OpenSeeFace/Unity/OpenSeeShowPoints.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace OpenSee {
public class OpenSeeShowPoints : MonoBehaviour {
public OpenSee openSee = null;
public int faceId = 0;
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public bool show3DPoints = true;
public bool applyTranslation = false;
public bool applyRotation = false;
[Range(0, 1)]
public float minConfidence = 0.20f;
public bool showGaze = true;
public Material material;
private OpenSee.OpenSeeData openSeeData;
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private GameObject[] gameObjects;
private GameObject centerBall;
private double updated = 0.0;
private int total = 70;
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void Start () {
if (openSee == null) {
openSee = GetComponent<OpenSee>();
}
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gameObjects = new GameObject[70];
if (!showGaze)
total = 66;
for (int i = 0; i < total; i++) {
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gameObjects[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere);
gameObjects[i].name = "Point " + (i + 1);
if (material != null)
gameObjects[i].GetComponent<Renderer>().material = material;
gameObjects[i].layer = gameObject.layer;
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gameObjects[i].transform.SetParent(transform);
gameObjects[i].transform.localScale = new Vector3(0.025f, 0.025f, 0.025f);
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if (i >= 68) {
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
if (material != null)
cylinder.GetComponent<Renderer>().material = material;
cylinder.layer = gameObject.layer;
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cylinder.transform.SetParent(gameObjects[i].transform);
cylinder.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
cylinder.transform.localPosition = new Vector3(0f, 0f, -4f);
cylinder.transform.localScale = new Vector3(1f, 4f, 1f);
}
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}
centerBall = GameObject.CreatePrimitive(PrimitiveType.Sphere);
centerBall.name = "Center";
centerBall.transform.SetParent(transform);
centerBall.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
}
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void Update () {
if (!openSee)
return;
/*openSeeData = openSee.trackingData;
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if (openSeeData == null || openSeeData.Length < 1)
return;*/
openSeeData = openSee.GetOpenSeeData(faceId);
if (openSeeData == null)
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return;
if (openSeeData.time > updated) {
updated = openSeeData.time;
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} else {
return;
}
if (show3DPoints) {
centerBall.gameObject.SetActive(false);
for (int i = 0; i < total; i++) {
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if (openSeeData.got3DPoints && (i >= 68 || openSeeData.confidence[i] > minConfidence)) {
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Renderer renderer = gameObjects[i].GetComponent<Renderer>();
Vector3 pt = openSeeData.points3D[i];
pt.x = -pt.x;
gameObjects[i].transform.localPosition = pt;
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if (i < 68)
renderer.material.SetColor("_Color", Color.Lerp(Color.red, Color.green, openSeeData.confidence[i]));
else {
if (i == 68)
gameObjects[i].transform.localRotation = openSeeData.rightGaze;
else
gameObjects[i].transform.localRotation = openSeeData.leftGaze;
}
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} else {
Renderer renderer = gameObjects[i].GetComponent<Renderer>();
renderer.material.SetColor("_Color", Color.cyan);
}
}
if (applyTranslation) {
Vector3 v = openSeeData.translation;
v.x = -v.x;
v.z = -v.z;
transform.localPosition = v;
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}
if (applyRotation) {
Quaternion offset = Quaternion.Euler(0f, 0f, -90f);
Quaternion convertedQuaternion = new Quaternion(-openSeeData.rawQuaternion.y, -openSeeData.rawQuaternion.x, openSeeData.rawQuaternion.z, openSeeData.rawQuaternion.w) * offset;
transform.localRotation = convertedQuaternion;
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}
} else {
centerBall.gameObject.SetActive(false);
Vector3 center = new Vector3(0.0f, 0.0f, 0.0f);
float minX = 10000.0f;
float minY = 10000.0f;
float maxX = -1.0f;
float maxY = -1.0f;
for (int i = 0; i < 66; i++) {
float x = openSeeData.points[i].x;
float y = -openSeeData.points[i].y;
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if (minX > x) {
minX = x;
}
if (minY > y) {
minY = y;
}
if (maxX < x) {
maxX = x;
}
if (maxY < y) {
maxY = y;
}
center += new Vector3(x, y, 0.0f);
}
center = center / 66;
center = center - new Vector3(minX, minY, 0.0f);
center.x = center.x / (maxX - minX);
center.y = center.y / (maxX - minX);
center.z = 0.5f;
centerBall.transform.localPosition = center;
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for (int i = 0; i < 66; i++) {
Renderer renderer = gameObjects[i].GetComponent<Renderer>();
renderer.material.SetColor("_Color", Color.Lerp(Color.red, Color.green, openSeeData.confidence[i]));
float x = openSeeData.points[i].x;
float y = -openSeeData.points[i].y;
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Vector3 position = new Vector3(x, y, 0.0f);
position = position - new Vector3(minX, minY, 0.0f);
position.x = position.x / (maxX - minX);
position.y = position.y / (maxX - minX);
gameObjects[i].transform.localPosition = position;
}
}
}
}
}