117 lines
No EOL
4.6 KiB
C#
117 lines
No EOL
4.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace OpenSee {
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public class OpenSeeShowPoints : MonoBehaviour {
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public OpenSee openSee = null;
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public bool show3DPoints = true;
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public bool applyTranslation = false;
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public bool applyRotation = false;
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public float minConfidence = 0.20f;
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private OpenSee.OpenSeeData[] openSeeData;
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private GameObject[] gameObjects;
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private GameObject centerBall;
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private double updated = 0.0;
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void Start () {
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if (openSee == null) {
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openSee = GetComponent<OpenSee>();
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}
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gameObjects = new GameObject[68];
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for (int i = 0; i < 68; i++) {
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gameObjects[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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gameObjects[i].name = "Point " + (i + 1);
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gameObjects[i].transform.SetParent(transform);
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gameObjects[i].transform.localScale = new Vector3(0.025f, 0.025f, 0.025f);
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}
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centerBall = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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centerBall.name = "Center";
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centerBall.transform.SetParent(transform);
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centerBall.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
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}
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void Update () {
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if (!openSee)
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return;
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openSeeData = openSee.trackingData;
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if (openSeeData == null || openSeeData.Length < 1)
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return;
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if (openSeeData[0].time > updated) {
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updated = openSeeData[0].time;
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} else {
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return;
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}
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if (show3DPoints) {
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centerBall.gameObject.SetActive(false);
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for (int i = 0; i < 66; i++) {
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if (openSeeData[0].got3DPoints && openSeeData[0].confidence[i] > minConfidence) {
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Renderer renderer = gameObjects[i].GetComponent<Renderer>();
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renderer.material.SetColor("_Color", Color.Lerp(Color.red, Color.green, openSeeData[0].confidence[i]));
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Vector3 pt = openSeeData[0].points3D[i];
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pt.x = -pt.x;
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gameObjects[i].transform.localPosition = pt;
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} else {
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Renderer renderer = gameObjects[i].GetComponent<Renderer>();
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renderer.material.SetColor("_Color", Color.cyan);
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}
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}
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if (applyTranslation) {
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Vector3 v = openSeeData[0].translation;
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v.x = -v.x;
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v.z = -v.z;
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transform.localPosition = v;
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}
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if (applyRotation) {
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Quaternion offset = Quaternion.Euler(0f, 0f, -90f);
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Quaternion convertedQuaternion = new Quaternion(-openSeeData[0].rawQuaternion.y, -openSeeData[0].rawQuaternion.x, openSeeData[0].rawQuaternion.z, openSeeData[0].rawQuaternion.w) * offset;
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transform.localRotation = convertedQuaternion;
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}
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} else {
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centerBall.gameObject.SetActive(false);
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Vector3 center = new Vector3(0.0f, 0.0f, 0.0f);
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float minX = 10000.0f;
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float minY = 10000.0f;
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float maxX = -1.0f;
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float maxY = -1.0f;
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for (int i = 0; i < 66; i++) {
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float x = openSeeData[0].points[i].x;
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float y = -openSeeData[0].points[i].y;
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if (minX > x) {
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minX = x;
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}
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if (minY > y) {
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minY = y;
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}
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if (maxX < x) {
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maxX = x;
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}
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if (maxY < y) {
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maxY = y;
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}
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center += new Vector3(x, y, 0.0f);
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}
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center = center / 66;
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center = center - new Vector3(minX, minY, 0.0f);
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center.x = center.x / (maxX - minX);
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center.y = center.y / (maxX - minX);
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center.z = 0.5f;
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centerBall.transform.localPosition = center;
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for (int i = 0; i < 66; i++) {
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Renderer renderer = gameObjects[i].GetComponent<Renderer>();
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renderer.material.SetColor("_Color", Color.Lerp(Color.red, Color.green, openSeeData[0].confidence[i]));
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float x = openSeeData[0].points[i].x;
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float y = -openSeeData[0].points[i].y;
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Vector3 position = new Vector3(x, y, 0.0f);
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position = position - new Vector3(minX, minY, 0.0f);
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position.x = position.x / (maxX - minX);
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position.y = position.y / (maxX - minX);
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gameObjects[i].transform.localPosition = position;
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}
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}
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}
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}
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} |