设置用Kinect SDK手控的光标

本文关键字:光标 SDK Kinect 设置 | 更新日期: 2023-09-27 18:05:15

我正在开发一个基本的应用程序来加载和修改分子,我的主要目标是实现Kinect来做到这一点。到目前为止,我已经可以用鼠标来做了,我想用我的右手来做。搜索了一段时间后,我尝试在屏幕环境中定义光标,就像用鼠标(Input.mousePosition.x)代替手坐标(为屏幕尺寸标准化)一样。我不能让光标跟随我的手,但我可以让游戏对象跟随我身体的任何部分,这样我的坐标就会被导入,当我调试控制变量时,它们会返回一个包含在屏幕尺寸中的值。我想我的错误是在OnGUI()。有谁能帮帮我吗?

提前感谢。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class handPointer_01 : MonoBehaviour
{
    public Texture2D cursorImage_00;
    public Texture2D cursorImage_01;
    public Texture2D cursorImage_02;
    private Texture2D cursorImage;
    private int cursorWidth = 16;
    private int cursorHeight = 16;
    private string defaultResource = "MousePointer";
    private GameObject target;
    public GameObject leftHandPos;
    public GameObject rightHandPos;
    public GameObject leftShoulderPos;
    public GameObject rightShoulderPos;
    public GameObject leftHipPos;
    public GameObject rightHipPos;
    private float RightHandX;
    private float RightHandY;
    private float xPrevious;
    private float yPrevious;
    private double MoveThreshold = 0.01;
    void Start()
    {
        //Switch off default cursor
        if(!cursorImage_00 || !cursorImage_01 || !cursorImage_02)
        {
            cursorImage = (Texture2D) Resources.Load(defaultResource);
            Debug.Log(cursorImage);
        }
        else Cursor.visible = false;
        //cursorImage = (Texture2D) Instantiate(cursorImage);
    }
    void Update()
    {
        if (rightShoulderPos.transform.position.z - rightHandPos.transform.position.z > 0.01)
        {
            float xScaled = Mathf.Abs((rightHandPos.transform.position.x - rightShoulderPos.transform.position.x) / ((rightShoulderPos.transform.position.x - leftShoulderPos.transform.position.x) * 2)) * Screen.width;
            float yScaled = Mathf.Abs((rightHandPos.transform.position.y - rightHipPos.transform.position.y) / ((rightShoulderPos.transform.position.y - rightHipPos.transform.position.y) * 2)) * Screen.height;
            // the hand has moved enough to update screen position (jitter control / smoothing)
            if (Mathf.Abs(rightHandPos.transform.position.x - xPrevious) > MoveThreshold || Mathf.Abs(rightHandPos.transform.position.y - yPrevious) > MoveThreshold)
            {
                RightHandX = Mathf.Min(Mathf.Max(xScaled,Screen.width),0);
                RightHandY = Mathf.Min(Mathf.Max(yScaled,Screen.height),0);
                xPrevious = rightHandPos.transform.position.x;
                yPrevious = rightHandPos.transform.position.y;
                // reset the tracking timer
                //trackingTimerCounter = 10;
            }
        }
        // // Get the left mouse button
        // if(Input.GetMouseButtonDown(0))
        // {          
            // RaycastHit hitInfo;
            // target = GetClickedObject (out hitInfo);
            // if (target != null && target.gameObject.tag =="Draggable")
            // {
                // cursorImage = cursorImage_02;
                // Debug.Log("Hit");
            // }
            // else
            // {
                // cursorImage = cursorImage_01;
                // Debug.Log("Miss");
            // }
        // }
        // // Disable movements on button release
        // if (!Input.GetMouseButton(0))
        // {
            // cursorImage = cursorImage_00;
        // }
        cursorImage = cursorImage_00;
    }
    void OnGUI()
    {
        //GUI.DrawTexture(new Rect(Input.mousePosition.x, Screen.height - Input.mousePosition.y, cursorWidth, cursorHeight), cursorImage);
        GUI.DrawTexture(new Rect(RightHandX ,RightHandY , cursorWidth, cursorHeight), cursorImage);
    }
    GameObject GetClickedObject (out RaycastHit hit)
    {
        GameObject target = null;
        Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
        if (Physics.Raycast (ray.origin, ray.direction * 10, out hit)) {
            target = hit.collider.gameObject;
        }
        return target;
    }
}

设置用Kinect SDK手控的光标

我已经设法找到了基于试错尝试的解决方案。:)删除了额外的代码(注释代码)以避免误解。谁可能感兴趣:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
public class HandModifier_03 : MonoBehaviour
{
	//Cursor Variables
	public Texture2D cursorImage_00;
	private Texture2D r_cursorImage;
	private int cursorWidth = 32;
	private int cursorHeight = 32;
	private string defaultResource = "MousePointer";
	//Hand Variables
	public Vector3 screenSpace;
	private Vector3 last_right;
	public Transform referenceCamera; //Camera that acts as a point of view to act on the object relative to.
	// Kinect data receiver
	public UDPReceive receiver;
	private Vector3 headPos;	
	private Vector3 leftHandPos;
	//private Vector3 leftWristPos;
	//private Vector3 leftElbowPos;
	private Vector3 leftShoulderPos;
	private Vector3 rightHandPos;
	//private Vector3 rightWristPos;
	//private Vector3 rightElbowPos;
	private Vector3 rightShoulderPos;
	//private Vector3 leftThumbPos;
	//private Vector3 rightThumbPos;
	//private Vector3 leftHandTipPos;
	//private Vector3 rightHandTipPos;
	private Vector3 leftHipPos;
	private Vector3 rightHipPos;
	private string lHandState;
	private string rHandState;
	//Cursor auxiliar variables
	private float xScaled;
	private float yScaled;	 
	private Vector2 rHandScreen;
	void Start()
	{
		r_cursorImage = cursorImage_00;
	}
	// Update is called once per frame
	void Update ()
	{
		//Coordinate Update
		headPos = receiver.headPos;
		leftHandPos = receiver.leftHandPos;
		//leftWristPos = receiver.leftWristPos;
		//		leftElbowPos = receiver.leftElbowPos;
		leftShoulderPos = receiver.leftShoulderPos;
		rightHandPos = receiver.rightHandPos;
		//		rightWristPos = receiver.rightWristPos;
		//		rightElbowPos = receiver.rightElbowPos;
		rightShoulderPos = receiver.rightShoulderPos;
		//		leftThumbPos = receiver.leftThumbPos;
		//		rightThumbPos = receiver.rightThumbPos;
		//		leftHandTipPos = receiver.leftHandTipPos;
		//		rightHandTipPos = receiver.rightHandTipPos;
		lHandState = receiver.lHandState;
		rHandState = receiver.rHandState;
		leftHipPos = receiver.leftHipPos;
		rightHipPos = receiver.rightHipPos;
		//Right Hand Screen Position 		
		xScaled = Mathf.Abs ((rightHandPos.x - rightShoulderPos.x)) / Mathf.Abs ((rightShoulderPos.x - leftShoulderPos.x) * 1.75f) * Screen.width;
		yScaled = Mathf.Abs ((rightHandPos.y - rightHipPos.y)) / Mathf.Abs ((rightShoulderPos.y - rightHipPos.y) * 2) * Screen.height;
		xScaled = Mathf.Max (Mathf.Min (xScaled, Screen.width * 0.98f), 0.02f);
		yScaled = Screen.height - Mathf.Max (Mathf.Min (yScaled, Screen.height * 0.98f), 0.02f); // Subtracting Screen Height required
		Vector2 rHandScreen = new Vector2 (xScaled, yScaled);
		//		Vector2 rHandScreen = HandOnScreenPosition (out rightHandPos, leftShoulderPos, rightShoulderPos, rightHipPos);
		//		UnityEngine.Debug.Log(_mode);
	}
		
	void OnGUI() 
	{
		//GUI.DrawTexture(new Rect(Input.mousePosition.x, Screen.height - Input.mousePosition.y, cursorWidth, cursorHeight), cursorImage);
		GUI.DrawTexture(new Rect(xScaled ,yScaled , cursorWidth, cursorHeight), r_cursorImage);
	}
}