GetUsersDepthMap() private méthode

private GetUsersDepthMap ( ) : IntPtr
Résultat IntPtr
Exemple #1
0
    void UpdateUserMap()
    {
        // copy over the maps
        Marshal.Copy(NiteWrapper.GetUsersLabelMap(), usersLabelMap, 0, usersMapSize);
        Marshal.Copy(NiteWrapper.GetUsersDepthMap(), usersDepthMap, 0, usersMapSize);

        // we will be flipping the texture as we convert label map to color array
        int flipIndex, i;
        int numOfPoints = 0;

        Array.Clear(usersHistogramMap, 0, usersHistogramMap.Length);

        // calculate cumulative histogram for depth
        for (i = 0; i < usersMapSize; i++)
        {
            // only calculate for depth that contains users
            if (usersLabelMap[i] != 0)
            {
                usersHistogramMap[usersDepthMap[i]]++;
                numOfPoints++;
            }
        }
        if (numOfPoints > 0)
        {
            for (i = 1; i < usersHistogramMap.Length; i++)
            {
                usersHistogramMap[i] += usersHistogramMap[i - 1];
            }
            for (i = 0; i < usersHistogramMap.Length; i++)
            {
                usersHistogramMap[i] = 1.0f - (usersHistogramMap[i] / numOfPoints);
            }
        }

        // create the actual users texture based on label map and depth histogram
        for (i = 0; i < usersMapSize; i++)
        {
            flipIndex = usersMapSize - i - 1;
            if (usersLabelMap[i] == 0)
            {
                usersMapColors[flipIndex] = Color.clear;
            }
            else
            {
                // create a blending color based on the depth histogram
                Color c = new Color(usersHistogramMap[usersDepthMap[i]], usersHistogramMap[usersDepthMap[i]], usersHistogramMap[usersDepthMap[i]], 0.9f);
                switch (usersLabelMap[i] % 4)
                {
                case 0:
                    usersMapColors[flipIndex] = Color.red * c;
                    break;

                case 1:
                    usersMapColors[flipIndex] = Color.green * c;
                    break;

                case 2:
                    usersMapColors[flipIndex] = Color.blue * c;
                    break;

                case 3:
                    usersMapColors[flipIndex] = Color.magenta * c;
                    break;
                }
            }
        }

        usersLblTex.SetPixels(usersMapColors);
        usersLblTex.Apply();
    }