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c#unity-game-enginecursorkinect-sdk

Set a cursor hand controlled with Kinect SDK


I'm developing a basic application to load and modify molecules and my main goal is to implement Kinect to do it. So far I've been able to do it with a mouse and I would like to do it with my right hand. After searching for a while I tried to define my cursor in a screen environment like if it would be done with a mouse (Input.mousePosition.x) substituting this for the hands coordinates (normalized for the screen dimensions). I can't make the cursor follow my hand, but I can make a game object follow any part of my body so my coordinates are being imported and when I debug my control variables they return a value contained in the screen dimensions. I guess my error is in OnGUI(). Can anybody help me.

Thanks in advance.

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;
    }
}

Solution

  • I have managed to find the sollution based on trial error attempts. :) Removed the extra code (commented code) to avoid misunderstandings. For whom it may interest:

    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);
    	}
    
    }