- HoloLensの日本での展開は未定
- HMDではなく、Windows 10が動くPCである
- HoloLensの機能
- 現実世界を彩るホログラム
- コネクションや創造、探索の新しい方法
- より自然な対話の手段
- マイクロソフトの最先端テクノロジー
- ハードウェア
- ケーブルレスのコンピューター
- 周辺デバイスではない
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using UnityEngine; | |
using System.Collections; | |
using OpenCvSharp.CPlusPlus; | |
using OpenCvSharp; | |
using System; | |
public class FaceDetect : MonoBehaviour { | |
public int Width = 640; | |
public int Height = 480; | |
public int FPS = 30; |
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using UnityEngine; | |
using UnityEngine.VR.WSA.Input; | |
using UnityEngine.UI; | |
public class DrawMeshChanger : MonoBehaviour | |
{ | |
GestureRecognizer recognizer; | |
public SpatialMapping mapping; |
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using UnityEngine; | |
using System.Collections; | |
public class CubeCreator : MonoBehaviour | |
{ | |
public GameObject cubePrefab; | |
// Use this for initialization | |
void Start() | |
{ |
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public void SetMaterial(Material mat) | |
{ | |
DrawMaterial = mat; | |
foreach (var surface in surfaces) | |
{ | |
surface.Value.GetComponent<MeshRenderer>().sharedMaterial = mat; | |
} | |
} |
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public bool IsMeshCreated | |
{ | |
get{ | |
return surfaces.Count != 0; | |
} | |
} |
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Eigen::Vector3f floor(floorClip.x, floorClip.y, floorClip.z); | |
Eigen::Quaternionf rotate = Eigen::Quaternionf::FromTwoVectors(floor, Eigen::Vector3f::UnitY()); | |
Eigen::Translation<float, 3> translation(0, floorClip.w, 0); | |
Eigen::DiagonalMatrix<float, 3> scaling = Eigen::Scaling(1.0f, 1.0f, 1.0f);; | |
floorMatrix = translation * scaling * rotate; |
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// 点群の表示 | |
{ | |
gl.Begin( OpenGL.GL_POINTS ); | |
foreach ( var point in kinect.PointCloud ) { | |
if ( (point.X == 0) && (point.Y == 0) && (point.Z == 0) ) { | |
continue; | |
} | |
Vector3 v = new Vector3( point.X, point.Y, point.Z ); |
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// 床からの回転matrixを作成 | |
{ | |
// http://gamedev.stackexchange.com/questions/80310/transform-world-space-using-kinect-floorclipplane-to-move-origin-to-floor-while | |
var vector = new Vector4( | |
kinect.FloorClipPlane.X, | |
kinect.FloorClipPlane.Y, | |
kinect.FloorClipPlane.Z, | |
kinect.FloorClipPlane.W ); | |
var yNew = new Vector3( vector.X, vector.Y, vector.Z ); |
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async void OnLoaded( object sender, RoutedEventArgs e ) | |
{ | |
var color = new | |
{ | |
Name = "Color Sources", | |
AccessStatus = await PerceptionColorFrameSource.RequestAccessAsync(), | |
Devices = await PerceptionColorFrameSource.FindAllAsync() | |
}; | |
this.ctlColor.DataContext = color; |