Esempio n. 1
0
        private void UpdateMesh(FaceTrackFrame faceTrackingFrame)
        {
            //Console.Out.WriteLine(" ###################### In UpdateMesh ############################# ");
            bool faceInCentre = true;

            EnumIndexableCollection <FeaturePoint, Vector3DF> shapePoints          = faceTrackingFrame.Get3DShape();
            EnumIndexableCollection <FeaturePoint, PointF>    projectedShapePoints = faceTrackingFrame.GetProjected3DShape();

            if (this.triangleIndices == null)
            {
                // Update stuff that doesn't change from frame to frame
                this.triangleIndices = faceTrackingFrame.GetTriangles();
                var indices = new Int32Collection(this.triangleIndices.Length * 3);
                foreach (FaceTriangle triangle in this.triangleIndices)
                {
                    indices.Add(triangle.Third);
                    indices.Add(triangle.Second);
                    indices.Add(triangle.First);
                }

                this.theGeometry.TriangleIndices = indices;
                this.theGeometry.Normals         = null; // Let WPF3D calculate these.

                this.theGeometry.Positions          = new Point3DCollection(shapePoints.Count);
                this.theGeometry.TextureCoordinates = new PointCollection(projectedShapePoints.Count);
                for (int pointIndex = 0; pointIndex < shapePoints.Count; pointIndex++)
                {
                    this.theGeometry.Positions.Add(new Point3D());
                    this.theGeometry.TextureCoordinates.Add(new Point());
                }
            }

            // Update the 3D model's vertices and texture coordinates
            for (int pointIndex = 0; pointIndex < shapePoints.Count; pointIndex++)
            {
                Vector3DF point = shapePoints[pointIndex];
                this.theGeometry.Positions[pointIndex] = new Point3D(point.X, point.Y, -point.Z);

                PointF projected = projectedShapePoints[pointIndex];

                this.theGeometry.TextureCoordinates[pointIndex] =
                    new Point(
                        projected.X / (double)this.colorImageWritableBitmap.PixelWidth,
                        projected.Y / (double)this.colorImageWritableBitmap.PixelHeight);

//                Console.Out.WriteLine("X = " + projected.X / (double)this.colorImageWritableBitmap.PixelWidth  + "Y = " + projected.Y / (double)this.colorImageWritableBitmap.PixelHeight);
                if (projected.X / (double)this.colorImageWritableBitmap.PixelWidth > .6 ||
                    projected.Y / (double)this.colorImageWritableBitmap.PixelHeight > .75)
                {
                    faceInCentre = false;
                }
            }

            if (faceInCentre)
            {
//                copyFaceImage();
                FaceMesh tempMeshData = new FaceMesh();
                tempMeshData.FaceViewport = viewport3d;
                FaceMeshData = tempMeshData;
            }
        }
        private void UpdateMesh(FaceTrackFrame faceTrackingFrame)
        {
            //Console.Out.WriteLine(" ###################### In UpdateMesh ############################# ");
            bool faceInCentre = true;

            EnumIndexableCollection<FeaturePoint, Vector3DF> shapePoints = faceTrackingFrame.Get3DShape();
            EnumIndexableCollection<FeaturePoint, PointF> projectedShapePoints = faceTrackingFrame.GetProjected3DShape();

            if (this.triangleIndices == null)
            {
                // Update stuff that doesn't change from frame to frame
                this.triangleIndices = faceTrackingFrame.GetTriangles();
                var indices = new Int32Collection(this.triangleIndices.Length * 3);
                foreach (FaceTriangle triangle in this.triangleIndices)
                {
                    indices.Add(triangle.Third);
                    indices.Add(triangle.Second);
                    indices.Add(triangle.First);
                }

                this.theGeometry.TriangleIndices = indices;
                this.theGeometry.Normals = null; // Let WPF3D calculate these.

                this.theGeometry.Positions = new Point3DCollection(shapePoints.Count);
                this.theGeometry.TextureCoordinates = new PointCollection(projectedShapePoints.Count);
                for (int pointIndex = 0; pointIndex < shapePoints.Count; pointIndex++)
                {
                    this.theGeometry.Positions.Add(new Point3D());
                    this.theGeometry.TextureCoordinates.Add(new Point());
                }
            }

            // Update the 3D model's vertices and texture coordinates
            for (int pointIndex = 0; pointIndex < shapePoints.Count; pointIndex++)
            {

                Vector3DF point = shapePoints[pointIndex];
                this.theGeometry.Positions[pointIndex] = new Point3D(point.X, point.Y, -point.Z);

                PointF projected = projectedShapePoints[pointIndex];

                this.theGeometry.TextureCoordinates[pointIndex] =
                    new Point(
                        projected.X/ (double)this.colorImageWritableBitmap.PixelWidth,
                        projected.Y/ (double)this.colorImageWritableBitmap.PixelHeight);

//                Console.Out.WriteLine("X = " + projected.X / (double)this.colorImageWritableBitmap.PixelWidth  + "Y = " + projected.Y / (double)this.colorImageWritableBitmap.PixelHeight);
                if (projected.X / (double)this.colorImageWritableBitmap.PixelWidth > .6 || 
                    projected.Y / (double)this.colorImageWritableBitmap.PixelHeight > .75) faceInCentre = false;
            }

            if (faceInCentre)
            {
//                copyFaceImage();
                FaceMesh tempMeshData = new FaceMesh();
                tempMeshData.FaceViewport = viewport3d;
                FaceMeshData = tempMeshData;
            }
        }