObject Elbow_Right;
    public GameObject Wrist_Right;
    public GameObject Hand_Right;
    public GameObject Fingers_Right; //unused
    public GameObject Hip_Override;
    public GameObject Hip_Left;
    public GameObject Knee_Left;
    public GameObject Ankle_Left;
    public GameObject Foot_Left;
    public GameObject Hip_Right;
    public GameObject Knee_Right;
    public GameObject Ankle_Right;
    public GameObject Foot_Right;

    public int player;
    public BoneMask Mask = BoneMask.All;
    public bool animated;
    public float blendWeight = 1;

    private GameObject[] _bones; //internal handle for the bones of the model
    private uint _nullMask = 0x0;

    private Quaternion[] _baseRotation; //starting orientation of the joints
    private Vector3[] _boneDir; //in the bone's local space, the direction of the bones
    private Vector3[] _boneUp; //in the bone's local space, the up vector of the bone
    private Vector3 _hipRight; //right vector of the hips
    private Vector3 _chestRight; //right vectory of the chest


    [HideInInspector]
    public Vector3[,] bonePos;

    private float[]   stion=new float[80] {0.2f,-0.6f,1.7f,1.0f,-0.1f,-0.2f,1.9f,1.0f,-0.2f,0.2f,2.0f,1.0f,-0.3f, 0.4f, 2.0f, 1.0f,-0.3f, 0.1f, 2.1f, 1.0f,
    -0.3f, -0.2f, 2.0f, 1.0f,-0.2f, -0.3f, 1.8f, 1.0f,-0.3f, -0.3f, 1.7f, 1.0f,-0.1f, 0.1f, 1.9f, 1.0f,
    -0.1f, 0.0f, 1.6f, 1.0f,-0.3f, 0.0f, 1.5f, 1.0f,-0.4f, 0.0f, 1.5f, 1.0f,-0.2f, -0.3f, 1.8f, 1.0f,-0.3f, -0.6f, 1.9f, 1.0f,
    -0.4f, -0.8f, 2.1f, 1.0f,-0.4f, -0.8f, 2.1f, 1.0f,-0.1f, -0.3f, 1.9f, 1.0f,-0.2f, -0.4f, 1.5f, 1.0f,0.1f, -0.6f, 1.7f, 1.0f
    ,0.0f, -0.6f, 1.7f, 1.0f};//手动加载的20个骨骼点的数据,以后能够需改传入数据
    private Vector4 dfds; 
    private Matrix4x4 kinectToWorld  ;
    // Use this for initialization
    void Start () {
    //store bones in a list for easier access, everything except Hip_Center will be one
    //higher than the corresponding Kinect.NuiSkeletonPositionIndex (because of the hip_override)
    _bones = new GameObject[25] {
    null, Hip_Center, Spine, Shoulder_Center,
    Collar_Left, Shoulder_Left, Elbow_Left, Wrist_Left,
    Collar_Right, Shoulder_Right, Elbow_Right, Wrist_Right,
    Hip_Override, Hip_Left, Knee_Left, Ankle_Left,
    null, Hip_Right, Knee_Right, Ankle_Right,
    //extra joints to determine the direction of some bones
    Head, Hand_Left, Hand_Right, Foot_Left, Foot_Right};

    //determine which bones are not available
    for(int ii = 0; ii < _bones.Length; ii++)
    {
    if(_bones[ii] == null)
    {
    _nullMask |= (uint)(1 << ii);
    }
    }

    //store the base rotations and bone directions (in bone-local space)
    _baseRotation = new Quaternion[20];
    _boneDir = new Vector3[20];

    //first save the special rotations for the hip and spine
    _hipRight = Hip_Right.transform.position - Hip_Left.transform.position;
    _hipRight = Hip_Override.transform.InverseTransformDirection(_hipRight);

    _chestRight = Shoulder_Right.transform.position - Shoulder_Left.transform.position;
    _chestRight = Spine.transform.InverseTransformDirection(_chestRight);

    //get direction of all other bones
    for( int ii = 0; ii < 20; ii++)
    {
    if((_nullMask & (uint)(1 << ii)) <= 0)
    {
    //save initial rotation
    _baseRotation[ii] = _bones[ii].transform.localRotation;

    //if the bone is the end of a limb, get direction from this bone to one of the extras (hand or foot).
    if(ii % 4 == 3 && ((_nullMask & (uint)(1 << (ii/4) + 20)) <= 0))
    {
    _boneDir[ii] = _bones[(ii/4) + 20].transform.position - _bones[ii].transform.position;
    }
    //if the bone is the hip_override (at boneindex Hip_Left, get direction from average of left and right hips
    else if(ii == 12)
    {
    _boneDir[ii] = ((Hip_Right.transform.position + Hip_Left.transform.position) / 2F) - Hip_Override.transform.position;
    }
    //otherwise, get the vector from this bone to the next.
    else if((_nullMask & (uint)(1 << ii+1)) <= 0)
    {
    _boneDir[ii] = _bones[ii+1].transform.position - _bones[ii].transform.position;
    }
    else
    {
    continue;
    }
    //Since the spine of the kinect data is ~40 degrees back from the hip,
    //check what angle the spine is at and rotate the saved direction back to match the data
    if(ii == 1)
    {
    float angle = Vector3.Angle(transform.up,_boneDir[ii]);
    _boneDir[ii] = Quaternion.AngleAxis(-40 + angle,transform.right) * _boneDir[ii];
    }
    //transform the direction into local space.
    _boneDir[ii] = _bones[ii].transform.InverseTransformDirection(_boneDir[ii]);
    }
    }
    //make _chestRight orthogonal to the direction of the spine.
    _chestRight -= Vector3.Project(_chestRight, _boneDir[1]);
    //make _hipRight orthogonal to the direction of the hip override
    Vector3.OrthoNormalize(ref _boneDir[12],ref _hipRight);


    bonePos = new Vector3[2,20];
    kinectToWorld = Matrix4x4.zero;
    kinectToWorld[0,0] = 1;
    kinectToWorld[1,1] = 1;
    kinectToWorld[1,3] = 1;
    kinectToWorld [2, 2] = -1;
    kinectToWorld [2, 3] = 2;
    kinectToWorld [3, 3] = 1;
    }

    void Update () {
    for (int bone = 0; bone < 20; bone++)
    {
    dfds = new Vector4 (stion[bone*4],stion[bone*4+1],stion[bone*4+2],stion[bone*4+3]);
    bonePos[0,bone] = kinectToWorld.MultiplyPoint3x4(dfds);
    }
    //update the data from the kinect if necessary
    //if(sw.pollSkeleton()){
    for( int ii = 0; ii < 20; ii++)
    {
    if( ((uint)Mask & (uint)(1 << ii) ) > 0 && (_nullMask & (uint)(1 << ii)) <= 0 )
    {
    RotateJoint(ii);
    }
    // }
    }
    }

    void RotateJoint(int bone) {
    //if blendWeight is 0 there is no need to compute the rotations
    if( blendWeight <= 0 ){ return; }
    //if the model is not animated, reset rotations to fix twisted joints
    if(!animated){_bones[bone].transform.localRotation = _baseRotation[bone];}
    Vector3 dir = _boneDir[bone];
    Vector3 target;

    //if bone % 4 == 0 then it is either an outside shoulder or the hip override
    if(bone % 4 == 0)
    {
    if(bone == 12)
    {
    target = ((bonePos[player,12] + bonePos[player,16]) / 2F) - bonePos[player,0];
    }
    else
    {
    //target = vector from shoulder_center to bone
    target = bonePos[player,bone] - bonePos[player,2];
    }
    }
    else
    {
    //target = vector from previous bone to bone
    target = bonePos[player,bone] - bonePos[player,bone-1];
    }
    //transform it into bone-local space (independant of the transform of the controller)
    target = transform.TransformDirection(target);
    target = _bones[bone].transform.InverseTransformDirection(target);
    //create a rotation that rotates dir into target
    Quaternion quat = Quaternion.FromToRotation(dir,target);
    //if bone is the spine, add in the rotation along the spine
    if(bone == 12)
    {
    //rotate the chest so that it faces forward (determined by the shoulders)
    dir = _chestRight;
    target = bonePos[player,4] - bonePos[player,8];

    target = transform.TransformDirection(target);
    target = _bones[bone].transform.InverseTransformDirection(target);
    target -= Vector3.Project(target,_boneDir[bone]);//Projects a vector onto another vector.

    quat *= Quaternion.FromToRotation(dir,target);
    //Creates a rotation which rotates from fromDirection to toDirection.

    }
    //if bone is the hip override, add in the rotation along the hips
    else if(bone == 12)
    {
    //rotate the hips so they face forward (determined by the hips)
    dir = _hipRight;
    target = bonePos[player,16] - bonePos[player,12];

    target = transform.TransformDirection(target);
    target = _bones[bone].transform.InverseTransformDirection(target);
    target -= Vector3.Project(target,_boneDir[bone]);

    quat *= Quaternion.FromToRotation(dir,target);
    }

    //reduce the effect of the rotation using the blend parameter
    quat = Quaternion.Lerp(Quaternion.identity, quat, blendWeight);
    //apply the rotation to the local rotation of the bone
    _bones[bone].transform.localRotation = _bones[bone].transform.localRotation  * quat;
    return;
    }
    }


    脚本Gameobject与骨骼关节相应




    版权声明:本文博客原创文章,博客,未经同意,不得转载。

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  • 原文地址:https://www.cnblogs.com/blfshiye/p/4650741.html
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