void camera_HandleNewFrame(object sender, FxMaths.Matrix.FxMatrixMask e) { SerialCamera cam = sender as SerialCamera; // lock base on shop runtime state because we can get parallel images lock (ShopRuntimeState) { FxVector2f start = cam.Position - cam.Size/2; // draw the image to bigger matrix ShopRuntimeState.DrawMatrix(e.ToFxMatrixF(), start, cam.Size, FxMatrixF.DrawInterpolationMethod.NearestNeighbor); // TODO: process the image for extraction of persons. } }
public void AddElement(FxMaths.GUI.CanvasElements elements) { canvas.AddElement(elements); }
void depthImageElement_MouseClickEvent(CanvasElements m, FxMaths.Vector.FxVector2f location) { TesterForm.UIConsole.WriteLine("Depth:" + depthImageMatrix[location.x, location.y].ToString()); // Console.WriteLine("Depth:" + depthImageMatrix[location.x, location.y].ToString()); }
/// <summary> /// Check if the specific points lie in the element /// </summary> /// <param name="X"></param> /// <param name="Y"></param> /// <returns></returns> public bool IsHit( FxMaths.Vector.FxVector2f point ) { if ( point.x > Position.x && point.y > Position.y ) { if ( point.x < Position.x + Size.x && point.y < Position.y + Size.y ) { return true; } } return false; }