Esempio n. 1
0
        /// <summary>
        /// Update map from a depth frame
        /// </summary>
        /// <param name="coordinateMapper"></param>
        /// <param name="depthFrame"></param>
        public void Update(CoordinateMapper coordinateMapper, DepthFrameData depthFrame)
        {
            if (this.dataPointer == IntPtr.Zero)
            {
                throw new ObjectDisposedException("ColorToDepthFrameData");
            }

            coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(depthFrame.DataPointer, (uint)depthFrame.SizeInBytes, this.dataPointer, (uint)this.sizeInBytes);
        }
    void ProcessFrame()
    {
        var pDepthData            = GCHandle.Alloc(_DepthData, GCHandleType.Pinned);
        var pDepthCoordinatesData = GCHandle.Alloc(m_pDepthCoordinates, GCHandleType.Pinned);

        m_pCoordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
            pDepthData.AddrOfPinnedObject(),
            (uint)_DepthData.Length * sizeof(ushort),
            pDepthCoordinatesData.AddrOfPinnedObject(),
            (uint)m_pDepthCoordinates.Length);

        pDepthCoordinatesData.Free();
        pDepthData.Free();
    }
    void ProcessFrame()
    {
        var pDepthData            = GCHandle.Alloc(pDepthBuffer, GCHandleType.Pinned);
        var pDepthCoordinatesData = GCHandle.Alloc(pDepthCoordinates, GCHandleType.Pinned);

        coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(pDepthData.AddrOfPinnedObject(), (uint)pDepthBuffer.Length * sizeof(ushort),
                                                              pDepthCoordinatesData.AddrOfPinnedObject(), (uint)pDepthCoordinates.Length);

        pDepthCoordinatesData.Free();
        pDepthData.Free();

/*
 *      colorTexture.LoadRawTextureData(pColorBuffer);
 *      colorTexture.Apply();
 */
    }
    //將不同解析度對照同步,讓不同的讀取內容可以互相配對。
    void ProcessFrame()
    {
        //此段和下句可以達成同樣的效果,不過因為此段要使用IntPtr的關係與記憶體的釋放控制,下句則沒有這樣子的效果。
        //m_pCoordinateMapper.MapColorFrameToDepthSpace(pDepthBuffer,m_pDepthCoordinates);

        var pDepthData            = GCHandle.Alloc(pDepthBuffer, GCHandleType.Pinned);
        var pDepthCoordinatesData = GCHandle.Alloc(m_pDepthCoordinates, GCHandleType.Pinned);

        m_pCoordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
            pDepthData.AddrOfPinnedObject(),
            (uint)pDepthBuffer.Length * sizeof(ushort),
            pDepthCoordinatesData.AddrOfPinnedObject(),
            (uint)m_pDepthCoordinates.Length);

        pDepthCoordinatesData.Free();
        pDepthData.Free();

        m_pColorRGBX.LoadRawTextureData(pColorBuffer);
        m_pColorRGBX.Apply();
    }
Esempio n. 5
0
    public bool MapColorFrameToDepthCoords(KinectInterop.SensorData sensorData, ref Vector2[] vDepthCoords)
    {
        if (coordMapper != null && sensorData.colorImage != null && sensorData.depthImage != null)
        {
            var pDepthData       = GCHandle.Alloc(sensorData.depthImage, GCHandleType.Pinned);
            var pDepthCoordsData = GCHandle.Alloc(vDepthCoords, GCHandleType.Pinned);

            coordMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                pDepthData.AddrOfPinnedObject(),
                (uint)sensorData.depthImage.Length * sizeof(ushort),
                pDepthCoordsData.AddrOfPinnedObject(),
                (uint)vDepthCoords.Length);

            pDepthCoordsData.Free();
            pDepthData.Free();

            return(true);
        }

        return(false);
    }
Esempio n. 6
0
    void ProcessFrame()
    {
        GCHandle pDepthData            = GCHandle.Alloc(pDepthBuffer, GCHandleType.Pinned);
        GCHandle pDepthCoordinatesData = GCHandle.Alloc(m_pDepthCoordinates, GCHandleType.Pinned);
        GCHandle pColorData            = GCHandle.Alloc(m_pColorSpacePoints, GCHandleType.Pinned);

        m_pCoordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
            pDepthData.AddrOfPinnedObject(), (uint)pDepthBuffer.Length * sizeof(ushort),
            pDepthCoordinatesData.AddrOfPinnedObject(), (uint)m_pDepthCoordinates.Length);

        m_pCoordinateMapper.MapDepthFrameToColorSpaceUsingIntPtr(
            pDepthData.AddrOfPinnedObject(), pDepthBuffer.Length * sizeof(ushort),
            pColorData.AddrOfPinnedObject(), (uint)m_pColorSpacePoints.Length);

        m_pDepth.LoadRawTextureData(pDepthData.AddrOfPinnedObject(), pDepthBuffer.Length * sizeof(ushort));
        m_pDepth.Apply();

        pColorData.Free();
        pDepthCoordinatesData.Free();
        pDepthData.Free();

        m_pColorRGBX.LoadRawTextureData(pColorBuffer);
        m_pColorRGBX.Apply();
    }
Esempio n. 7
0
        /// <summary>
        /// Update map from a depth frame
        /// </summary>
        /// <param name="coordinateMapper"></param>
        /// <param name="depthFrame"></param>
        public void Update(CoordinateMapper coordinateMapper, DepthFrameData depthFrame)
        {
            if (this.dataPointer == IntPtr.Zero)
                throw new ObjectDisposedException("ColorToDepthFrameData");

            coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(depthFrame.DataPointer,(uint)depthFrame.SizeInBytes,this.dataPointer,(uint)this.sizeInBytes);
        }
Esempio n. 8
0
        /// <summary>
        /// Procedure invoked by Kinect when new data are available
        /// </summary>
        private void MultisourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            if (KinectSensor == null || Reader == null)
            {
                return;
            }

            // acquire frame data
            MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

            // if the Frame has expired by the time we process this event, return.
            if (multiSourceFrame == null)
            {
                return;
            }

            // Continue only if buffer is empty
            if (!Buffer.IsEmpty())
            {
                return;
            }

            // declare variables for data from sensor
            ColorFrame    colorFrame    = null;
            DepthFrame    depthFrame    = null;
            InfraredFrame infraredFrame = null;

            byte[]             colorFrameData                 = null;
            ushort[]           depthData                      = null;
            ushort[]           infraredData                   = null;
            DepthSpacePoint[]  pointsFromColorToDepth         = null;
            ColorSpacePoint[]  pointsFromDepthToColor         = null;
            CameraSpacePoint[] cameraSpacePointsFromDepthData = null;

            try
            {
                // get frames from sensor
                colorFrame    = multiSourceFrame.ColorFrameReference.AcquireFrame();
                depthFrame    = multiSourceFrame.DepthFrameReference.AcquireFrame();
                infraredFrame = multiSourceFrame.InfraredFrameReference.AcquireFrame();

                // If any frame has expired by the time we process this event, return.
                if (colorFrame == null || depthFrame == null || infraredFrame == null)
                {
                    return;
                }

                // use frame data to fill arrays
                colorFrameData = new byte[ColorFrameDescription.LengthInPixels * 4];
                depthData      = new ushort[DepthFrameDescription.LengthInPixels];
                infraredData   = new ushort[InfraredFrameDescription.LengthInPixels];

                colorFrame.CopyConvertedFrameDataToArray(colorFrameData, ColorImageFormat.Bgra);
                depthFrame.CopyFrameDataToArray(depthData);
                infraredFrame.CopyFrameDataToArray(infraredData);

                pointsFromColorToDepth         = new DepthSpacePoint[ColorFrameDescription.LengthInPixels];
                pointsFromDepthToColor         = new ColorSpacePoint[DepthFrameDescription.LengthInPixels];
                cameraSpacePointsFromDepthData = new CameraSpacePoint[DepthFrameDescription.LengthInPixels];

                using (KinectBuffer depthFrameData = depthFrame.LockImageBuffer())
                {
                    CoordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        pointsFromColorToDepth);

                    CoordinateMapper.MapDepthFrameToColorSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        pointsFromDepthToColor);

                    CoordinateMapper.MapDepthFrameToCameraSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        cameraSpacePointsFromDepthData);
                }
            }
            finally
            {
                // dispose frames so that Kinect can continue processing
                colorFrame?.Dispose();
                depthFrame?.Dispose();
                infraredFrame?.Dispose();

                // send data futher
                if (
                    colorFrameData != null &&
                    depthData != null &&
                    infraredData != null &&
                    cameraSpacePointsFromDepthData != null
                    )
                {
                    // store data to buffer and notify processing thread
                    Buffer.Store(
                        new KinectData(
                            colorFrameData,
                            depthData,
                            infraredData,
                            cameraSpacePointsFromDepthData,
                            pointsFromColorToDepth,
                            pointsFromDepthToColor
                            )
                        );

                    TrackingManager.SendKinectUpdate();
                }
            }
        }
        /// <summary>
        /// Handles the depth/color/body index frame data arriving from the sensor
        /// </summary>
        /// <param name="sender">object sending the event</param>
        /// <param name="e">event arguments</param>
        private void Reader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            int depthWidth;
            int depthHeight;

            DepthFrame     depthFrame     = null;
            ColorFrame     colorFrame     = null;
            BodyIndexFrame bodyIndexFrame = null;
            bool           isBitmapLocked = false;

            MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

            // If the Frame has expired by the time we process this event, return.
            if (multiSourceFrame == null)
            {
                return;
            }

            // We use a try/finally to ensure that we clean up before we exit the function.
            // This includes calling Dispose on any Frame objects that we may have and unlocking the bitmap back buffer.
            try
            {
                depthFrame     = multiSourceFrame.DepthFrameReference.AcquireFrame();
                colorFrame     = multiSourceFrame.ColorFrameReference.AcquireFrame();
                bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame();

                // If any frame has expired by the time we process this event, return.
                // The "finally" statement will Dispose any that are not null.
                if (depthFrame == null || colorFrame == null || bodyIndexFrame == null)
                {
                    return;
                }

                // Process Depth
                FrameDescription depthFrameDescription = depthFrame.FrameDescription;

                depthWidth  = depthFrameDescription.Width;
                depthHeight = depthFrameDescription.Height;

                // Access the depth frame data directly via LockImageBuffer to avoid making a copy
                using (KinectBuffer depthFrameData = depthFrame.LockImageBuffer())
                {
                    coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(depthFrameData.UnderlyingBuffer, depthFrameData.Size, colorMappedToDepthPoints);
                }

                // We're done with the DepthFrame
                depthFrame.Dispose();
                depthFrame = null;

                // Process Color


                // Lock the bitmap for writing
                bitmap.Lock();
                isBitmapLocked = true;

                colorFrame.CopyConvertedFrameDataToIntPtr(bitmap.BackBuffer, bitmapBackBufferSize, ColorImageFormat.Bgra);

                // We're done with the ColorFrame
                colorFrame.Dispose();
                colorFrame = null;

                // We'll access the body index data directly to avoid a copy
                using (KinectBuffer bodyIndexData = bodyIndexFrame.LockImageBuffer())
                {
                    unsafe
                    {
                        byte *bodyIndexDataPointer = (byte *)bodyIndexData.UnderlyingBuffer;

                        int colorMappedToDepthPointCount = colorMappedToDepthPoints.Length;

                        fixed(DepthSpacePoint *colorMappedToDepthPointsPointer = colorMappedToDepthPoints)
                        {
                            // Treat the color data as 4-byte pixels
                            uint *bitmapPixelsPointer = (uint *)bitmap.BackBuffer;

                            // Loop over each row and column of the color image
                            // Zero out any pixels that don't correspond to a body index
                            for (int colorIndex = 0; colorIndex < colorMappedToDepthPointCount; ++colorIndex)
                            {
                                float colorMappedToDepthX = colorMappedToDepthPointsPointer[colorIndex].X;
                                float colorMappedToDepthY = colorMappedToDepthPointsPointer[colorIndex].Y;

                                // The sentinel value is -inf, -inf, meaning that no depth pixel corresponds to this color pixel.
                                if (!float.IsNegativeInfinity(colorMappedToDepthX) && !float.IsNegativeInfinity(colorMappedToDepthY))
                                {
                                    // Make sure the depth pixel maps to a valid point in color space
                                    int depthX = (int)(colorMappedToDepthX + 0.5F);
                                    int depthY = (int)(colorMappedToDepthY + 0.5F);

                                    // If the point is not valid, there is no body index there.
                                    if (depthX >= 0 && depthX < depthWidth && depthY >= 0 && depthY < depthHeight)
                                    {
                                        int depthIndex = depthY * depthWidth + depthX;

                                        // If we are tracking a body for the current pixel, do not zero out the pixel
                                        if (bodyIndexDataPointer[depthIndex] != 0xFF)
                                        {
                                            continue;
                                        }
                                    }
                                }

                                bitmapPixelsPointer[colorIndex] = 0;
                            }
                        }

                        bitmap.AddDirtyRect(new Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight));
                    }
                }
            }
            finally
            {
                if (isBitmapLocked)
                {
                    bitmap.Unlock();
                }

                depthFrame?.Dispose();

                colorFrame?.Dispose();

                bodyIndexFrame?.Dispose();
            }
        }
        public void ProcessBackgroundOld(DepthFrame depthFrame, ColorFrame colorFrame, BodyIndexFrame bodyIndexFrame)
        {
            // Process Depth
            var depthWidth  = _displayWidth;
            var depthHeight = _displayHeight;

            // Access the depth frame data directly via LockImageBuffer to avoid making a copy
            using (var depthFrameData = depthFrame.LockImageBuffer())
            {
                _coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                    depthFrameData.UnderlyingBuffer,
                    depthFrameData.Size,
                    _colorMappedToDepthPoints);
            }

            // We're done with the DepthFrame
            depthFrame.Dispose();

            // Lock the bitmap for writing
            _bitmap.Lock();
            _isBitmapLocked = true;

            colorFrame.CopyConvertedFrameDataToIntPtr(_bitmap.BackBuffer, _bitmapBackBufferSize, ColorImageFormat.Bgra);

            // We're done with the ColorFrame
            colorFrame.Dispose();

            // We'll access the body index data directly to avoid a copy
            using (var bodyIndexData = bodyIndexFrame.LockImageBuffer())
            {
                unsafe
                {
                    var bodyIndexDataPointer = (byte *)bodyIndexData.UnderlyingBuffer;

                    var colorMappedToDepthPointCount = _colorMappedToDepthPoints.Length;

                    fixed(DepthSpacePoint *colorMappedToDepthPointsPointer = _colorMappedToDepthPoints)
                    {
                        // Treat the color data as 4-byte pixels
                        var bitmapPixelsPointer = (uint *)_bitmap.BackBuffer;

                        // Loop over each row and column of the color image
                        // Zero out any pixels that don't correspond to a body index
                        for (var colorIndex = 0; colorIndex < colorMappedToDepthPointCount; ++colorIndex)
                        {
                            var colorMappedToDepthX = colorMappedToDepthPointsPointer[colorIndex].X;
                            var colorMappedToDepthY = colorMappedToDepthPointsPointer[colorIndex].Y;

                            // The sentinel value is -inf, -inf, meaning that no depth pixel corresponds to this color pixel.
                            if (!float.IsNegativeInfinity(colorMappedToDepthX) &&
                                !float.IsNegativeInfinity(colorMappedToDepthY))
                            {
                                // Make sure the depth pixel maps to a valid point in color space
                                var depthX = (int)(colorMappedToDepthX);
                                var depthY = (int)(colorMappedToDepthY);

                                // If the point is not valid, there is no body index there.
                                if ((depthX >= 0) && (depthX < depthWidth) && (depthY >= 0) && (depthY < depthHeight))
                                {
                                    var depthIndex = (depthY * depthWidth) + depthX;

                                    // If we are tracking a body for the current pixel, do not zero out the pixel
                                    if (bodyIndexDataPointer[depthIndex] != 0xff)
                                    {
                                        continue;
                                    }
                                }
                            }

                            bitmapPixelsPointer[colorIndex] = 0;
                        }
                    }

                    _bitmap.AddDirtyRect(new Int32Rect(0, 0, _bitmap.PixelWidth, _bitmap.PixelHeight));
                }
            }
        }
        private void msfr_FrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            bool depthFrameProcessed = false;

            if (e.FrameReference == null)
            {
                return;
            }

            DepthFrame depthFrame = null;
            ColorFrame colorFrame = null;

            MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

            // If the Frame has expired by the time we process this event, return.
            if (multiSourceFrame == null)
            {
                return;
            }

            // We use a try/finally to ensure that we clean up before we exit the function.
            // This includes calling Dispose on any Frame objects that we may have and unlocking the bitmap back buffer.
            try
            {
                colorFrame = multiSourceFrame.ColorFrameReference.AcquireFrame();
                depthFrame = multiSourceFrame.DepthFrameReference.AcquireFrame();


                // If any frame has expired by the time we process this event, return.
                // The "finally" statement will Dispose any that are not null.
                if ((colorFrame == null) || (depthFrame == null))
                {
                    return;
                }

                // Access the depth frame data directly via LockImageBuffer to avoid making a copy
                using (KinectBuffer depthBuffer = depthFrame.LockImageBuffer())
                {
                    coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                        depthBuffer.UnderlyingBuffer,
                        depthBuffer.Size,
                        this.colorMappedToDepthPoints);

                    // Note: In order to see the full range of depth (including the less reliable far field depth)
                    // we are setting maxDepth to the extreme potential depth threshold
                    ushort maxDepth = ushort.MaxValue;

                    // If you wish to filter by reliable depth distance, uncomment the following line:
                    //// maxDepth = depthFrame.DepthMaxReliableDistance

                    ProcessDepthFrameData(depthBuffer.UnderlyingBuffer, depthBuffer.Size, depthFrame.DepthMinReliableDistance, maxDepth);
                    depthFrameProcessed = true;
                }


                colorFrame.CopyConvertedFrameDataToArray(colorPixels, ColorImageFormat.Bgra);
                //depthFrame.CopyFrameDataToArray(depthPixels);

                // Creating BitmapSource
                var bytesPerPixel = (PixelFormats.Bgr32.BitsPerPixel) / 8;
                var colorStride   = bytesPerPixel * colorFrame.FrameDescription.Width;
                //var depthStride = bytesPerPixel * depthFrame.FrameDescription.Width;

                colorBitmapSource = BitmapSource.Create(colorFrameDesc.Width, colorFrameDesc.Height, 96.0, 96.0, PixelFormats.Bgr32, null, colorPixels, colorStride);
                //depthBitmapSource = BitmapSource.Create(depthFrameDesc.Width, depthFrameDesc.Height, 96.0, 96.0, PixelFormats.Gray8, null);

                // WriteableBitmap to show on UI
                writeableBitmap    = new WriteableBitmap(this.depthFrameDesc.Width, this.depthFrameDesc.Height, 96.0, 96.0, PixelFormats.Gray8, null);
                kinectImage.Source = writeableBitmap;


                if (depthFrameProcessed)
                {
                    writeableBitmap.WritePixels(new Int32Rect(0, 0, writeableBitmap.PixelWidth, writeableBitmap.PixelHeight),
                                                depthPixels,
                                                writeableBitmap.PixelWidth,
                                                0);
                }

                // We're done with the DepthFrame
                depthFrame.Dispose();
                depthFrame = null;

                // We're done with the ColorFrame
                colorFrame.Dispose();
                colorFrame = null;
            }
            finally
            {
                if (depthFrame != null)
                {
                    depthFrame.Dispose();
                }

                if (colorFrame != null)
                {
                    colorFrame.Dispose();
                }
            }
        }
Esempio n. 12
0
        private unsafe void ProcessMultisourceFrame(MultiSourceFrame multiSourceFrame)
        {
            // Aquiure all frames
            using var depthFrame     = multiSourceFrame.DepthFrameReference.AcquireFrame();
            using var colorFrame     = multiSourceFrame.ColorFrameReference.AcquireFrame();
            using var bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame();

            // If any frame has expired by the time we process this event, return.
            if (depthFrame == null || colorFrame == null || bodyIndexFrame == null)
            {
                return;
            }

            // Copy depth frame
            using var depthFrameData = depthFrame.LockImageBuffer();
            _coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(depthFrameData.UnderlyingBuffer, depthFrameData.Size, _colorMappedToDepthPoints);

            var depthFrameDescription = depthFrame.FrameDescription;
            var depthWidth            = depthFrameDescription.Width;
            var depthHeight           = depthFrameDescription.Height;

            // Copy color frame
            ColorImageLock.EnterWriteLock();
            fixed(byte *ColorImagePtr = ColorImage)
            {
                using var colorFrameData = colorFrame.LockRawImageBuffer();
                var colorFrameSpan       = new Span <byte>((void *)colorFrameData.UnderlyingBuffer, (int)colorFrameData.Size);
                var colorImageSpan       = new Span <byte>((void *)ColorImagePtr, ColorImageLength);
                var colorImageSpanUInt32 = new Span <UInt32>((void *)ColorImagePtr, ColorImageLength);


                //colorFrameSpan.CopyTo(colorImageSpan);
                colorFrame.CopyConvertedFrameDataToArray(ColorImage, ColorImageFormat.Bgra);

                // Get body index data
                using var bodyIndexData = bodyIndexFrame.LockImageBuffer();
                var bodyIndexDataPointer            = (byte *)bodyIndexData.UnderlyingBuffer;
                var colorMappedToDepthPointsPointer = new Span <DepthSpacePoint>(_colorMappedToDepthPoints);

                // Go over and black out all colors that are not a body index
                for (var colorIndex = 0; colorIndex < colorMappedToDepthPointsPointer.Length; ++colorIndex)
                {
                    float colorMappedToDepthX = colorMappedToDepthPointsPointer[colorIndex].X;
                    float colorMappedToDepthY = colorMappedToDepthPointsPointer[colorIndex].Y;


                    // The sentinel value is -inf, -inf, meaning that no depth pixel corresponds to this color pixel.
                    if (!float.IsNegativeInfinity(colorMappedToDepthX) &&
                        !float.IsNegativeInfinity(colorMappedToDepthY))
                    {
                        // Make sure the depth pixel maps to a valid point in color space
                        int depthX = (int)(colorMappedToDepthX + 0.5f);
                        int depthY = (int)(colorMappedToDepthY + 0.5f);

                        // If the point is not valid, there is no body index there.
                        if ((depthX >= 0) && (depthX < depthWidth) && (depthY >= 0) && (depthY < depthHeight))
                        {
                            int depthIndex = (depthY * depthWidth) + depthX;

                            // If we are tracking a body for the current pixel, do not zero out the pixel
                            if (bodyIndexDataPointer[depthIndex] != 0xff)
                            {
                                // Set alpha to fully opaque
                                // For some reason we are ARGB
                                colorImageSpanUInt32[colorIndex] |= 0xFF000000;
                                continue;
                            }
                        }
                    }

                    // Background
                    colorImageSpanUInt32[colorIndex] = 0x00000000;
                }
            }

            ColorImageLock.ExitWriteLock();
            NewImage?.Invoke(this, ColorImage);
        }
Esempio n. 13
0
        private static void Reader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            bitmap = new WriteableBitmap(colorWidth, colorHeight, 96.0, 96.0, PixelFormats.Bgra32, null);

            // Calculate the WriteableBitmap back buffer size
            bitmapBackBufferSize = (uint)((bitmap.BackBufferStride * (bitmap.PixelHeight - 1)) + (bitmap.PixelWidth * bytesPerPixel));

            int depthWidth  = 0;
            int depthHeight = 0;

            DepthFrame     depthFrame     = null;
            ColorFrame     colorFrame     = null;
            BodyIndexFrame bodyIndexFrame = null;
            bool           isBitmapLocked = false;

            MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

            // If the Frame has expired by the time we process this event, return.
            if (multiSourceFrame == null)
            {
                return;
            }

            // We use a try/finally to ensure that we clean up before we exit the function.
            // This includes calling Dispose on any Frame objects that we may have and unlocking the bitmap back buffer.
            try
            {
                depthFrame     = multiSourceFrame.DepthFrameReference.AcquireFrame();
                colorFrame     = multiSourceFrame.ColorFrameReference.AcquireFrame();
                bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame();

                // If any frame has expired by the time we process this event, return.
                // The "finally" statement will Dispose any that are not null.
                if ((depthFrame == null) || (colorFrame == null) || (bodyIndexFrame == null))
                {
                    return;
                }

                // Process Depth
                FrameDescription depthFrameDescription = depthFrame.FrameDescription;

                depthWidth  = depthFrameDescription.Width;
                depthHeight = depthFrameDescription.Height;

                // Access the depth frame data directly via LockImageBuffer to avoid making a copy
                using (KinectBuffer depthFrameData = depthFrame.LockImageBuffer())
                {
                    coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        colorMappedToDepthPoints);
                }

                // We're done with the DepthFrame
                depthFrame.Dispose();
                depthFrame = null;

                // Process Color

                Trace.WriteLine("\n\n\n\n BEFORE LOCK  \n\n\n\n");

                // Lock the bitmap for writing
                bitmap.Lock();

                Trace.WriteLine("\n\n\n\n LOCK!!!!  \n\n\n\n");

                colorFrame.CopyConvertedFrameDataToIntPtr(bitmap.BackBuffer, bitmapBackBufferSize, ColorImageFormat.Bgra);

                // We're done with the ColorFrame
                colorFrame.Dispose();
                colorFrame = null;

                // We'll access the body index data directly to avoid a copy
                using (KinectBuffer bodyIndexData = bodyIndexFrame.LockImageBuffer())
                {
                    unsafe
                    {
                        byte *bodyIndexDataPointer = (byte *)bodyIndexData.UnderlyingBuffer;

                        int colorMappedToDepthPointCount = colorMappedToDepthPoints.Length;

                        fixed(DepthSpacePoint *colorMappedToDepthPointsPointer = colorMappedToDepthPoints)
                        {
                            // Treat the color data as 4-byte pixels
                            uint *bitmapPixelsPointer = (uint *)bitmap.BackBuffer;

                            // Loop over each row and column of the color image
                            // Zero out any pixels that don't correspond to a body index
                            for (int colorIndex = 0; colorIndex < colorMappedToDepthPointCount; ++colorIndex)
                            {
                                float colorMappedToDepthX = colorMappedToDepthPointsPointer[colorIndex].X;
                                float colorMappedToDepthY = colorMappedToDepthPointsPointer[colorIndex].Y;

                                // The sentinel value is -inf, -inf, meaning that no depth pixel corresponds to this color pixel.
                                if (!float.IsNegativeInfinity(colorMappedToDepthX) &&
                                    !float.IsNegativeInfinity(colorMappedToDepthY))
                                {
                                    // Make sure the depth pixel maps to a valid point in color space
                                    int depthX = (int)(colorMappedToDepthX + 0.5f);
                                    int depthY = (int)(colorMappedToDepthY + 0.5f);

                                    // If the point is not valid, there is no body index there.
                                    if ((depthX >= 0) && (depthX < depthWidth) && (depthY >= 0) && (depthY < depthHeight))
                                    {
                                        int depthIndex = (depthY * depthWidth) + depthX;

                                        // If we are tracking a body for the current pixel, do not zero out the pixel
                                        if (bodyIndexDataPointer[depthIndex] != 0xff)
                                        {
                                            continue;
                                        }
                                    }
                                }

                                bitmapPixelsPointer[colorIndex] = 0;
                            }
                        }

                        bitmap.AddDirtyRect(new System.Windows.Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight));
                    }
                }
            }
            finally
            {
                if (isBitmapLocked)
                {
                    bitmap.Unlock();



                    var w      = bitmap.PixelWidth;
                    var h      = bitmap.PixelHeight;
                    var stride = w * ((bitmap.Format.BitsPerPixel + 7) / 8);

                    var bitmapData = new byte[h * stride];

                    bitmap.CopyPixels(bitmapData, stride, 0);

                    //greenScreenFrameData
                }

                if (depthFrame != null)
                {
                    depthFrame.Dispose();
                }

                if (colorFrame != null)
                {
                    colorFrame.Dispose();
                }

                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
            }
        }