/// <summary>
        /// 距離データをカラー画像に変換する
        /// </summary>
        /// <param name="kinect"></param>
        /// <param name="depthFrame"></param>
        /// <returns></returns>
        private byte[] ConvertDepthColor( KinectSensor kinect, DepthImageFrame depthFrame )
        {
            ColorImageStream colorStream = kinect.ColorStream;
              DepthImageStream depthStream = kinect.DepthStream;

              // 距離カメラのピクセルごとのデータを取得する
              short[] depthPixel = new short[depthFrame.PixelDataLength];
              depthFrame.CopyPixelDataTo( depthPixel );

              // 距離カメラの座標に対応するRGBカメラの座標を取得する(座標合わせ)
              ColorImagePoint[] colorPoint = new ColorImagePoint[depthFrame.PixelDataLength];
              kinect.MapDepthFrameToColorFrame( depthStream.Format, depthPixel,
            colorStream.Format, colorPoint );

              byte[] depthColor = new byte[depthFrame.PixelDataLength * Bgr32BytesPerPixel];
              for ( int index = 0; index < depthPixel.Length; index++ ) {
            // 距離カメラのデータから、プレイヤーIDと距離を取得する
            int player = depthPixel[index] & DepthImageFrame.PlayerIndexBitmask;
            int distance = depthPixel[index] >> DepthImageFrame.PlayerIndexBitmaskWidth;

            // 変換した結果が、フレームサイズを超えることがあるため、小さいほうを使う
            int x = Math.Min( colorPoint[index].X, colorStream.FrameWidth - 1 );
            int y = Math.Min( colorPoint[index].Y, colorStream.FrameHeight - 1 );
            int colorIndex = ((y * depthFrame.Width) + x) * Bgr32BytesPerPixel;

            if ( player != 0 ) {
              depthColor[colorIndex] = 255;
              depthColor[colorIndex + 1] = 255;
              depthColor[colorIndex + 2] = 255;
            }
            else {
              // サポート外 0-40cm
              if ( distance == depthStream.UnknownDepth ) {
            depthColor[colorIndex] = 0;
            depthColor[colorIndex + 1] = 0;
            depthColor[colorIndex + 2] = 255;
              }
              // 近すぎ 40cm-80cm(default mode)
              else if ( distance == depthStream.TooNearDepth ) {
            depthColor[colorIndex] = 0;
            depthColor[colorIndex + 1] = 255;
            depthColor[colorIndex + 2] = 0;
              }
              // 遠すぎ 3m(Near),4m(Default)-8m
              else if ( distance == depthStream.TooFarDepth ) {
            depthColor[colorIndex] = 255;
            depthColor[colorIndex + 1] = 0;
            depthColor[colorIndex + 2] = 0;
              }
              // 有効な距離データ
              else {
            depthColor[colorIndex] = 0;
            depthColor[colorIndex + 1] = 255;
            depthColor[colorIndex + 2] = 255;
              }
            }
              }

              return depthColor;
        }
Esempio n. 2
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        /// <summary>
        /// 获取身高
        /// </summary>
        /// <param name="depthFrame">深度图像数据</param>
        /// <returns></returns>
        public int GetHeight(DepthImageFrame depthFrame)
        {
            int height;
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);

            int Max = 0;
            int Min = 480;
            for (int depthIndex = 0; depthIndex < rawDepthData.Length; depthIndex++)
            {
                int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                if (player > 0)
                {
                    int TempYdata = depthIndex / 640;
                    if (TempYdata > Max)
                    {
                        Max = TempYdata;
                    }
                    if (TempYdata < Min)
                    {
                        Min = TempYdata;
                    }
                }
            }

            height = Max - Min;
            return height;
        }
Esempio n. 3
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        public void Record(DepthImageFrame frame)
        {
            // Header
              writer.Write((int)KinectRecordOptions.Depth);

              // Data
              var time = DateTime.Now;
              TimeSpan timeSpan = time.Subtract(referenceTime);
              referenceTime = time;
              writer.Write((long)timeSpan.TotalMilliseconds);
              writer.Write(frame.BytesPerPixel);
              writer.Write((int)frame.Format);
              writer.Write(frame.Width);
              writer.Write(frame.Height);

              writer.Write(frame.FrameNumber);

              // Bytes
              short[] shorts = new short[frame.PixelDataLength];
              frame.CopyPixelDataTo(shorts);
              writer.Write(shorts.Length);
              foreach (short s in shorts) {
            writer.Write(s);
              }
        }
Esempio n. 4
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        private byte[] GenerateColoredBytes(DepthImageFrame depthFrame)
        {
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);

            Byte[] pixels = new byte[depthFrame.Height * depthFrame.Width * 4];

            const int BlueIndex = 0;
            const int GreenIndex = 1;
            const int RedIndex = 2;
            const int alpha = 3;

            for (int depthIndex = 0, colorIndex = 0;
                depthIndex < rawDepthData.Length && colorIndex < pixels.Length;
                depthIndex++, colorIndex += 4)
            {
                int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;


                if (depth <= 900)
                {
                    pixels[colorIndex + BlueIndex] = 255; //closest objects blue
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 0;
                    pixels[colorIndex + alpha] = 255;

                }
                else if (depth < 2000)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 255; //medium depth is green
                    pixels[colorIndex + RedIndex] = 0;
                    pixels[colorIndex + alpha] = 255;

                }
                else
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 255; //farthest is red
                    pixels[colorIndex + alpha] = 255;

                }

                if (player > 0)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 255;
                    pixels[colorIndex + RedIndex] = 255;
                    pixels[colorIndex + alpha] = 255;
                    
                }

            }

            return pixels;

        }
        private byte[] GenerateColoredBytes(DepthImageFrame depthFrame)
        {
            //get raw data from kinect
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);
            Byte[] pixels = new byte[depthFrame.Width * depthFrame.Height * 4];

            //constants
            const int BlueIndex = 0;
            const int GreenIndex = 1;
            const int RedIndex = 2;

            //loop through distances
            for (int depthIndex = 0, colorIndex = 0; depthIndex < rawDepthData.Length && colorIndex < pixels.Length;
                 depthIndex++, colorIndex += 4)
            {
                //get player
                int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                //get depth value
                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;
                //.9M or 2.95'
                if (depth <= 900)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 255;
                }
                //.9M - 2M or 2.95' - 6.26'
                else if (depth > 900 && depth < 2000)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 255;
                    pixels[colorIndex + RedIndex] = 0;
                }
                //2M+ or 6.26'+
                else if (depth > 2000)
                {
                    pixels[colorIndex + BlueIndex] = 255;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 0;
                }
                //byte intensity = CalculateIntensityFromDepth(depth);
                //pixels[colorIndex + BlueIndex] = intensity;
                //pixels[colorIndex + GreenIndex] = intensity;
                //pixels[colorIndex + RedIndex] = intensity;

            }

            return pixels;
        }
Esempio n. 6
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        //distance given in inches
        public BitmapSource ApplyDistanceFilter(DepthImageFrame frame, int dist)
        {
            double depthDist = dist * 25.4;
            short[] depthArray = new short[frame.PixelDataLength];
            frame.CopyPixelDataTo(depthArray);
            depthArray = applyPixelFilter(depthArray, frame.Width, frame.Height);
              //  depthArray = applyWeightedAverageFilter(depthArray, frame.Width, frame.Height);
            byte[] colorFrame = new byte[frame.Width * frame.Height * 4];

            Parallel.For(0, frame.Height, i =>
            {
                // Process each pixel in the row
                for (int j = 0; j < frame.Width; j++)
                {
                    var distanceIndex = j + (i * frame.Width);
                    var index = distanceIndex * 4;
                    double depth = depthArray[distanceIndex]>> DepthImageFrame.PlayerIndexBitmaskWidth;

                    // Map the distance to an intesity that can be represented in RGB

                    if (depth < depthDist && depth > 0)
                    {
                        var intensity = CalculateIntensityFromDistance(depthArray[distanceIndex]);

                        colorFrame[index + BlueIndex] = intensity;
                        colorFrame[index + GreenIndex] = intensity;
                        colorFrame[index + RedIndex] = intensity;
                        colorFrame[index + AlphaIndex] = 250;

                    }
                    else
                    {
                        colorFrame[index + BlueIndex] = 112;
                        colorFrame[index + GreenIndex] = 25;
                        colorFrame[index + RedIndex] = 25;
                        colorFrame[index + AlphaIndex] = 200;

                    }

                }

            });

            //rgba
            BitmapSource bmps = BitmapSource.Create(frame.Width, frame.Height, 96, 96, PixelFormats.Bgra32, null, colorFrame, frame.Width * PixelFormats.Bgr32.BitsPerPixel / 8);

            //rgb
            //BitmapSource bmps = BitmapSource.Create(frame.Width, frame.Height, 96, 96, PixelFormats.Bgr32, null, colorFrame, frame.Width * PixelFormats.Bgr32.BitsPerPixel / 8);
            return bmps;
        }
Esempio n. 7
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        private static Byte[] GenerateColoredBytes(DepthImageFrame depthFrame, int minRange, int maxRange)
        {
            //get the raw data from kinect with the depth for every pixel
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);

            //use depthFrame to create the image to display on-screen
            //depthFrame contains color information for all pixels in image
            //Height x Width x 4 (Red, Green, Blue, empty byte)
            Byte[] pixels = new Byte[depthFrame.Height * depthFrame.Width * 4];

            //Bgr32  - Blue, Green, Red, empty byte
            //Bgra32 - Blue, Green, Red, transparency
            //You must set transparency for Bgra as .NET defaults a byte to 0 = fully transparent

            //hardcoded locations to Blue, Green, Red (BGR) index positions
            const int BlueIndex = 0;
            const int GreenIndex = 1;
            const int RedIndex = 2;

            //loop through all distances
            //pick a RGB color based on distance
            for (int depthIndex = 0, colorIndex = 0; depthIndex < rawDepthData.Length && colorIndex < pixels.Length; depthIndex++, colorIndex += 4)
            {

                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;

                if (depth < 850 || depth > 4000)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 0;
                }
                else if (depth <= minRange || depth > maxRange)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 0;
                }
                else
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 255;
                    pixels[colorIndex + RedIndex] = 0;
                }
            }

            return pixels;
        }
        byte[] GetColoredBytes(DepthImageFrame frame)
        {
            var depthData = new short[frame.PixelDataLength];
            frame.CopyPixelDataTo(depthData);

            //4 (Red, Green, Blue, empty byte)
            var pixels = new byte[frame.Height * frame.Width * 4];

            const int blueIndex = 0;
            const int greenIndex = 1;
            const int redIndex = 2;

            //pick a RGB color based on distance
            for (int depthIndex = 0, colorIndex = 0;
                 depthIndex < depthData.Length && colorIndex < pixels.Length;
                 depthIndex++, colorIndex += 4)
            {
                var player = depthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                var depth = depthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;

                if (depth <= 900)
                {
                    pixels[colorIndex + blueIndex] = 255;
                    pixels[colorIndex + greenIndex] = 0;
                    pixels[colorIndex + redIndex] = 0;

                }
                else if (depth > 900 && depth < 2000)
                {
                    pixels[colorIndex + blueIndex] = 0;
                    pixels[colorIndex + greenIndex] = 255;
                    pixels[colorIndex + redIndex] = 0;
                }
                else if (depth > 2000)
                {
                    pixels[colorIndex + blueIndex] = 0;
                    pixels[colorIndex + greenIndex] = 0;
                    pixels[colorIndex + redIndex] = 255;
                }

                if (player > 0)
                {
                    pixels[colorIndex + blueIndex] = Colors.Gold.B;
                    pixels[colorIndex + greenIndex] = Colors.Gold.G;
                    pixels[colorIndex + redIndex] = Colors.Gold.R;
                }
            }
            return pixels;
        }
        /// <summary>
        /// 距離データをカラー画像に変換する
        /// </summary>
        /// <param name="kinect"></param>
        /// <param name="depthFrame"></param>
        /// <returns></returns>
        private byte[] ConvertDepthToColorImage(KinectSensor kinect, DepthImageFrame depthFrame)
        {
            DepthImageStream depthStream = kinect.DepthStream;

            // 距離カメラのピクセルごとのデータを取得する
            short[] depthPixel = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(depthPixel);

            byte[] depthColor = new byte[depthFrame.PixelDataLength * Bgr32BytesPerPixel];
            for (int index = 0; index < depthPixel.Length; index++)
            {
                // 距離カメラのデータから、距離を取得する
                int distance = depthPixel[index] >> DepthImageFrame.PlayerIndexBitmaskWidth;
                int colorIndex = index * Bgr32BytesPerPixel;

                // 赤:サポート外 0-40cm, 8m-
                if (distance == depthStream.UnknownDepth)
                {
                    depthColor[colorIndex] = 0;
                    depthColor[colorIndex + 1] = 0;
                    depthColor[colorIndex + 2] = 255;
                }
                // 緑:近すぎ 40cm-80cm(default mode)
                else if (distance == depthStream.TooNearDepth)
                {
                    depthColor[colorIndex] = 0;
                    depthColor[colorIndex + 1] = 255;
                    depthColor[colorIndex + 2] = 0;
                }
                // 青:遠すぎ 3m(Near),4m(Default)-8m
                else if (distance == depthStream.TooFarDepth)
                {
                    depthColor[colorIndex] = 255;
                    depthColor[colorIndex + 1] = 0;
                    depthColor[colorIndex + 2] = 0;
                }
                // 有効な距離データ
                else
                {
                    byte color = (byte)(255 * distance / depthStream.TooFarDepth);

                    depthColor[colorIndex] = 0;
                    depthColor[colorIndex + 1] = color;
                    depthColor[colorIndex + 2] = color;
                }
            }

            return depthColor;
        }
        public static ReplayDepthImageFrame FromDepthImageFrame(DepthImageFrame frame)
        {
            short[] pixelData = new short[frame.PixelDataLength];
            frame.CopyPixelDataTo(pixelData);

            return new ReplayDepthImageFrame()
            {
                FrameNumber = frame.FrameNumber,
                BytesPerPixel = frame.BytesPerPixel,
                PixelDataLength = frame.PixelDataLength,
                Width = frame.Width,
                Height = frame.Height,
                Timestamp = frame.Timestamp,
                PixelData = pixelData
            };
        }
Esempio n. 11
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        void Context_AllFramesUpdated(KinectSensor sensor, ColorImageFrame cf, DepthImageFrame df, SkeletonFrame sf)
        {
            this.sensor = sensor;
            if (colorImage == null)
            {
                colorImage = new byte[cf.PixelDataLength];
                depthImage = new short[df.PixelDataLength];
                skeletonData = new Skeleton[sf.SkeletonArrayLength];
            }

            cf.CopyPixelDataTo(colorImage);
            df.CopyPixelDataTo(depthImage);
            sf.CopySkeletonDataTo(skeletonData);

            TrackFace();
        }
        private byte[] Generatecoloredbytes(DepthImageFrame depthframe)
        {
            short[] rawdepthdata = new short[depthframe.PixelDataLength];
            depthframe.CopyPixelDataTo(rawdepthdata);
            Byte[] pixels = new byte[depthframe.Height * depthframe.Width * 4];
            const int blueindex = 0;
            const int greenindex = 1;
            const int redindex = 2;

            for (int depthindex = 0, colorindex = 0; depthindex < rawdepthdata.Length && colorindex < pixels.Length; depthindex++, colorindex += 4)
            {
                int player = rawdepthdata[depthindex] & DepthImageFrame.PlayerIndexBitmask;
                int depth = rawdepthdata[depthindex] >> DepthImageFrame.PlayerIndexBitmaskWidth;
                if (depth <= 500)
                {
                    pixels[colorindex + blueindex] = 255;
                    pixels[colorindex + greenindex] = 0;
                    pixels[colorindex + redindex] = 0;

                }
                else if (depth >= 500 && depth<= 1300)
                {
                    pixels[colorindex + blueindex] = 0;
                    pixels[colorindex + greenindex] = 255;
                    pixels[colorindex + redindex] = 0;

                }
                else if (depth >1300 && depth<2000)
                {
                    pixels[colorindex + blueindex] = 0;
                    pixels[colorindex + greenindex] = 0;
                    pixels[colorindex + redindex] = 255;

                }
                else if (depth >= 2000)
                {
                    pixels[colorindex + blueindex] = 255;
                    pixels[colorindex + greenindex] = 255;
                    pixels[colorindex + redindex] = 0;

                }

            }
            return pixels;
            //throw new NotImplementedException();
        }
Esempio n. 13
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        /// <summary>
        /// 生成深度信息图像
        /// </summary>
        /// <param name="depthFrame">传入深入帧</param>
        /// <returns>返回深度图像像素集</returns>
        private byte[] GenerateColoredBytes(DepthImageFrame depthFrame)
        {
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);
            byte[] pixels = new byte[depthFrame.Width * depthFrame.Height * 4];
            const int BlueIndex = 0;
            const int GreenIndex = 1;
            const int RedIndex = 2;
            for (int depthIndex = 0, colorIndex = 0;
                depthIndex < rawDepthData.Length && colorIndex < pixels.Length;
                ++depthIndex, colorIndex += 4)
            {
                int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;
                if (depth <= 900)
                {
                    pixels[colorIndex + BlueIndex] = 255;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 0;
                }
                else if (depth > 900 && depth < 2000)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 255;
                    pixels[colorIndex + RedIndex] = 0;
                }
                else if (depth > 2000)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 255;
                }
                byte intensity = CalculateIntensityFromeDepth(depth);
                pixels[colorIndex + BlueIndex] = intensity;
                pixels[colorIndex + GreenIndex] = intensity;
                pixels[colorIndex + RedIndex] = intensity;

                //if (player > 0)
                //{
                //    pixels[colorIndex + BlueIndex] = Colors.Gold.B;
                //    pixels[colorIndex + GreenIndex] = Colors.Gold.G;
                //    pixels[colorIndex + RedIndex] = Colors.Gold.R;
                //}
            }
            return pixels;
        }
Esempio n. 14
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 private short[] trimImage(DepthImageFrame frame)
 {
     int pixeldatalength = frame.PixelDataLength;
     short[] pixels = new short[pixeldatalength];
     short[] newImagePixels = new short[153600];
     frame.CopyPixelDataTo(pixels);
     int newIndex = 0;
     for (int x = 0; x < (640 * 320); x++)
     {
         if (x % 640 > 80 && x % 640 <= 560)
         {
             newImagePixels[newIndex] = pixels[x];
             newIndex++;
         }
     }
     return newImagePixels;
 }
Esempio n. 15
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        /// <summary>
        ///  プレーヤーだけ表示する
        /// </summary>
        /// <param name="colorFrame"></param>
        /// <param name="depthFrame"></param>
        /// <returns></returns>
        private byte[] BackgroundMask( KinectSensor kinect,
      ColorImageFrame colorFrame, DepthImageFrame depthFrame )
        {
            ColorImageStream colorStream = kinect.ColorStream;
              DepthImageStream depthStream = kinect.DepthStream;

              // RGBカメラのピクセルごとのデータを取得する
              byte[] colorPixel = new byte[colorFrame.PixelDataLength];
              colorFrame.CopyPixelDataTo( colorPixel );

              // 距離カメラのピクセルごとのデータを取得する
              short[] depthPixel = new short[depthFrame.PixelDataLength];
              depthFrame.CopyPixelDataTo( depthPixel );

              // 距離カメラの座標に対応するRGBカメラの座標を取得する(座標合わせ)
              ColorImagePoint[] colorPoint = new ColorImagePoint[depthFrame.PixelDataLength];
              kinect.MapDepthFrameToColorFrame( depthStream.Format, depthPixel,
            colorStream.Format, colorPoint );

              // 出力バッファ(初期値は白(255,255,255))
              byte[] outputColor = new byte[colorPixel.Length];
              for ( int i = 0; i < outputColor.Length; i += Bgr32BytesPerPixel ) {
            outputColor[i] = 255;
            outputColor[i + 1] = 255;
            outputColor[i + 2] = 255;
              }

              for ( int index = 0; index < depthPixel.Length; index++ ) {
            // プレイヤーを取得する
            int player = depthPixel[index] & DepthImageFrame.PlayerIndexBitmask;

            // 変換した結果が、フレームサイズを超えることがあるため、小さいほうを使う
            int x = Math.Min( colorPoint[index].X, colorStream.FrameWidth - 1 );
            int y = Math.Min( colorPoint[index].Y, colorStream.FrameHeight - 1 );
            int colorIndex = ((y * depthFrame.Width) + x) * Bgr32BytesPerPixel;

            // プレーヤーを検出した座標だけ、RGBカメラの画像を使う
            if ( player != 0 ) {
              outputColor[colorIndex] = colorPixel[colorIndex];
              outputColor[colorIndex + 1] = colorPixel[colorIndex + 1];
              outputColor[colorIndex + 2] = colorPixel[colorIndex + 2];
            }
              }

              return outputColor;
        }
        public static byte[] ConvertDepthFrameToBitmap(DepthImageFrame depthFrame)
        {
            if (depthFrame == null)
            {
                return null;
            }

            short[] depthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(depthData);

            Byte[] depthColors = new Byte[depthData.Length * 4]; //four colors for each pixel

            for (int colorIndex = 0, depthIndex = 0; colorIndex < depthColors.Length;  colorIndex += 4, depthIndex++)
            {

                //get the depth, then calculate the intensity (0-255 based on the depth)
                //depth of -1 = dark brown

                int depth = GetDepth(depthData[depthIndex]);

                if (depth == -1)
                {
                    // dark brown
                    depthColors[colorIndex + RedIndex] = 66;
                    depthColors[colorIndex + GreenIndex] = 66;
                    depthColors[colorIndex + BlueIndex] = 33;
                }
                else
                {
                    var intensity = ImageFrameCommonExtensions.CalculateIntensityFromDepth(depth);

                    depthColors[colorIndex + RedIndex] = intensity;
                    depthColors[colorIndex + GreenIndex] = intensity;
                    depthColors[colorIndex + BlueIndex] = intensity;
                }

                //if the pixel is a player, choose a color
                int player = GetPlayerIndex(depthData[depthIndex]);
                SkeletonOverlay(
                    ref depthColors[colorIndex + RedIndex],
                    ref depthColors[colorIndex + GreenIndex],
                    ref depthColors[colorIndex + BlueIndex], player);
            }
            return depthColors;
        }
        public KServerDepthStreamPaquet(DepthImageFrame _depthFrame, int _idSensor)
        {
            depthFrame = _depthFrame;
            idSensor = _idSensor;

            pxlData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(pxlData);

            setBodySize((uint)(depthFrame.PixelDataLength * sizeof(short) + 13));

            byte[] size = BitConverter.GetBytes((uint)(depthFrame.PixelDataLength * sizeof(short) + 13));

            Array.Reverse(size);
            Buffer.BlockCopy(size, 0, data, 0, size.Length);

            /* Builds the paquet */
            build();
        }
        private byte[] GenerateColoredBytes(DepthImageFrame depthFrame)
        {
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);

            Byte[] pixels = new byte[depthFrame.Height * depthFrame.Width * 4];

            const int BlueIndex = 0;
            const int GreenIndex = 1;
            const int RedIndex = 2;

            for (int depthIndex = 0, colorIndex = 0;
                depthIndex < rawDepthData.Length && colorIndex < pixels.Length;
                depthIndex++, colorIndex += 4)
            {
                int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;

                if (depth <= 900)
                {
                    pixels[colorIndex + BlueIndex] = globalvideo2[colorIndex + BlueIndex];
                    pixels[colorIndex + GreenIndex] = globalvideo2[colorIndex + GreenIndex];
                    pixels[colorIndex + RedIndex] = globalvideo2[colorIndex + RedIndex];

                }
                else if (depth < 2000)
                {
                    pixels[colorIndex + BlueIndex] = globalvideo[colorIndex + BlueIndex];
                    pixels[colorIndex + GreenIndex] = globalvideo[colorIndex + GreenIndex];
                    pixels[colorIndex + RedIndex] = globalvideo[colorIndex + RedIndex];

                }
                else
                {
                    pixels[colorIndex + BlueIndex] = globalvideo3[colorIndex + BlueIndex];
                    pixels[colorIndex + GreenIndex] = globalvideo3[colorIndex + GreenIndex];
                    pixels[colorIndex + RedIndex] = globalvideo3[colorIndex + RedIndex];

                }

            }

            return pixels;
        }
        private byte[] GenerateColoredBytes(DepthImageFrame depthFrame)
        {
            // Get raw depth data
            short[] raw = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(raw);

            // Create byte array with size h*w*4 (for bgr_)
            Byte[] pixels = new byte[depthFrame.Height * depthFrame.Width * 4];

            const int BlueIndex = 0;
            const int GreenIndex = 1;
            const int RedIndex = 2;

            // Loop through all distances
            for (int depthIndex = 0, colorIndex = 0; depthIndex < raw.Length && colorIndex < pixels.Length; depthIndex++, colorIndex += 4)
            {
                // Get player
                int player = raw[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                // Get depth
                int depth = raw[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;

                // Set colors based on depth
                if (depth <= 900)
                {
                    pixels[colorIndex + BlueIndex] = 255;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 0;
                }
                else if (depth > 900 && depth < 2000)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 255;
                    pixels[colorIndex + RedIndex] = 0;
                }
                else if (depth > 2000)
                {
                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 255;
                }
            }
            return pixels;
        }
Esempio n. 20
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        //Takes a DepthImage frame and performs two noise removal techniques:
        //(1)pixel filtering (2)weighted moving average (reduces flicker)
        //It takes a DepthImage Frame and returns a BitmapSource
        public BitmapSource applyBothFilters(DepthImageFrame image)
        {
            // We first want to create a simple array where each index represents a single pixel of depth information.
            // This will make it easier to work with the data to filter and average it for smoothing.
            //   short[] depthArray = CreateDepthArray(image);

            short[] depthArray = new short[image.PixelDataLength];
            image.CopyPixelDataTo(depthArray);

            depthArray = applyPixelFilter(depthArray, image.Width, image.Height);

               // depthArray = applyWeightedAverageFilter(depthArray, image.Width, image.Height);
            int width = image.Width;
            int height = image.Height;
            // After we have processed the data, we can transform it into color channels for final rendering.
            byte[] colorBytes = CreateColorBytesFromDepthArray(depthArray, width, height);

            return BitmapSource.Create(width, height, 96, 96, PixelFormats.Bgr32, null, colorBytes, width * PixelFormats.Bgr32.BitsPerPixel / 8);
        }
Esempio n. 21
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        private void FindDepth(DepthImageFrame depthFrame)
        {
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);

            Byte[] pixels = new byte[depthFrame.Height * depthFrame.Width * 4];

            for (int depthIndex = 0; depthIndex < rawDepthData.Length; depthIndex++)
            {
                int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;

                if (player > 0)
                {
                    playerDepth = rawDepthData[depthIndex];
                }

            }
        }
Esempio n. 22
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        private Bitmap CreateBitMapFromDepthFrame(DepthImageFrame frame)
        {
            if (frame != null)
            {
                var bitmapImage = new Bitmap(frame.Width, frame.Height, PixelFormat.Format16bppRgb565);
                var g = Graphics.FromImage(bitmapImage);
                g.Clear(Color.FromArgb(0, 34, 68));

                //Copy the depth frame data onto the bitmap
                var _pixelData = new short[frame.PixelDataLength];
                frame.CopyPixelDataTo(_pixelData);
                BitmapData bmapdata = bitmapImage.LockBits(new Rectangle(0, 0, frame.Width,
                 frame.Height), ImageLockMode.WriteOnly, bitmapImage.PixelFormat);
                IntPtr ptr = bmapdata.Scan0;
                Marshal.Copy(_pixelData, 0, ptr, frame.Width * frame.Height);
                bitmapImage.UnlockBits(bmapdata);

                return bitmapImage;
            }
            return null;
        }
        internal void GiveFrame(DepthImageFrame depthFrame, PointCluster floodFill)
        {
            short[] imagePixelData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(imagePixelData);

            float RenderWidth = 640.0f;
            float RenderHeight = 480.0f;

            Bitmap bmap = new System.Drawing.Bitmap(depthFrame.Width, depthFrame.Height, System.Drawing.Imaging.PixelFormat.Format16bppRgb555);
            System.Drawing.Imaging.BitmapData bmapdata = bmap.LockBits(new System.Drawing.Rectangle(0, 0, depthFrame.Width
                , depthFrame.Height), ImageLockMode.WriteOnly, bmap.PixelFormat);
            IntPtr ptr = bmapdata.Scan0;
            System.Runtime.InteropServices.Marshal.Copy(imagePixelData, 0, ptr, depthFrame.Width * depthFrame.Height);
            bmap.UnlockBits(bmapdata);
            /*System.Drawing.Graphics g = System.Drawing.Graphics.FromImage(bmap);
            this.myImageBox.Source =
            System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(
                bmap.GetHbitmap(),
                IntPtr.Zero,
                System.Windows.Int32Rect.Empty,
                BitmapSizeOptions.FromWidthAndHeight((int)this.myImageBox.Width, (int)this.myImageBox.Height));*/

            using (DrawingContext lfdc = drawingGroup.Open())//this.liveFeedbackGroup.Open())
            {
                lfdc.DrawImage(System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(
                    bmap.GetHbitmap(),
                    IntPtr.Zero,
                    System.Windows.Int32Rect.Empty,
                    BitmapSizeOptions.FromWidthAndHeight((int)RenderWidth, (int)RenderHeight)),
                    //BitmapSizeOptions.FromWidthAndHeight((int)this.myImageBox.ActualWidth, (int)this.myImageBox.ActualHeight)),
                    new Rect(0.0, 0.0, RenderWidth, RenderHeight));

                foreach (DepthPoint point in floodFill.points)
                {
                    lfdc.DrawRoundedRectangle(System.Windows.Media.Brushes.Red, null, new Rect(point.x, point.y, 3, 3), null, 1, null, 1, null);
                }
            }
        }
Esempio n. 24
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        public void Update(DepthImageFrame frame)
        {
            var pixelData = new short[frame.PixelDataLength];
            frame.CopyPixelDataTo(pixelData);

            if (depthFrame32 == null)
            {
                depthFrame32 = new byte[frame.Width * frame.Height * 4];
            }

            if (Bitmap == null)
            {
                Bitmap = new WriteableBitmap(frame.Width, frame.Height, 96, 96, PixelFormats.Bgra32, null);
            }

            ConvertDepthFrame(pixelData);

            int stride = Bitmap.PixelWidth * Bitmap.Format.BitsPerPixel / 8;
            Int32Rect dirtyRect = new Int32Rect(0, 0, Bitmap.PixelWidth, Bitmap.PixelHeight);
            Bitmap.WritePixels(dirtyRect, depthFrame32, stride, 0);

            RaisePropertyChanged(() => Bitmap);
        }
Esempio n. 25
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        private static byte[] ConvertDepthFrameData(object sender, DepthImageFrame depthImageFrame)
        {
            short[] pixelsFromFrame = new short[depthImageFrame.PixelDataLength];

            depthImageFrame.CopyPixelDataTo(pixelsFromFrame);
            return ConvertDepthFrame(pixelsFromFrame, ((KinectSensor)sender).DepthStream, 640 * 480 * 4);
        }
Esempio n. 26
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        private void ParseDepthFrame(DepthImageFrame depthFrame)
        {
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);

            int minDepth = DepthThreshold;
            int bestDepthIndex = -1;
            int minDepthIndex = (int)this.topLeft.Y * depthFrame.Width;
            int maxDepthIndex = (int)this.bottomRight.Y * depthFrame.Width;

            minDepthIndex = 0;
            maxDepthIndex = 479 * depthFrame.Width;

            Console.WriteLine(minDepthIndex + " " + depthFrame.Width);
            for (int depthIndex = minDepthIndex; depthIndex < maxDepthIndex; depthIndex++)
            {/*
                // Skip this depth index if it's horizontally outside of our textile
                int x_kinect = (int)((depthIndex) % depthFrame.Width);
                
                if (x_kinect < topLeft.X) { continue; }
                else if (x_kinect > bottomRight.X)
                {
                    //depthIndex += (depthFrame.Width - (int)(bottomRight.X - topLeft.X - 1));
                    continue;
                }*/

                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;
                
                // Ignore invalid depth values
                if (depth == -1 || depth == 0) continue;
                

                if (depth < minDepth)
                {
                    minDepth = depth;
                    bestDepthIndex = depthIndex;
                }
            }

            // Draw if a touch was found
            if (bestDepthIndex >= 0)
            {
                Console.WriteLine("here");
                if (!this.hasSetDepthThreshold) {
                    this.DepthThreshold = minDepth - TextileSpacing;
                    this.hasSetDepthThreshold = true;
                }
                else
                {
                    soundController.StartMusic();
                    
                    // i add
                   // drawController.ClearScreen();

                    DrawPoint(depthFrame, bestDepthIndex, minDepth);
                    gotTouch = true;
                } 
            }
            else
            {
                if (gotTouch == true)
                {
                    soundController.StopMusic();

                    // i add
                    //drawController.SaveCanvas();

                
                    //drawController.ClearScreen();
                }

                gotTouch = false;
            }
        }
Esempio n. 27
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        // Generates a color image from the depth frame
        public byte[] GenerateColoredBytes(DepthImageFrame depthFrame)
        {
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);

            // Create the RGB pixel array
            Byte[] pixels = new byte[depthFrame.Height * depthFrame.Width * 4];

            const int BlueIndex = 0;
            const int GreenIndex = 1;
            const int RedIndex = 2;

            // Loop through data and set colors for each pixel
            for (int depthIndex = 0, colorIndex = 0;
                 depthIndex < rawDepthData.Length && colorIndex < pixels.Length;
                 depthIndex++, colorIndex += 4)
            {
                int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;

                if (depth == -1 || depth == 0) continue;

                byte intensity = CalculateIntensityFromDepth(depth);
                pixels[colorIndex + BlueIndex] = intensity;
                pixels[colorIndex + GreenIndex] = intensity;
                pixels[colorIndex + RedIndex] = intensity;
            }

            return pixels;
        }
Esempio n. 28
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        /// <summary>
        /// Get informations between two depths values
        /// </summary>
        /// <param name="min">min depth</param>
        /// <param name="max">max depth</param>
        /// <param name="f">depthFrame</param>
        /// <returns>a byte array with a value of 1 if the point is inbetween, 0 if not</returns>
        public byte[] GetEverythingBetween(double min, double max, DepthImageFrame f)
        {
            //get the raw data from kinect with the depth for every pixel
            short[] rawDepthData = new short[f.PixelDataLength];
            f.CopyPixelDataTo(rawDepthData);

            //use depthFrame to create the image to display on-screen
            //depthFrame contains color information for all pixels in image
            Byte[] pixels = new byte[f.Height * f.Width];

            for (int depthIndex = 0;
                    depthIndex < rawDepthData.Length;
                    depthIndex++)
            {
                //gets the depth value
                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;

                if (depth < min * 1000 || depth > max * 1000)
                {
                    pixels[depthIndex] = 0;
                }
                else
                {
                    pixels[depthIndex] = 255;
                }
            }

            byte[] averagedDepthArray = CreateAverageDepthArray(pixels);

            if (depthQueue.Count == averageFrameCount)
            {
                return averagedDepthArray;
            }
            else
            {
                return pixels;
            }
        }
Esempio n. 29
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        private byte[] GenerateColoredBytes(DepthImageFrame depthFrame)
        {
            //get the raw data from kinect with the depth for every pixel
            short[] rawDepthData = new short[depthFrame.PixelDataLength];
            depthFrame.CopyPixelDataTo(rawDepthData);

            //use depthFrame to create the image to display on-screen
            //depthFrame contains color information for all pixels in image
            //Height x Width x 4 (Red, Green, Blue, empty byte)
            Byte[] pixels = new byte[depthFrame.Height * depthFrame.Width * 4];

            //Bgr32  - Blue, Green, Red, empty byte
            //Bgra32 - Blue, Green, Red, transparency
            //You must set transparency for Bgra as .NET defaults a byte to 0 = fully transparent

            int depthClosest = MaxDepthDistance;

            List<int> lstHandTop= new List<int>();

            //loop through all distances
            //pick a RGB color based on distance
            for (int depthIndex = 0, colorIndex = 0;
                depthIndex < rawDepthData.Length && colorIndex < pixels.Length;
                depthIndex++, colorIndex += 4)
            {
                //get the player (requires skeleton tracking enabled for values)
                int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;

                //gets the depth value
                int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;

                if (player > 0)
                {

                    pixels[colorIndex + BlueIndex] = 0;
                    pixels[colorIndex + GreenIndex] = 0;
                    pixels[colorIndex + RedIndex] = 255;

                    if (depth < depthClosest)
                    {
                        depthClosest = depth;
                    }

                    //Do Finger Tracking
                    if (handReady)
                    {
                        if (depth - lastDepthClosest < 60)
                        {
                            pixels[colorIndex + BlueIndex] = 0;
                            pixels[colorIndex + GreenIndex] = 255;
                            pixels[colorIndex + RedIndex] = 255;

                            depthX = GetX(depthIndex);
                            //depthY = GetY(depthIndex);

                            if (!lstHandTop.Contains(depthX))
                            {
                                if (lstHandTop.Count == 0)
                                {
                                    handDepthFirst = depth;
                                }
                                lstHandTop.Add(depthX);

                                pixels[colorIndex + BlueIndex] = 0;
                                pixels[colorIndex + GreenIndex] = 255;
                                pixels[colorIndex + RedIndex] = 0;
                            }

                        }
                    }

                }
                else
                {
                    byte intensity = CalculateIntensityFromDepth(depth);
                    pixels[colorIndex + BlueIndex] = intensity;
                    pixels[colorIndex + GreenIndex] = intensity;
                    pixels[colorIndex + RedIndex] = intensity;

                    //The last point...
                    if (IsInOnePoint(depthIndex, 319, 239))
                    {
                        lastDepthClosest = depthClosest;

                        int widthSeparator = (MaxDepthDistance - handDepthFirst) / 65-20;

                        /*
                        tbInfo.Text = lstHandTop.Count.ToString() + "," + widthSeparator.ToString() + "," +
                                      (lstHandTop.Count > widthSeparator ? "True" : "False") + "," + handDepthFirst.ToString();
                        */

                        isMakingAFist = lstHandTop.Count > widthSeparator;

                        if (isMakingAFist)
                        {
                            if (!isMouseDown)
                            {
                                MouseLeftDown();
                                isMouseDown = true;
                            }
                        }
                        else
                        {
                            if (isMouseDown)
                            {
                                MouseLeftUp();
                                isMouseDown = false;
                            }
                        }
                    }
                }

            }

            return pixels;
        }
Esempio n. 30
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        private void RenderGreenScreen(KinectSensor kinectDevice, ColorImageFrame colorFrame, DepthImageFrame depthFrame)
        {
            if (kinectDevice != null && depthFrame != null && colorFrame != null)
            {
                int depthPixelIndex;
                int playerIndex;
                int colorPixelIndex;
                ColorImagePoint colorPoint;
                int colorStride = colorFrame.BytesPerPixel * colorFrame.Width;
                int bytesPerPixel = 4;
                byte[] playerImage = new byte[depthFrame.Height * this._GreenScreenImageStride];
                int playerImageIndex = 0;

                depthFrame.CopyPixelDataTo(this._DepthPixelData);
                colorFrame.CopyPixelDataTo(this._ColorPixelData);

                for (int depthY = 0; depthY < depthFrame.Height; depthY++)
                {
                    for (int depthX = 0; depthX < depthFrame.Width; depthX++, playerImageIndex += bytesPerPixel)
                    {
                        depthPixelIndex = depthX + (depthY * depthFrame.Width);
                        playerIndex = this._DepthPixelData[depthPixelIndex] & DepthImageFrame.PlayerIndexBitmask;

                            colorPoint = kinectDevice.MapDepthToColorImagePoint(depthFrame.Format, depthX, depthY, this._DepthPixelData[depthPixelIndex], colorFrame.Format);
                            colorPixelIndex = (colorPoint.X * colorFrame.BytesPerPixel) + (colorPoint.Y * colorStride);

                            playerImage[playerImageIndex] = this._ColorPixelData[colorPixelIndex];         //Blue
                            playerImage[playerImageIndex + 1] = this._ColorPixelData[colorPixelIndex + 1];     //Green
                            playerImage[playerImageIndex + 2] = this._ColorPixelData[colorPixelIndex + 2];     //Red
                            playerImage[playerImageIndex + 3] = 0xFF;
                    }
                }

                this._GreenScreenImage.WritePixels(this._GreenScreenImageRect, playerImage, this._GreenScreenImageStride, 0);
            }
        }