This page has been translated automatically.
Программирование
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Kinect2 Add-On

A Kinect 2.0 is a motion sensing input device that tracks the human body motions and translates this data to 3D worlds. The sensor detects joints therefore building a virtual 3D skeleton.

A Kinect2 plugin is used for receiving already detected data from a Kinect2 sensor. The plugin is provided as an add-on.

kinect_00 Sample That Shows Kinect Buffers: Color, Depth and IR Range

Minimum capabilities:

  • 64-bit (x64) processor
  • Physical dual-core 3.1 GHz (2 logical cores per physical) or faster processor
  • USB 3.0 controller dedicated to the Kinect for Windows v2 sensor or the Kinect Adapter for Windows for use with the Kinect for Xbox One sensor
  • 4 GB of RAM
  • Graphics card that supports DirectX 11
  • Windows 8 or 8.1, or Windows Embedded 8

See Also

  • engine.kinectfunctions
  • Samples on plugin usage:
    • data/samples/plugins/kinect_00 that shows all 3 buffers (color, depth, IR range).
    • data/samples/plugins/kinect_01 that shows all detected virtual skeletons.
    • data/samples/plugins/kinect_02 that shows all detected faces.
    Notice
    The samples will be available if you add the Kinect2 plugin add-on to your project via UNIGINE SDK Browser.

Launching Kinect2 Plugin

To use the plugin, you should perform the following:

  • Install the Kinect2 plugin (available via UNIGINE SDK Browser in the Add-Ons section) and add it to your project (by clicking Configure Project -> Add-ons in the Projects section of UNIGINE SDK Browser).
  • Specify the extern_plugin command line option on the application start-up:
    Shell commands
    main_x86 -extern_plugin "Kinect"

Implementing Application Using Kinect2 Plugin

The plugin can receive the following types of data:

  • Buffers: color, depth, IR range.
  • Virtual skeletons (up to 6 skeletons can be detected): position and orientation of bones in a 3D world, position of hands, accuracy of each bone detection.
  • Faces (up to 6 faces can be detected): face boundaries and facial key points (eyes, mouth, nose) in coordinates of color and IR buffers, features (eye glasses, smile, closed eyes).
Notice
When the plugin is loaded, the engine.kinectlibrary with a bunch of functions is added to UnigineScript.

When implementing an application using the plugin, it is necessary to call the engine.kinect.init()function with the required arguments on engine initialization and theengine.kinect.shutdown()function on engine shutdown. For example:

Source code (UnigineScript)
#ifdef HAS_KINECT

int init () {

	engine.kinect.init(KINECT_STREAM_INFRARED | KINECT_STREAM_DEPTH | KINECT_STREAM_COLOR);
	
	return 1;
}

int update() {

	// update logic
	// here you can, for example, show the contents of the required buffers
	
	return 1;
}

void shutdown() {
	
	engine.kinect.shutdown();
	
	return 1;
}

#else

int init() {

	log.warning("No kinect plugin detected");
	
	return 1;
}

int shutdown() {
	
	return 1;
}

#endif
Last update: 03.07.2017
Build: ()