/// <summary>
        /// Kinect が複数種類のフレームを取得したとき実行されるメソッド(イベントハンドラ)。
        /// </summary>
        /// <param name="sender">
        /// イベントを通知したオブジェクト。ここでは Kinect になる。
        /// </param>
        /// <param name="e">
        /// イベントの発生時に渡されるデータ。
        /// </param>
        void MultiSourceFrameReader_MultiSourceFrameArrived
            (object sender, MultiSourceFrameArrivedEventArgs e)
        {
            MultiSourceFrame frames = this.multiSourceFrameReader.AcquireLatestFrame();

            if (frames == null)
            {
                return;
            }

            DepthFrame depthFrame = frames.DepthFrameReference.AcquireFrame();

            if (depthFrame == null)
            {
                return;
            }

            BodyIndexFrame bodyIndexFrame = frames.BodyIndexFrameReference.AcquireFrame();

            if (bodyIndexFrame == null)
            {
                depthFrame.Dispose();
                return;
            }

            this.canvas.Background = new ImageBrush
                                         (GetBitmapSource(depthFrame, bodyIndexFrame,
                                                          this.depthFrameDescription, this.bodyIndexFrameDescription));

            depthFrame.Dispose();
            bodyIndexFrame.Dispose();
        }
// *************************************************************************************************************************
    bool RefreshFrame(MultiSourceFrame _frame)  //updateframe to our array
    {
        if (_frame == null)
        {
            return(false);
        }
        try{
            bodyframe      = _frame.BodyFrameReference.AcquireFrame();
            depthFrame     = _frame.DepthFrameReference.AcquireFrame();
            colorFrame     = _frame.ColorFrameReference.AcquireFrame();
            bodyIndexFrame = _frame.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 || bodyframe == null))
            {
                return(false);
            }
            else
            {
                if (BodyData == null)
                {
                    BodyData = new Body[_Sensor.BodyFrameSource.BodyCount];
                }
                // update all the array and points
                bodyframe.GetAndRefreshBodyData(BodyData);
                colorFrame.CopyConvertedFrameDataToArray(colorData, ColorImageFormat.Rgba);
                depthFrame.CopyFrameDataToArray(depthData);
                bodyIndexFrame.CopyFrameDataToArray(bodyIndexData);
                // update all the array and points
                _frame = null;
                return(true);
            }
        }
        finally
        {
            if (bodyframe != null)
            {
                bodyframe.Dispose();
            }
            if (depthFrame != null)
            {
                depthFrame.Dispose();
            }

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

            if (bodyIndexFrame != null)
            {
                bodyIndexFrame.Dispose();
            }
        }
    }
        /// <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)
        {
            DepthFrame     depthFrame     = null;
            ColorFrame     colorFrame     = null;
            BodyIndexFrame bodyIndexFrame = null;
            BodyFrame      bodyFrame      = null;

            _isBitmapLocked = false;

            var 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();
                bodyFrame      = multiSourceFrame.BodyFrameReference.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) || bodyFrame == null)
                {
                    return;
                }

                ProcessBackgroundOld(depthFrame, colorFrame, bodyIndexFrame);

                ProcessBody(bodyFrame, false);
            }
            finally
            {
                if (_isBitmapLocked)
                {
                    _bitmap.Unlock();
                }

                depthFrame?.Dispose();

                colorFrame?.Dispose();

                bodyIndexFrame?.Dispose();

                bodyFrame?.Dispose();
            }
        }
 /// <summary>
 /// Store body index image
 /// </summary>
 /// <param name="bodyIndexFrame">body index frame to be stored</param>
 /// <param name="frameNumber">frame number</param>
 public static void Handle_BodyIndexFrame(BodyIndexFrame bodyIndexFrame, String frameNumber)
 {
     using (Microsoft.Kinect.KinectBuffer bodyIndexBuffer = bodyIndexFrame.LockImageBuffer())
     {
         BitmapSource bitmapSource = BitmapSource.Create(bodyIndexWidth, bodyIndexHeight, 96.0, 96.0,
                                                         PixelFormats.Gray8, null, bodyIndexBuffer.UnderlyingBuffer, (int)bodyIndexBuffer.Size, bodyIndexWidth * 1);
         String bodyIndexPath = FramesAndPaths.GetImageFilePath(FramesAndPaths.FileType.BodyIndexImage, frameNumber);
         bitmapSource.Save(bodyIndexPath + ".jpg", ImageFormat.Jpeg);
     }
     // Release bodyIndexFrame
     bodyIndexFrame.Dispose();
 }
예제 #5
0
        //frame取得時のイベント
        public void BodyIndexFrame_Arrived(object sender, BodyIndexFrameArrivedEventArgs e)
        #region
        {
            BodyIndexFrame bodyIndexFrame = e.FrameReference.AcquireFrame();

            if (bodyIndexFrame == null)
            {
                return;
            }
            bodyIndexFrame.CopyFrameDataToArray(bodyIndexBuffer);  //人がいないところ0xff いるところ0-6?
            this.KinectImagetoMat(this.kinectImage, this.bodyIndexBuffer);
            //this._showImageEvent();
            bodyIndexFrame.Dispose();
        }
        private void DepthFrameReady(object sender, BodyIndexFrameArrivedEventArgs e)
        {
            BodyIndexFrame frame = e.FrameReference.AcquireFrame();

            if (frame != null)
            {
                this.FInvalidate = true;
                this.frameindex  = frame.RelativeTime.Ticks;
                lock (m_lock)
                {
                    frame.CopyFrameDataToArray(this.rawdepth);
                }
                frame.Dispose();
            }
        }
        /// <summary>
        /// Kinect が複数種類のフレームを取得したとき実行されるメソッド(イベントハンドラ)。
        /// </summary>
        /// <param name="sender">
        /// イベントを通知したオブジェクト。ここでは Kinect になる。
        /// </param>
        /// <param name="e">
        /// イベントの発生時に渡されるデータ。
        /// </param>
        void MultiSourceFrameReader_MultiSourceFrameArrived
            (object sender, MultiSourceFrameArrivedEventArgs e)
        {
            MultiSourceFrame frames = this.multiSourceFrameReader.AcquireLatestFrame();

            if (frames == null)
            {
                return;
            }

            ColorFrame colorFrame = frames.ColorFrameReference.AcquireFrame();

            if (colorFrame == null)
            {
                return;
            }

            DepthFrame depthFrame = frames.DepthFrameReference.AcquireFrame();

            if (depthFrame == null)
            {
                colorFrame.Dispose();
                return;
            }

            BodyIndexFrame bodyIndexFrame = frames.BodyIndexFrameReference.AcquireFrame();

            if (bodyIndexFrame == null)
            {
                colorFrame.Dispose();
                depthFrame.Dispose();
                return;
            }

            this.colorCanvas.Background
                = new ImageBrush(GetColorImage(colorFrame));

            this.userMaskCanvas.Background = new ImageBrush
                                                 (GetUserMaskImage(colorFrame, depthFrame, bodyIndexFrame));

            colorFrame.Dispose();
            depthFrame.Dispose();
            bodyIndexFrame.Dispose();
        }
예제 #8
0
            private void ProcessBodyIndexFrame(BodyIndexFrame bodyIndexFrame)
            {
                if (bodyIndexFrame != null)
                {
                    byte[] outBuffer = _displayableBuffers[SourceType.BODY_INDEX];
                    bodyIndexFrame.CopyFrameDataToArray(_rawBodyIndexPixels);
                    bodyIndexFrame.Dispose();

                    int outIndex = 0;
                    for (int inIndex = 0; inIndex < _rawBodyIndexPixels.Length; ++inIndex)
                    {
                        int    bodyIndex = _rawBodyIndexPixels[inIndex];
                        UInt32 thisColor = 0;
                        _bodyIndexToColorMap.TryGetValue(bodyIndex, out thisColor);
                        outBuffer[outIndex++] = (byte)((thisColor & 0xFF000000) >> 32); // Blue channel
                        outBuffer[outIndex++] = (byte)((thisColor & 0x00FF0000) >> 16); // Green channel
                        outBuffer[outIndex++] = (byte)((thisColor & 0x0000FF00) >> 8);  // Red channel
                        outBuffer[outIndex++] = (byte)((thisColor & 0x000000FF));       // Alpha channel
                    }
                }
            }
        private void DepthFrameReady(object sender, BodyIndexFrameArrivedEventArgs e)
        {
            BodyIndexFrame frame = e.FrameReference.AcquireFrame();
            int            bg    = this.backcolor;

            if (frame != null)
            {
                this.FInvalidate = true;
                this.frameindex  = frame.RelativeTime.Ticks;
                lock (m_lock)
                {
                    frame.CopyFrameDataToArray(this.rawdepth);
                    for (int i16 = 0; i16 < 512 * 424; i16++)
                    {
                        byte player = rawdepth[i16];
                        this.playerimage[i16] = player == 255 ? bg : this.colors[player % 6];
                    }
                }

                frame.Dispose();
            }
        }
    public void FreeMultiSourceFrame(KinectInterop.SensorData sensorData)
    {
        // release all frames
        if (msBodyFrame != null)
        {
            msBodyFrame.Dispose();
            msBodyFrame = null;
        }

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

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

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

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

        if (multiSourceFrame != null)
        {
            multiSourceFrame = null;
        }
    }
        /// <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  = 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;

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

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

                // Process Color

                if (!showAverage)
                {
                    // Lock the bitmap for writing
                    this.bitmap.Lock();
                    isBitmapLocked = true;

                    colorFrame.CopyConvertedFrameDataToIntPtr(this.bitmap.BackBuffer, this.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;

                        currentFrame++;

                        if (currentFrame % 10 == 0)
                        {
                            bool bodyFound = false;

                            //Story body data in a temporary array, where 1 corresponds to a location with body in it and 0 corresponds to a location without a body in it
                            for (int i = 0; i < (int)bodyIndexData.Size; ++i)
                            {
                                bool isBodyPixel = bodyIndexDataPointer[i] != 0xff;
                                if (isBodyPixel)
                                {
                                    bodyFound     = true;
                                    tempPixels[i] = 1;
                                }
                                else
                                {
                                    tempPixels[i] = 0;
                                }
                            }
                            if (bodyFound)
                            {
                                //We need to compute non normalized body intensities first - per pixel average over the entire lifespan of the program
                                float greatestValue = 0;
                                for (int i = 0; i < (int)bodyIndexData.Size; ++i)
                                {
                                    nonNormalizeAveragePixels[i] = (nonNormalizeAveragePixels[i] * (currentFrame - 1) + tempPixels[i]) / currentFrame;
                                    if (greatestValue < nonNormalizeAveragePixels[i])
                                    {
                                        greatestValue = nonNormalizeAveragePixels[i];
                                    }
                                }
                                //Now we will create a normalized (0-255) image
                                for (int i = 0; i < (int)bodyIndexData.Size; ++i)
                                {
                                    averagePixels[i] = (uint)(nonNormalizeAveragePixels[i] / greatestValue * 0xFF);
                                }

                                if (showAverage)
                                {
                                    this.humanAverageBitmap.WritePixels(
                                        new Int32Rect(0, 0, this.humanAverageBitmap.PixelWidth, this.humanAverageBitmap.PixelHeight),
                                        this.averagePixels,
                                        this.humanAverageBitmap.PixelWidth * (int)bytesPerPixel,
                                        0);
                                }
                            }
                        }

                        if (showAverage)
                        {
                            return;
                        }
                        int colorMappedToDepthPointCount = this.colorMappedToDepthPoints.Length;

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

                                        bitmapPixelsPointer[colorIndex] = bitmapPixelsPointer[colorIndex] | averagePixels[depthIndex];
                                    }
                                }
                            }
                        }

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

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

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

                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
            }
        }
예제 #12
0
        /// <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)
        {
            if (this.runningCalibration)
            {
                //Console.WriteLine("runningCalibration");
                if (this.depthFrameCaptured)
                {
                    //Console.WriteLine("depthFrameCaptured");
                    if (this.depthFrameFiltered)
                    {
                        //Console.WriteLine("this.depthFrameFiltered");
                        if (this.depthScreenshotTaken)
                        {
                            //Console.WriteLine("this.depthScreenshotTaken");

                            if (this.horizontalProjectingDone && this.verticalProjectingDone)
                            {
                                this.StatusText = "this.horizontalProjectingDone && this.verticalProjectingDone";
                                if (this.calculatingStarted)
                                {
                                    this.StatusText = "calculatingFinished";
                                }
                                else
                                {
                                    this.StatusText = "calculating";
                                    this.startCalculating();
                                }
                            }
                            else
                            {
                                //this.StatusText = "projecting Patterns";
                                this.writeImageToFirstImageBuffer = true;
                            }
                            //}

                            /*else {
                             *  this.StatusText = "projecting Patterns";
                             *  this.writeImageToFirstImageBuffer = true;
                             * }*/
                        }
                        else
                        {
                            this.StatusText = "making Screenshot of DepthMap";
                            this.makeScreenshotOfDepthMap();
                        }
                    }
                    else
                    {
                        this.StatusText = "filtering Depth";
                        this.filterDepth2(5);
                    }
                }
            }

            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())
                {
                    this.coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        this.colorMappedToDepthPoints);
                    if (this.captureDepthFrame)
                    {
                        unsafe {
                            depthFrame.CopyFrameDataToArray(this.globalDepth);
                            //for (int i = 2000; i < 2020;i++ )
                            //{
                            this.minDepthRange = depthFrame.DepthMinReliableDistance;
                            this.maxDepthRange = depthFrame.DepthMaxReliableDistance;
                            //Console.WriteLine("DEPTHFRAME: {0}", frameData[512*424-1]);
                            //}
                        }

                        this.captureDepthFrame  = false;
                        this.depthFrameCaptured = true;
                    }
                }

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

                // Process Color

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

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

                if (this.projectingStarted && !this.verticalProjectingDone)
                {
                    Boolean newPattern           = false;
                    bool    timeToTakeScreenshot = false;
                    if (this.frameCounter == 10)
                    {
                        timeToTakeScreenshot = true;
                    }
                    if (this.frameCounter >= 15)
                    {
                        newPattern = true;
                        this.projectionImageCounter++;
                        this.frameCounter = 0;
                    }
                    else
                    {
                        this.frameCounter++;
                    }

                    if (timeToTakeScreenshot)
                    {
                        //int size = this.verticalImages.Count();
                        this.bitmap.Unlock();
                        this.screenshot(this.projectionImageCounter, "horizontal");
                        this.bitmap.Lock();
                        //this.verticalImages[size]
                        timeToTakeScreenshot = false;
                    }

                    if (newPattern)
                    {
                        ProjectablePattern pp = new ProjectablePattern(this.projectorWidth, this.projectorHeight, true, this.projectionImageCounter, this.myProjector);
                        bool success          = pp.projectPattern();
                        if (!success)
                        {
                            this.frameCounter           = 0;
                            this.projectionImageCounter = 0;
                            this.verticalProjectingDone = true;
                        }
                        else
                        {
                            this.horizontalImages.Add(pp);
                        }
                    }
                }



                if (this.projectingStarted && this.verticalProjectingDone && !this.horizontalProjectingDone)
                {
                    Boolean newPattern           = false;
                    bool    timeToTakeScreenshot = false;
                    if (this.frameCounter == 10)
                    {
                        timeToTakeScreenshot = true;
                    }
                    if (this.frameCounter >= 15)
                    {
                        newPattern = true;
                        this.projectionImageCounter++;
                        this.frameCounter = 0;
                    }
                    else
                    {
                        this.frameCounter++;
                    }

                    if (timeToTakeScreenshot)
                    {
                        //int size = this.verticalImages.Count();
                        this.bitmap.Unlock();
                        this.screenshot(this.projectionImageCounter, "vertical");
                        this.bitmap.Lock();
                        //this.verticalImages[size]
                        timeToTakeScreenshot = false;
                    }

                    if (newPattern)
                    {
                        ProjectablePattern pp = new ProjectablePattern(this.projectorWidth, this.projectorHeight, false, this.projectionImageCounter, this.myProjector);
                        bool success          = pp.projectPattern();
                        if (!success)
                        {
                            this.horizontalProjectingDone = true;
                            this.projectButton.IsEnabled  = false;
                        }
                        else
                        {
                            this.verticalImages.Add(pp);
                        }
                    }
                }


                if (this.writeImageToFirstImageBuffer)
                {
                    colorFrame.CopyConvertedFrameDataToIntPtr(this.firstImage.BackBuffer, this.bitmapBackBufferSize, ColorImageFormat.Bgra);
                    this.writeImageToFirstImageBuffer = false;
                    this.projectingStarted            = true;
                }

                // 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 = this.colorMappedToDepthPoints.Length;

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

                                if (colorIndex == 600)
                                {
                                    // The sentinel value is -inf, -inf, meaning that no depth pixel corresponds to this color pixel.
                                    if (!float.IsNegativeInfinity(colorMappedToDepthX) &&
                                        !float.IsNegativeInfinity(colorMappedToDepthY))
                                    {
                                        /*Console.WriteLine("colorMappedToDepthX: {0}, colorMappedToDepthY {1} ,colorIndex: {2}", colorMappedToDepthX, colorMappedToDepthY, colorIndex);*/
                                        // 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;
                                            }
                                        }
                                    }
                                }//(colorIndex<200)

                                //bitmapPixelsPointer[colorIndex] = 0;
                            }
                        }

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

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

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

                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
            }
        }
예제 #13
0
        public void Reader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            int depthWidth  = 0;
            int depthHeight = 0;

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

            //bool multiSourceFrameProcessed = false;
            //bool colorFrameProcessed = false;
            //bool depthFrameProcessed = false;
            //bool bodyIndexFrameProcessed = false;

            MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

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

            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())
                {
                    this.coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        this.colorMappedToDepthPoints);
                }

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

                // Process Color

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

                colorFrame.CopyConvertedFrameDataToIntPtr(this.bitmapBody.BackBuffer, this.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 = this.colorMappedToDepthPoints.Length;

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

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

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

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

                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
            }
            kinectImage.Source = bitmapBody;
            //  kinectImage.Source = bitmapBody;

            //if (multiSourceFrame != null)
            //{
            //    // Frame Acquisition should always occur first when using multiSourceFrameReader
            //    using (DepthFrame depthFrame = multiSourceFrame.DepthFrameReference.AcquireFrame())
            //    {
            //        if (depthFrame != null)
            //        {
            //            FrameDescription depthFrameDescription = depthFrame.FrameDescription;
            //            depthWidth = depthFrameDescription.Width;
            //            depthHeight = depthFrameDescription.Height;

            //            if ((depthWidth * depthHeight) == this.depthFrameData.Length)
            //            {
            //                depthFrame.CopyFrameDataToArray(this.depthFrameData);
            //                depthFrameProcessed = true;
            //            }
            //        }
            //    }

            //    using (ColorFrame colorFrame = multiSourceFrame.ColorFrameReference.AcquireFrame())
            //    {
            //        if (colorFrame != null)
            //        {
            //            FrameDescription colorFrameDescription = colorFrame.FrameDescription;

            //            if ((colorFrameDescription.Width * colorFrameDescription.Height * this.bytesPerPixel) == this.colorFrameData.Length)
            //            {
            //                if (colorFrame.RawColorImageFormat == ColorImageFormat.Bgra)
            //                {
            //                    colorFrame.CopyRawFrameDataToArray(this.colorFrameData);
            //                }
            //                else
            //                {
            //                    colorFrame.CopyConvertedFrameDataToArray(this.colorFrameData, ColorImageFormat.Bgra);
            //                }

            //                colorFrameProcessed = true;
            //            }
            //        }
            //    }

            //    using (BodyIndexFrame bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame())
            //    {
            //        if (bodyIndexFrame != null)
            //        {
            //            FrameDescription bodyIndexFrameDescription = bodyIndexFrame.FrameDescription;

            //            if ((bodyIndexFrameDescription.Width * bodyIndexFrameDescription.Height) == this.bodyIndexFrameData.Length)
            //            {
            //                bodyIndexFrame.CopyFrameDataToArray(this.bodyIndexFrameData);
            //                bodyIndexFrameProcessed = true;
            //            }
            //        }

            //        multiSourceFrameProcessed = true;
            //    }
            //}

            //// we got all frames
            //if (multiSourceFrameProcessed && depthFrameProcessed && colorFrameProcessed && bodyIndexFrameProcessed)
            //{
            //    this.coordinateMapper.MapColorFrameToDepthSpace(this.depthFrameData, this.depthPoints);

            //    Array.Clear(this.displayPixels, 0, this.displayPixels.Length);

            //    // loop over each row and column of the depth
            //    for (int colorIndex = 0; colorIndex < this.depthPoints.Length; ++colorIndex)
            //    {
            //        DepthSpacePoint depthPoint = this.depthPoints[colorIndex];

            //        if (!float.IsNegativeInfinity(depthPoint.X) && !float.IsNegativeInfinity(depthPoint.Y))
            //        {
            //            // make sure the depth pixel maps to a valid point in color space
            //            int depthX = (int)(depthPoint.X + 0.5f);
            //            int depthY = (int)(depthPoint.Y + 0.5f);

            //            if ((depthX >= 0) && (depthX < depthWidth) && (depthY >= 0) && (depthY < depthHeight))
            //            {
            //                int depthIndex = (depthY * depthWidth) + depthX;
            //                byte player = this.bodyIndexFrameData[depthIndex];

            //                // if we're tracking a player for the current pixel, sets its color and alpha to full
            //                if (player != 0xff)
            //                {
            //                    // set source for copy to the color pixel
            //                    int sourceIndex = colorIndex * this.bytesPerPixel;

            //                    // write out blue byte
            //                    this.displayPixels[sourceIndex] = this.colorFrameData[sourceIndex++];

            //                    // write out green byte
            //                    this.displayPixels[sourceIndex] = this.colorFrameData[sourceIndex++];

            //                    // write out red byte
            //                    this.displayPixels[sourceIndex] = this.colorFrameData[sourceIndex++];

            //                    // write out alpha byte
            //                    this.displayPixels[sourceIndex] = 0xff;
            //                }
            //            }
            //        }
            //    }

            //    this.RenderColorPixels();
            //}
        }
        private void ProcessMultiFrame(MultiSourceFrameArrivedEventArgs e)
        {
            long ticksAcqTotal = DateTime.Now.Ticks;

            // frames
            DepthFrame       depthFrame       = null;
            ColorFrame       colorFrame       = null;
            BodyIndexFrame   bodyIndexFrame   = null;
            BodyFrame        bodyFrame        = null;
            MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

            // ps3eye
            byte[] psBytes0 = null;
            byte[] psBytes1 = null;

            // if the frame has expired by the time we process this event, return (this actually never happens)
            if (multiSourceFrame == null)
            {
                return;
            }

            try
            {
                // get kinect frames
                depthFrame     = multiSourceFrame.DepthFrameReference.AcquireFrame();
                colorFrame     = multiSourceFrame.ColorFrameReference.AcquireFrame();
                bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame();
                bodyFrame      = multiSourceFrame.BodyFrameReference.AcquireFrame();

                // optionally get ps3eye frames
                if (isPs3EyeRunning)
                {
                    psBytes0 = frames[0];
                    psBytes1 = frames[1];
                }

                // if any frame has expired by the time we process this event, return (dispose others in finally)
                // psBytes0 and psBytes1 may be null in the beginning (when ps3eye starts longer than kinect)
                if (colorFrame == null || depthFrame == null || bodyIndexFrame == null || bodyFrame == null ||
                    (isPs3EyeRunning && (psBytes0 == null || psBytes1 == null)))
                {
                    Utils.UpdateCounter("Expired");
                    Utils.IncrementTotalLost();
                    return;
                }
                else
                {
                    Utils.UpdateCounter("Expired", false);
                }

                // performance
                Utils.UpdateTimer("Acquire", ticksAcqTotal);
                Utils.UpdateCounter("Acquired");

                // process
                ProcessFrames(colorFrame, depthFrame, bodyIndexFrame, bodyFrame, psBytes0, psBytes1);
            }
            catch
            {
            }
            finally
            {
                if (depthFrame != null)
                {
                    depthFrame.Dispose();
                }
                if (colorFrame != null)
                {
                    colorFrame.Dispose();
                }
                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
                if (bodyFrame != null)
                {
                    bodyFrame.Dispose();
                }
            }
        }
        private void Reader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            var reference = e.FrameReference;

            MultiSourceFrame multiSourceFrame = null;
            ColorFrame       colorFrame       = null;
            DepthFrame       depthFrame       = null;
            BodyFrame        bodyFrame        = null;
            BodyIndexFrame   bodyIndexFrame   = null;

            try
            {
                using (_frameCounter.Increment())
                {
                    multiSourceFrame = reference.AcquireFrame();
                    if (multiSourceFrame == null)
                    {
                        return;
                    }

                    colorFrame     = multiSourceFrame.ColorFrameReference.AcquireFrame();
                    depthFrame     = multiSourceFrame.DepthFrameReference.AcquireFrame();
                    bodyFrame      = multiSourceFrame.BodyFrameReference.AcquireFrame();
                    bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame();
                    if (colorFrame == null | depthFrame == null | bodyFrame == null | bodyIndexFrame == null)
                    {
                        return;
                    }


                    var colorDesc   = colorFrame.FrameDescription;
                    int colorWidth  = colorDesc.Width;
                    int colorHeight = colorDesc.Height;
                    if (_colorFrameData == null)
                    {
                        int size = colorDesc.Width * colorDesc.Height;
                        _colorFrameData = new byte[size * bytesPerPixel];
                        _displayFrame   = new byte[size * bytesPerPixel];
                    }

                    var  depthDesc = depthFrame.FrameDescription;
                    uint depthSize = depthDesc.LengthInPixels;
                    _depthFrameData   = new ushort[depthSize];
                    _colorSpacePoints = new ColorSpacePoint[depthSize];

                    FrameDescription bodyIndexFrameDescription = bodyIndexFrame.FrameDescription;
                    int bodyIndexWidth  = bodyIndexFrameDescription.Width;
                    int bodyIndexHeight = bodyIndexFrameDescription.Height;
                    if ((bodyIndexWidth * bodyIndexHeight) == bodyIndexFrameData.Length)
                    {
                        bodyIndexFrame.CopyFrameDataToArray(bodyIndexFrameData);
                    }

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


                    colorFrame.CopyConvertedFrameDataToArray(_colorFrameData, ColorImageFormat.Bgra);
                    depthFrame.CopyFrameDataToArray(_depthFrameData);
                    kinectSensor.CoordinateMapper.MapDepthFrameToColorSpace(_depthFrameData, _colorSpacePoints);
                    kinectSensor.CoordinateMapper.MapDepthFrameToCameraSpace(_depthFrameData, _cameraPoints);

                    for (int depthIndex = 0; depthIndex < _depthFrameData.Length; ++depthIndex)
                    {
                        byte player = bodyIndexFrameData[depthIndex];
                        bool?c      = OnlyPlayersMenuItem.IsChecked;
                        bool val    = c != null ? (bool)c : false;
                        if (!val || player != 0xff)
                        {
                            ColorSpacePoint  point = _colorSpacePoints[depthIndex];
                            CameraSpacePoint p     = this._cameraPoints[depthIndex];

                            int colorX          = (int)Math.Floor(point.X + 0.5);
                            int colorY          = (int)Math.Floor(point.Y + 0.5);
                            int colorImageIndex = ((colorWidth * colorY) + colorX) * bytesPerPixel;

                            if ((colorX >= 0) && (colorX < colorWidth) && (colorY >= 0) && (colorY < colorHeight))
                            {
                                if (p.Z > 0)
                                {
                                    _displayFrame[colorImageIndex]     = _colorFrameData[colorImageIndex];     // b
                                    _displayFrame[colorImageIndex + 1] = _colorFrameData[colorImageIndex + 1]; // g
                                    _displayFrame[colorImageIndex + 2] = _colorFrameData[colorImageIndex + 2]; // r
                                    _displayFrame[colorImageIndex + 3] = _colorFrameData[colorImageIndex + 3]; // a
                                }
                            }
                        }
                    }

                    colorBitmap.WritePixels(
                        new Int32Rect(0, 0, colorDesc.Width, colorDesc.Height),
                        _displayFrame,
                        //_colorFrameData,
                        colorDesc.Width * bytesPerPixel,
                        0);

                    if (calibratingSurface)
                    {
                        if (_pointsToDepth.Count > 0)
                        {
                            foreach (Point p in _pointsToDepth)
                            {
                                int depthIndex = Convert.ToInt32(p.Y) * depthDesc.Width + Convert.ToInt32(p.X);
                                try
                                {
                                    CameraSpacePoint cameraPoint = _cameraPoints[depthIndex];
                                    if (!(Double.IsInfinity(cameraPoint.X)) && !(Double.IsInfinity(cameraPoint.Y)) && !(Double.IsInfinity(cameraPoint.Z) && cameraPoint.Z > 0))
                                    {
                                        Console.WriteLine("" + p.X + " " + p.Y + "  ---> " + cameraPoint.X + " " + cameraPoint.Y + " " + cameraPoint.Z);

                                        _calibrationPoints.Add(cameraPoint);
                                        drawEllipse(p.X, p.Y);
                                    }
                                }
                                catch { }
                            }
                            _pointsToDepth = new List <Point>();
                        }

                        if (false && _calibrationPoints.Count == 3)
                        {
                            canvas.Children.Clear();


                            CameraSpacePoint a  = VectorTools.subPoint(_calibrationPoints[0], _calibrationPoints[1]);
                            CameraSpacePoint b  = VectorTools.subPoint(_calibrationPoints[2], _calibrationPoints[1]);
                            CameraSpacePoint up = VectorTools.cross(a, b);
                            CameraSpacePoint c1 = VectorTools.cross(b, up);
                            CameraSpacePoint c2 = VectorTools.mult(c1, -1f);
                            CameraSpacePoint c;

                            if (VectorTools.distance(_calibrationPoints[2], VectorTools.addPoint(_calibrationPoints[1], c1)) < VectorTools.distance(_calibrationPoints[2], VectorTools.addPoint(_calibrationPoints[1], c2)))
                            {
                                c = VectorTools.mult(VectorTools.normalize(c1), 9.0f / 16.0f * VectorTools.norm(a) /*norm(b)*/);
                            }
                            else
                            {
                                c = VectorTools.mult(VectorTools.normalize(c2), 9.0f / 16.0f * VectorTools.norm(a) /*norm(b)*/);
                            }


                            CameraSpacePoint BL = _calibrationPoints[0];
                            CameraSpacePoint BR = _calibrationPoints[1];
                            CameraSpacePoint TR = VectorTools.addPoint(BR, c);
                            CameraSpacePoint TL = VectorTools.addPoint(BL, c);

                            VectorTools.DebugPoint(BL);
                            VectorTools.DebugPoint(BR);
                            VectorTools.DebugPoint(TR);
                            VectorTools.DebugPoint(TL);

                            //_drawSurface(coordinateMapper.MapCameraPointToColorSpace(BL),
                            //    coordinateMapper.MapCameraPointToColorSpace(BR),
                            //    coordinateMapper.MapCameraPointToColorSpace(TR),
                            //    coordinateMapper.MapCameraPointToColorSpace(TL));

                            _calibrationPoints.Clear();
                            calibratingSurface = false;
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.Message);
                Console.WriteLine(ex.StackTrace);
                Console.WriteLine(ex.Source);
            }
            finally
            {
                if (colorFrame != null)
                {
                    colorFrame.Dispose();
                }
                if (depthFrame != null)
                {
                    depthFrame.Dispose();
                }
                if (bodyFrame != null)
                {
                    bodyFrame.Dispose();
                }
                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
            }
        }
    public bool GetMultiSourceFrame(KinectInterop.SensorData sensorData)
    {
        if (multiSourceFrameReader != null)
        {
            multiSourceFrame = multiSourceFrameReader.AcquireLatestFrame();

            if (multiSourceFrame != null)
            {
                // try to get all frames at once
                msBodyFrame      = (sensorFlags & KinectInterop.FrameSource.TypeBody) != 0 ? multiSourceFrame.BodyFrameReference.AcquireFrame() : null;
                msBodyIndexFrame = (sensorFlags & KinectInterop.FrameSource.TypeBodyIndex) != 0 ? multiSourceFrame.BodyIndexFrameReference.AcquireFrame() : null;

                bool bAllSet =
                    ((sensorFlags & KinectInterop.FrameSource.TypeBody) == 0 || msBodyFrame != null) &&
                    ((sensorFlags & KinectInterop.FrameSource.TypeBodyIndex) == 0 || msBodyIndexFrame != null);


                if (!bAllSet)
                {
                    // release all frames
                    if (msBodyFrame != null)
                    {
                        msBodyFrame.Dispose();
                        msBodyFrame = null;
                    }

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

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

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

                    if (msInfraredFrame != null)
                    {
                        msInfraredFrame.Dispose();
                        msInfraredFrame = null;
                    }
                }
//				else
//				{
//					bool bNeedBody = (sensorFlags & KinectInterop.FrameSource.TypeBody) != 0;
//					bool bNeedBodyIndex = (sensorFlags & KinectInterop.FrameSource.TypeBodyIndex) != 0;
//					bool bNeedColor = (sensorFlags & KinectInterop.FrameSource.TypeColor) != 0;
//					bool bNeedDepth = (sensorFlags & KinectInterop.FrameSource.TypeDepth) != 0;
//					bool bNeedInfrared = (sensorFlags & KinectInterop.FrameSource.TypeInfrared) != 0;
//
//					bAllSet = true;
//				}
            }

            return(multiSourceFrame != null);
        }

        return(false);
    }
        private void Reader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            // All frame counter
            this.frameCount++;
            if (this.frameCount % this.framesToCapture != 0)
            {
                return;
            }

            ColorFrame     colorFrame     = null;
            DepthFrame     depthFrame     = null;
            BodyFrame      bodyFrame      = null;
            BodyIndexFrame bodyIndexFrame = null;
            Body           body           = null;
            SkeletonOfBody skel_up        = new SkeletonOfBody(Constants.SKEL_UP_TOTAL_JOINTS);

            try
            {
                var frameReference = e.FrameReference.AcquireFrame();

                colorFrame     = frameReference.ColorFrameReference.AcquireFrame();
                depthFrame     = frameReference.DepthFrameReference.AcquireFrame();
                bodyFrame      = frameReference.BodyFrameReference.AcquireFrame();
                bodyIndexFrame = frameReference.BodyIndexFrameReference.AcquireFrame();

                if (colorFrame == null || depthFrame == null || bodyFrame == null || bodyIndexFrame == null)
                {
                    return;
                }

                //--------------------------------------------
                // Get the color frame
                //--------------------------------------------
                using (KinectBuffer colorBuffer = colorFrame.LockRawImageBuffer())
                {
                    colorFrame.CopyConvertedFrameDataToArray(this.buffColor32, ColorImageFormat.Bgra);
                } //End ColorFrame

                //--------------------------------------------
                // Get the depth frame
                //--------------------------------------------
                using (KinectBuffer depthBuffer = depthFrame.LockImageBuffer())
                {
                    depthFrame.CopyFrameDataToArray(this.buffDepth16);
                    //depthFrame.CopyFrameDataToArray(this.buffDepth16Copy);

                    // Multiplication by 20 only to turn the depth visually more perceptible
                    //int i = 0;
                    //Array.ForEach(this.buffDepth16Copy, (x) => { this.buffDepth16Copy[i++] = (ushort)(x * 20); });
                } //End DepthFrame

                //--------------------------------------------
                // Get the body index frame
                //--------------------------------------------
                using (KinectBuffer bodyIndexBuffer = bodyIndexFrame.LockImageBuffer())
                {
                    bodyIndexFrame.CopyFrameDataToArray(this.buffBodyIndex8);
                }

                //--------------------------------------------
                // Get the body frame
                //--------------------------------------------
                bodyFrame.GetAndRefreshBodyData(this.listBodies);
                //bodyFrame.FloorClipPlane.

                //--------------------------------------------
                // Map the depth frame to it color frame
                //--------------------------------------------
                {
                    Array.Clear(this.buffColorSpacePoints, 0, this.buffColorSpacePoints.Length);
                    Array.Clear(this.buffMapDepthToColor32, 0, this.buffMapDepthToColor32.Length);

                    // Coordinate mapping
                    this.coordinateMapper.MapDepthFrameToColorSpace(this.buffDepth16, this.buffColorSpacePoints);

                    unsafe
                    {
                        fixed(ColorSpacePoint *depthMappedToColorPointsPointer = buffColorSpacePoints)
                        {
                            // Loop over each row and column of the color image
                            // Zero out any pixels that don't correspond to a body index
                            for (int idxDepth = 0; idxDepth < buffColorSpacePoints.Length; ++idxDepth)
                            {
                                float depthMappedToColorX = depthMappedToColorPointsPointer[idxDepth].X;
                                float depthMappedToColorY = depthMappedToColorPointsPointer[idxDepth].Y;

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

                                    // If the point is not valid, there is no body index there.
                                    if ((colorX >= 0) && (colorX < this.colorImageSize.Width) && (colorY >= 0) && (colorY < this.colorImageSize.Height))
                                    {
                                        int idxColor = (colorY * this.colorImageSize.Width) + colorX;

                                        // If we are tracking a body for the current pixel, save the depth data
                                        if (this.buffBodyIndex8[idxDepth] != 0xff)
                                        {
                                            this.buffMapDepthToColor32[idxDepth * 4]     = this.buffColor32[idxColor * 4];     // B
                                            this.buffMapDepthToColor32[idxDepth * 4 + 1] = this.buffColor32[idxColor * 4 + 1]; // G
                                            this.buffMapDepthToColor32[idxDepth * 4 + 2] = this.buffColor32[idxColor * 4 + 2]; // R
                                        }
                                    }
                                }
                            }
                        }
                    } //End Unsafe
                }     //End Mapping


                //--------------------------------------------
                // Process the face of the default body
                //--------------------------------------------

                // Variable to save the detected face paramenters
                this.faceData = new FaceData(new BoxFace(0, 0, 0, 0), new BoxFace(0, 0, 0, 0));

#if FACE_DETECTION
                // Get the default body
                // Body body = this.listBodies.Where(b => b.IsTracked).FirstOrDefault();
                if (this.faceFrameSource.IsActive)
                {
                    // In our experiment we get the closest body
                    body = Util.GetClosestBody(this.listBodies);

                    if (body != null && body.IsTracked)
                    {
                        // Get the first skeleton
                        skel_up = Util.GetSkeletonUpperBody(this.Mapper, body);

                        // Draw skeleton joints
                        if (this.drawingDepthMarkups)
                        {
                            Util.WriteSkeletonOverFrame(this, VisTypes.Depth, skel_up, 2, ref this.buffMapDepthToColor32);
                            //Util.WriteSkeletonOverFrame(this, VisTypes.Depth, skeleton, 2, ref this.buffDepth16);
                        }

                        // Assign a tracking ID to the face source
                        this.faceFrameSource.TrackingId = body.TrackingId;

                        if (this.faceFrameResults != null)
                        {
                            var boxColor = this.faceFrameResults.FaceBoundingBoxInColorSpace;
                            var boxDepth = this.faceFrameResults.FaceBoundingBoxInInfraredSpace;

                            // If there are face results, then save data
                            // We save in a format of rectangle [x, y, width, height]
                            this.faceData.boxColor = new BoxFace(boxColor.Left, boxColor.Top, (boxColor.Right - boxColor.Left), (boxColor.Bottom - boxColor.Top));
                            this.faceData.boxDepth = new BoxFace(boxDepth.Left, boxDepth.Top, (boxDepth.Right - boxDepth.Left), (boxDepth.Bottom - boxDepth.Top));

                            // Draw the face
                            if (this.drawingDepthMarkups)
                            {
                                Util.WriteFaceOverFrame(this, VisTypes.Depth, faceData.boxDepth, 1, ref this.buffMapDepthToColor32);
                                //Util.WriteFaceOverFrame(this, VisTypes.Depth, faceData.boxDepth, 1, ref this.buffDepth16);
                            } //End Drawing
                        }     //End FaceResult
                    }         //End Body
                }
#endif

                // Update the data handler
                this.frameHandler(
                    this.buffColor32,
                    this.buffDepth16,
                    this.buffBodyIndex8,
                    this.buffMapDepthToColor32,
                    this.listBodies,
                    this.faceData
                    );

                // Recording state ture
                byte[]       _colorData     = null;
                ushort[]     _depthData     = null;
                byte[]       _bodyIndexData = null;
                IList <Body> _bodies        = null;

                //--------------------------------------------
                // Record the data
                //--------------------------------------------

                if (this.stateOfRecording)
                {
                    // 25-09-15
                    // Discard frames where the hand is not corrected tracked (i.e., the hand has a zero coordinate)
                    // To discard failures in hand tracking
                    if (skel_up.jointDepthSpace[(int)JointUpType.HandLeft].X == 0 || skel_up.jointDepthSpace[(int)JointUpType.HandLeft].Y == 0 ||
                        skel_up.jointDepthSpace[(int)JointUpType.HandRight].X == 0 || skel_up.jointDepthSpace[(int)JointUpType.HandRight].Y == 0)
                    {
                        Console.WriteLine("Neglect frame {0}", this.recordedFrames);
                        return;
                    }

                    // Storage data;
                    _colorData     = new byte[this.buffColor32.Length];
                    _depthData     = new ushort[this.buffDepth16.Length];
                    _bodyIndexData = new byte[this.buffBodyIndex8.Length];
                    _bodies        = new Body[this.listBodies.Count];

                    colorFrame.CopyConvertedFrameDataToArray(_colorData, ColorImageFormat.Bgra);
                    depthFrame.CopyFrameDataToArray(_depthData);
                    bodyIndexFrame.CopyFrameDataToArray(_bodyIndexData);
                    bodyFrame.GetAndRefreshBodyData(_bodies);

                    // Increase the counter
                    this.recordedFrames++;

                    this.dataContainer.AddColor        = _colorData;
                    this.dataContainer.AddDepth        = _depthData;
                    this.dataContainer.AddBodyIndex    = _bodyIndexData;
                    this.dataContainer.AddListOfBodies = _bodies;
                    this.dataContainer.AddFaceData     = this.faceData;


                    // If the user only require to save a fixed number of frames
                    if (this.fixedFrames == this.recordedFrames)
                    {
                        this.stateOfRecording = false;
                    }
                }


                // Notice:
                // Array.Copy() --> how many elements to copy
                // Buffer.BlockCopy --> how many of bytes to copy

                // Update Frame Rate
                UpdateGrabberFrameRate();
            }
            finally
            {
                if (this.frameCount > 100000000)
                {
                    this.frameCount = 0;
                }
                if (colorFrame != null)
                {
                    colorFrame.Dispose();
                }
                if (depthFrame != null)
                {
                    depthFrame.Dispose();
                }
                if (bodyFrame != null)
                {
                    bodyFrame.Dispose();
                }
                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
            }
        }
예제 #18
0
        /// <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  = 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())
                {
                    this.coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        this.colorMappedToDepthPoints);
                }

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

                // Process Color

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

                colorFrame.CopyConvertedFrameDataToIntPtr(this.bitmap.BackBuffer, this.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 = this.colorMappedToDepthPoints.Length;

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

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

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

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

                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
            }
        }
예제 #19
0
        private unsafe void FrameReader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            _Stopwatch.Restart();
            MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

            if (multiSourceFrame != null)
            {
                ColorFrame     colorFrame     = null;
                DepthFrame     depthFrame     = null;
                BodyFrame      bodyFrame      = null;
                BodyIndexFrame bodyIndexFrame = null;

                try
                {
                    bool allRequiredDataReceived = true;

                    if (_FrameSourceTypes.HasFlag(FrameSourceTypes.Color))
                    {
                        colorFrame = multiSourceFrame.ColorFrameReference.AcquireFrame();
                        if (colorFrame != null)
                        {
                            fixed(byte *colorBytesPointer = ColorPixels)
                            {
                                IntPtr colorPtr = (IntPtr)colorBytesPointer;
                                uint   size     = (uint)(_ColorFrameDescription.Width * _ColorFrameDescription.Height * _ColorFrameDescription.BytesPerPixel);

                                if (colorFrame.RawColorImageFormat == ImageFormat)
                                {
                                    colorFrame.CopyRawFrameDataToIntPtr(colorPtr, size);
                                }
                                else
                                {
                                    colorFrame.CopyConvertedFrameDataToIntPtr(colorPtr, size, ImageFormat);
                                }
                            }
                        }
                        else
                        {
                            allRequiredDataReceived = false;
                        }
                    }


                    if (_FrameSourceTypes.HasFlag(FrameSourceTypes.Depth) && allRequiredDataReceived)
                    {
                        depthFrame = multiSourceFrame.DepthFrameReference.AcquireFrame();
                        if (depthFrame != null)
                        {
                            fixed(ushort *depthBytesPointer = DepthPixels)
                            {
                                IntPtr depthPtr = (IntPtr)depthBytesPointer;

                                depthFrame.CopyFrameDataToIntPtr(depthPtr, (uint)(_DepthFrameDescription.Width * _DepthFrameDescription.Height * _DepthFrameDescription.BytesPerPixel));
                            }
                        }
                        else
                        {
                            allRequiredDataReceived = false;
                        }
                    }


                    if (_FrameSourceTypes.HasFlag(FrameSourceTypes.Body) && allRequiredDataReceived)
                    {
                        bodyFrame = multiSourceFrame.BodyFrameReference.AcquireFrame();
                        if (bodyFrame != null)
                        {
                            bodyFrame.GetAndRefreshBodyData(Bodies);
                        }
                        else
                        {
                            allRequiredDataReceived = false;
                        }
                    }


                    if (_FrameSourceTypes.HasFlag(FrameSourceTypes.BodyIndex) && allRequiredDataReceived)
                    {
                        bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame();
                        if (bodyIndexFrame != null)
                        {
                            fixed(byte *bodyIndexBytesPointer = BodyIndexPixels)
                            {
                                IntPtr bodyIndexPtr = (IntPtr)bodyIndexBytesPointer;

                                bodyIndexFrame.CopyFrameDataToIntPtr(bodyIndexPtr, (uint)(_BodyIndexFrameDescription.Width * _BodyIndexFrameDescription.Height * _BodyIndexFrameDescription.BytesPerPixel));
                            }
                        }
                        else
                        {
                            allRequiredDataReceived = false;
                        }
                    }

                    if (allRequiredDataReceived)
                    {
                        _KinectFrameArrivedEventArgs.ColorPixels     = ColorPixels;
                        _KinectFrameArrivedEventArgs.DepthPixels     = DepthPixels;
                        _KinectFrameArrivedEventArgs.Bodies          = Bodies;
                        _KinectFrameArrivedEventArgs.BodyIndexPixels = BodyIndexPixels;
                        _KinectFrameArrivedEventArgs.KinectSensor    = multiSourceFrame.KinectSensor;
                        _KinectFrameArrivedEventArgs.FrameNumber     = _FrameNumber;

                        EventHandler <KinectFrameArrivedEventArgs> handler = FrameArrived;
                        if (handler != null)
                        {
                            handler(this, _KinectFrameArrivedEventArgs);
                        }
                    }
                }
                finally
                {
                    if (colorFrame != null)
                    {
                        colorFrame.Dispose();
                    }

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

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

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

            _Stopwatch.Stop();
            RaiseKinectFrameComplete(_Stopwatch.Elapsed);
            _FrameNumber++;
        }
예제 #20
0
        private void MutilReaderSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            DepthFrame     depthFrame     = null;
            ColorFrame     colorFrame     = null;
            BodyIndexFrame bodyIndexFrame = null;
            bool           isBitmapLocked = false;
            int            depthWidth     = 0;
            int            depthHeight    = 0;

            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())
                {
                    this.coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        this.colorMappedToDepthPoints);
                }

                DepthFrameReader(depthFrame);
                ColorFrameReader(colorFrame);
            }
            finally
            {
                if (isBitmapLocked)
                {
                    this.colorBitmap.Unlock();
                }

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

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

                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
            }
        }
        /// <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  = 0;
            int depthHeight = 0;

            DepthFrame depthFrame     = null;
            IBuffer    depthFrameData = null;

            ColorFrame colorFrame = null;

            BodyIndexFrame    bodyIndexFrame      = null;
            IBuffer           bodyIndexFrameData  = null;
            IBufferByteAccess bodyIndexByteAccess = 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
            {
                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
                depthFrameData = depthFrame.LockImageBuffer();

                this.coordinateMapper.MapColorFrameToDepthSpaceUsingIBuffer(depthFrameData, this.colorMappedToDepthPoints);

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

                // We must force a release of the IBuffer in order to ensure that we have dropped all references to it.
                System.Runtime.InteropServices.Marshal.ReleaseComObject(depthFrameData);
                depthFrameData = null;

                // Process Color
                colorFrame.CopyConvertedFrameDataToBuffer(this.bitmap.PixelBuffer, ColorImageFormat.Bgra);

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

                FrameDescription bodyIndexFrameDescription = bodyIndexFrame.FrameDescription;

                // Access the body index frame data directly via LockImageBuffer to avoid making a copy
                bodyIndexFrameData = bodyIndexFrame.LockImageBuffer();

                int colorMappedToDepthPointCount = this.colorMappedToDepthPoints.Length;

                unsafe
                {
                    bodyIndexByteAccess = (IBufferByteAccess)bodyIndexFrameData;
                    byte *bodyIndexBytes = null;
                    bodyIndexByteAccess.Buffer(out bodyIndexBytes);

                    fixed(DepthSpacePoint *colorMappedToDepthPointsPointer = this.colorMappedToDepthPoints)
                    {
                        IBufferByteAccess bitmapBackBufferByteAccess = (IBufferByteAccess)this.bitmap.PixelBuffer;

                        byte *bitmapBackBufferBytes = null;

                        bitmapBackBufferByteAccess.Buffer(out bitmapBackBufferBytes);

                        // Treat the color data as 4-byte pixels
                        uint *bitmapPixelsPointer = (uint *)bitmapBackBufferBytes;

                        // 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 (bodyIndexBytes[depthIndex] != 0xff)
                                    {
                                        continue;
                                    }
                                }
                            }

                            bitmapPixelsPointer[colorIndex] = 0;
                        }
                    }

                    this.bitmap.Invalidate();
                }
            }
            finally
            {
                if (depthFrame != null)
                {
                    depthFrame.Dispose();
                }

                if (depthFrameData != null)
                {
                    // We must force a release of the IBuffer in order to ensure that we have dropped all references to it.
                    System.Runtime.InteropServices.Marshal.ReleaseComObject(depthFrameData);
                }

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

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

                if (bodyIndexFrameData != null)
                {
                    // We must force a release of the IBuffer in order to ensure that we have dropped all references to it.
                    System.Runtime.InteropServices.Marshal.ReleaseComObject(bodyIndexFrameData);
                }

                if (bodyIndexByteAccess != null)
                {
                    // We must force a release of the IBuffer in order to ensure that we have dropped all references to it.
                    System.Runtime.InteropServices.Marshal.ReleaseComObject(bodyIndexByteAccess);
                }
            }
        }
예제 #22
0
        private void Reader_MultiSourceFrameArrived(MultiSourceFrameReader sender, MultiSourceFrameArrivedEventArgs e)
        {
            MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

            // If the Frame has expired by the time we process this event, return.
            if (multiSourceFrame == null)
            {
                return;
            }
            DepthFrame     depthFrame           = null;
            ColorFrame     colorFrame           = null;
            InfraredFrame  infraredFrame        = null;
            BodyFrame      bodyFrame            = null;
            BodyIndexFrame bodyIndexFrame       = null;
            IBuffer        depthFrameDataBuffer = null;
            IBuffer        bodyIndexFrameData   = null;
            // Com interface for unsafe byte manipulation
            IBufferByteAccess bufferByteAccess = null;

            switch (CurrentDisplayFrameType)
            {
            case DisplayFrameType.Infrared:
                using (infraredFrame = multiSourceFrame.InfraredFrameReference.AcquireFrame())
                {
                    ShowInfraredFrame(infraredFrame);
                }
                break;

            case DisplayFrameType.Color:
                using (colorFrame = multiSourceFrame.ColorFrameReference.AcquireFrame())
                {
                    ShowColorFrame(colorFrame);
                }
                break;

            case DisplayFrameType.Depth:
                using (depthFrame = multiSourceFrame.DepthFrameReference.AcquireFrame())
                {
                    ShowDepthFrame(depthFrame);
                }
                break;

            case DisplayFrameType.BodyMask:
                // Put in a try catch to utilise finally() and clean up frames
                try
                {
                    depthFrame     = multiSourceFrame.DepthFrameReference.AcquireFrame();
                    bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame();
                    colorFrame     = multiSourceFrame.ColorFrameReference.AcquireFrame();
                    if ((depthFrame == null) || (colorFrame == null) || (bodyIndexFrame == null))
                    {
                        return;
                    }

                    // Access the depth frame data directly via LockImageBuffer to avoid making a copy
                    depthFrameDataBuffer = depthFrame.LockImageBuffer();
                    this.coordinateMapper.MapColorFrameToDepthSpaceUsingIBuffer(depthFrameDataBuffer, this.colorMappedToDepthPoints);
                    // Process Color
                    colorFrame.CopyConvertedFrameDataToBuffer(this.bitmap.PixelBuffer, ColorImageFormat.Bgra);
                    // Access the body index frame data directly via LockImageBuffer to avoid making a copy
                    bodyIndexFrameData = bodyIndexFrame.LockImageBuffer();
                    ShowMappedBodyFrame(depthFrame.FrameDescription.Width, depthFrame.FrameDescription.Height, bodyIndexFrameData, bufferByteAccess);
                }
                finally
                {
                    if (depthFrame != null)
                    {
                        depthFrame.Dispose();
                    }
                    if (colorFrame != null)
                    {
                        colorFrame.Dispose();
                    }
                    if (bodyIndexFrame != null)
                    {
                        bodyIndexFrame.Dispose();
                    }

                    if (depthFrameDataBuffer != null)
                    {
                        // We must force a release of the IBuffer in order to ensure that we have dropped all references to it.
                        System.Runtime.InteropServices.Marshal.ReleaseComObject(depthFrameDataBuffer);
                    }
                    if (bodyIndexFrameData != null)
                    {
                        System.Runtime.InteropServices.Marshal.ReleaseComObject(bodyIndexFrameData);
                    }
                    if (bufferByteAccess != null)
                    {
                        System.Runtime.InteropServices.Marshal.ReleaseComObject(bufferByteAccess);
                    }
                }
                break;

            case DisplayFrameType.BodyJoints:
                using (bodyFrame = multiSourceFrame.BodyFrameReference.AcquireFrame())
                {
                    ShowBodyJoints(bodyFrame);
                }
                break;

            case DisplayFrameType.BackgroundRemoved:
                // Put in a try catch to utilise finally() and clean up frames
                try
                {
                    depthFrame = multiSourceFrame.DepthFrameReference.AcquireFrame();
                    colorFrame = multiSourceFrame.ColorFrameReference.AcquireFrame();
                    if ((depthFrame == null) || (colorFrame == null))
                    {
                        return;
                    }
                    depthFrame.CopyFrameDataToArray(depthFrameData);
                    this.coordinateMapper.MapColorFrameToDepthSpace(depthFrameData, this.colorMappedToDepthPoints);
                    // Process Color.
                    colorFrame.CopyConvertedFrameDataToBuffer(this.bitmap.PixelBuffer, ColorImageFormat.Bgra);

                    ShowMappedColorBackgroundRemoved(colorMappedToDepthPoints, depthFrameData, depthFrame.FrameDescription);
                }
                finally
                {
                    if (depthFrame != null)
                    {
                        depthFrame.Dispose();
                    }
                    if (colorFrame != null)
                    {
                        colorFrame.Dispose();
                    }
                }
                break;

            default:
                break;
            }
        }
        private void Reader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
        {
            int depthWidth  = 0;
            int depthHeight = 0;

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

            try
            {
                MultiSourceFrame multiSourceFrame = e.FrameReference.AcquireFrame();

                depthFrame     = multiSourceFrame.DepthFrameReference.AcquireFrame();
                colorFrame     = multiSourceFrame.ColorFrameReference.AcquireFrame();
                bodyIndexFrame = multiSourceFrame.BodyIndexFrameReference.AcquireFrame();
                bodyFrame      = multiSourceFrame.BodyFrameReference.AcquireFrame();

                if ((depthFrame == null) || (colorFrame == null) || (bodyIndexFrame == null) || (bodyFrame == null))
                {
                    return;
                }

                if (this.bodies == null)
                {
                    this.bodies = new Body[bodyFrame.BodyCount];
                }

                bodyFrame.GetAndRefreshBodyData(this.bodies);
                bodyFrame.Dispose();
                bodyFrame = null;

                bool isBodyTracked = false;
                foreach (Body body in this.bodies)
                {
                    if (body.IsTracked)
                    {
                        isBodyTracked = true;
                        continue;
                    }
                }
                hasTrackedBodies = isBodyTracked;
                if (hasTrackedBodies && !isCapturing)
                {
                    BeginCountdown();
                }

                FrameDescription depthFrameDescription = depthFrame.FrameDescription;

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

                using (KinectBuffer depthFrameData = depthFrame.LockImageBuffer())
                {
                    this.coordinateMapper.MapColorFrameToDepthSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        this.colorMappedToDepthPoints);
                }

                depthFrame.Dispose();
                depthFrame = null;

                this.liveBitmap.Lock();
                isBitmapLocked = true;

                colorFrame.CopyConvertedFrameDataToIntPtr(this.liveBitmap.BackBuffer, this.bitmapBackBufferSize, ColorImageFormat.Bgra);

                colorFrame.Dispose();
                colorFrame = null;

                using (KinectBuffer bodyIndexData = bodyIndexFrame.LockImageBuffer())
                {
                    unsafe
                    {
                        byte *bodyIndexDataPointer = (byte *)bodyIndexData.UnderlyingBuffer;

                        int colorMappedToDepthPointCount = this.colorMappedToDepthPoints.Length;

                        fixed(DepthSpacePoint *colorMappedToDepthPointsPointer = this.colorMappedToDepthPoints)
                        {
                            uint *bitmapPixelsPointer = (uint *)this.liveBitmap.BackBuffer;

                            for (int colorIndex = 0; colorIndex < colorMappedToDepthPointCount; ++colorIndex)
                            {
                                float colorMappedToDepthX = colorMappedToDepthPointsPointer[colorIndex].X;
                                float colorMappedToDepthY = colorMappedToDepthPointsPointer[colorIndex].Y;

                                if (!float.IsNegativeInfinity(colorMappedToDepthX) &&
                                    !float.IsNegativeInfinity(colorMappedToDepthY))
                                {
                                    int depthX = (int)(colorMappedToDepthX + 0.5f);
                                    int depthY = (int)(colorMappedToDepthY + 0.5f);

                                    if ((depthX >= 0) && (depthX < depthWidth) && (depthY >= 0) && (depthY < depthHeight))
                                    {
                                        int depthIndex = (depthY * depthWidth) + depthX;
                                        if (bodyIndexDataPointer[depthIndex] != 0xff)
                                        {
                                            continue;
                                        }
                                    }
                                }

                                bitmapPixelsPointer[colorIndex] = 0;
                            }
                        }

                        this.liveBitmap.AddDirtyRect(new Int32Rect(0, 0, this.liveBitmap.PixelWidth, this.liveBitmap.PixelHeight));
                    }
                }
            }
            finally
            {
                if (isBitmapLocked)
                {
                    this.liveBitmap.Unlock();
                }
                if (depthFrame != null)
                {
                    depthFrame.Dispose();
                }
                if (colorFrame != null)
                {
                    colorFrame.Dispose();
                }
                if (bodyIndexFrame != null)
                {
                    bodyIndexFrame.Dispose();
                }
                if (bodyFrame != null)
                {
                    bodyFrame.Dispose();
                }
            }
        }
예제 #24
0
        void GreenScreenMappingDepthToColorSplats(ref DepthFrame depthFrame, ref ColorFrame colorFrame, ref BodyIndexFrame bodyIndexFrame, int depthWidth, int depthHeight, int colorWidth, int colorHeight)
        {
            m_stopwatch.Restart();

            using (KinectBuffer depthFrameData = depthFrame.LockImageBuffer()) {
                // Need to know the color space point for each depth space point, but this is much less data
                // and much faster to compute than mapping the other way
                m_coordinateMapper.MapDepthFrameToColorSpaceUsingIntPtr(
                    depthFrameData.UnderlyingBuffer,
                    depthFrameData.Size,
                    m_depthToColorSpacePoints);
            }

            m_depthMapTimer.Update(m_stopwatch.ElapsedMilliseconds);
            m_stopwatch.Restart();

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

            lock (m_displayPixels) { // [KinectThread] avoid racing display buffer refresh with render (can cause missing images)

                // have to clear the display pixels so we can copy only the BGRA image of the player(s)
                Array.Clear(m_displayPixels, 0, m_displayPixels.Length);

                unsafe {
                    fixed (byte* colorFrameDataPtr = &m_colorFrameData[0]) {
                        colorFrame.CopyConvertedFrameDataToIntPtr(new IntPtr(colorFrameDataPtr), (uint)m_colorFrameData.Length, ColorImageFormat.Bgra);
                    }
                }

                // done with the colorFrame
                colorFrame.Dispose();
                colorFrame = null;

                m_colorCopyTimer.Update(m_stopwatch.ElapsedMilliseconds);
                m_stopwatch.Restart();

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

                        int colorMappedToDepthPointCount = m_colorToDepthSpacePoints.Length;

                        fixed (ColorSpacePoint* depthMappedToColorPointsPointer = m_depthToColorSpacePoints) {
                            fixed (byte* bitmapPixelsBytePointer = &m_displayPixels[0]) {
                                fixed (byte* sourcePixelsBytePointer = &m_colorFrameData[0]) {
                                    uint* bitmapPixelsPointer = (uint*)bitmapPixelsBytePointer;
                                    uint* sourcePixelsPointer = (uint*)sourcePixelsBytePointer;

                                    // We don't go all the way to the edge of the depth buffer, to eliminate a chance
                                    // that a splat will go outside the edge of the color buffer when mapped to color
                                    // space.  In the x direction this will never happen anyway since the depth FOV
                                    // is so much narrower than the color FOV.
                                    const int Margin = 2;
                                    for (int y = Margin; y < depthHeight - Margin; y++) {
                                        for (int x = 0; x < depthWidth; x++) {
                                            // Scan forwards until we find a non-0xff value in the body index data.
                                            int depthIndex = y * depthWidth + x;
                                            if (bodyIndexDataPointer[depthIndex] != 0xff) {
                                                int depthIndex2 = depthIndex;
                                                // We found the beginning of a horizontal run of player pixels.
                                                // Scan to the end.
                                                int runWidth;
                                                for (runWidth = 1; runWidth + x < depthWidth; runWidth++) {
                                                    depthIndex2++;
                                                    if (bodyIndexDataPointer[depthIndex2] == 0xff) {
                                                        break;
                                                    }
                                                }
                                                
                                                // Now splat from (x, y) to (x + runWidth, y)
                                                float depthMappedToColorLeftX = depthMappedToColorPointsPointer[depthIndex].X;
                                                float depthMappedToColorLeftY = depthMappedToColorPointsPointer[depthIndex].Y;
                                                float depthMappedToColorRightX = depthMappedToColorPointsPointer[depthIndex2 - 1].X;
                                                float depthMappedToColorRightY = depthMappedToColorPointsPointer[depthIndex2 - 1].Y;

                                                // Now copy color pixels along that rectangle.
                                                const int splatHMargin = 2; // X margin of splat rectangle in color pixels
                                                const int splatVMargin = 3; // Y margin of splat rectangle in color pixels
                                                int minX = (int)Math.Min(depthMappedToColorLeftX, depthMappedToColorRightX) - splatHMargin;
                                                int minY = (int)Math.Min(depthMappedToColorLeftY, depthMappedToColorRightY) - splatVMargin;
                                                int maxX = (int)Math.Max(depthMappedToColorLeftX, depthMappedToColorRightX) + splatHMargin;
                                                int maxY = (int)Math.Max(depthMappedToColorLeftY, depthMappedToColorRightY) + splatVMargin;

                                                // Some edge of screen situations can result in color space points that are negative or otherwise
                                                // actually outside the color space coordinate range.
                                                Clamp(ref minX, colorWidth - 1);
                                                Clamp(ref minY, colorHeight - 1);
                                                Clamp(ref maxX, colorWidth - 1);
                                                Clamp(ref maxY, colorHeight - 1);

                                                for (int colorY = minY; colorY < maxY; colorY++) {
                                                    int colorIndex = colorY * colorWidth + minX;
                                                    for (int colorX = minX; colorX < maxX; colorX++) {
                                                        bitmapPixelsPointer[colorIndex] = sourcePixelsPointer[colorIndex];
                                                        colorIndex++;
                                                    }
                                                }

                                                x += runWidth;                          
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }

                // Done with bodyIndexFrame
                bodyIndexFrame.Dispose();
                bodyIndexFrame = null;                
            }

            m_colorScanTimer.Update(m_stopwatch.ElapsedMilliseconds);
            m_stopwatch.Restart();

            m_displayTexture.SetData(m_displayPixels);

            m_textureSetDataTimer.Update(m_stopwatch.ElapsedMilliseconds);
            m_stopwatch.Restart();

            Spam.TopLine1 = string.Format("depth map: {0} msec; color copy: {1} msec; color scan: {2} msec; texture set: {3} msec",
                m_depthMapTimer.Average,
                m_colorCopyTimer.Average,
                m_colorScanTimer.Average,
                m_textureSetDataTimer.Average);
        }
예제 #25
0
        /// <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)
        {
            double   fps         = 0;
            TimeSpan elapsedSpan = new TimeSpan(DateTime.Now.Ticks - this.timestamp.Ticks);

            if (elapsedSpan.Milliseconds < (1000f / MAX_FPS))
            {
                return;
            }
            fps            = 1000f / elapsedSpan.Milliseconds;
            this.timestamp = DateTime.Now;

            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;
                }

                FrameDescription colorFrameDescription = colorFrame.FrameDescription;

                // Process Depth
                FrameDescription depthFrameDescription = depthFrame.FrameDescription;

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

                    this.coordinateMapper.MapDepthFrameToColorSpaceUsingIntPtr(
                        depthFrameData.UnderlyingBuffer,
                        depthFrameData.Size,
                        this.depthMappedToColorPoints);
                }

                ushort[] depthData = new ushort[depthWidth * depthHeight];

                depthFrame.CopyFrameDataToArray(depthData);

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

                // Process Color

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

                colorFrame.CopyConvertedFrameDataToIntPtr(this.bitmap.BackBuffer, this.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;

                        BodyRect[] bodys = new BodyRect[BODY_MAX_NUMBER];
                        for (byte i = 0; i < BODY_MAX_NUMBER; ++i)
                        {
                            bodys[i] = new BodyRect(int.MaxValue, 0, 0, int.MaxValue);
                        }

                        int colorMappedToDepthPointCount = this.colorMappedToDepthPoints.Length;

                        // use canny algorithm to detect edge...
                        Stopwatch watch  = Stopwatch.StartNew();
                        byte[]    result = EdgeDetection.Canny(bodyIndexData.UnderlyingBuffer, depthWidth, depthHeight);
                        watch.Stop();

                        List <Location> points = new List <Location>();
                        points.Add(transformToLocation(440, 200, depthData));
                        points.Add(transformToLocation(420, 230, depthData));
                        points.Add(transformToLocation(470, 220, depthData));
                        points.Add(transformToLocation(460, 300, depthData));
                        points.Add(transformToLocation(400, 280, depthData));
                        points.Add(transformToLocation(370, 280, depthData));
                        Plane  plane    = PlaneDetection.calc(points);
                        double angel    = Math.Abs(Math.Atan(-1 / plane.k));
                        double distance = plane.b * Math.Sin(angel);

                        string output = string.Format("fps: {0:F}, It takes {1:F} ms for Canny. k: {2:F}, b: {3:F}, angel: {4:F}, distance: {5:F}",
                                                      fps, watch.ElapsedMilliseconds, plane.k, plane.b, angel * 180 / Math.PI, distance);
                        processStatusUpdated(output);

                        fixed(byte *cannyResult = &result[0])
                        fixed(DepthSpacePoint * colorMappedToDepthPointsPointer = this.colorMappedToDepthPoints)
                        {
                            // Treat the color data as 4-byte pixels
                            uint *bitmapPixelsPointer = (uint *)this.bitmap.BackBuffer;

                            // Loop over each row and column of the color image
                            for (int y = 0; y < colorHeight; ++y)
                            {
                                for (int x = 0; x < colorWidth; ++x)
                                {
                                    DepthSpacePoint depthPoint          = getDepthPoint(x, y);
                                    float           colorMappedToDepthX = depthPoint.X;
                                    float           colorMappedToDepthY = depthPoint.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 (cannyResult[depthIndex] > 0)
                                            {
                                                bitmapPixelsPointer[y * colorWidth + x] = 0xffff0000;
                                            }

                                            // If we are tracking a body for the current pixel, ...
                                            int bodyIndex = bodyIndexDataPointer[depthIndex];
                                            if (bodyIndex != 0xff)
                                            {
                                                // justify whether this point is true body
                                                uint count = 0;

                                                if (bodyIndex == bodyIndexDataPointer[(depthY - 1) * depthWidth + (depthX - 1)])
                                                {
                                                    count++;
                                                }
                                                if (bodyIndex == bodyIndexDataPointer[(depthY) * depthWidth + (depthX + 1)])
                                                {
                                                    count++;
                                                }
                                                if (bodyIndex == bodyIndexDataPointer[(depthY + 1) * depthWidth + (depthX)])
                                                {
                                                    count++;
                                                }
                                                if (count == 3)
                                                {
                                                    bodys[bodyIndex].top    = Math.Min(bodys[bodyIndex].top, y);
                                                    bodys[bodyIndex].bottom = Math.Max(bodys[bodyIndex].bottom, y);
                                                    bodys[bodyIndex].left   = Math.Min(bodys[bodyIndex].left, x);
                                                    bodys[bodyIndex].right  = Math.Max(bodys[bodyIndex].right, x);
                                                }

                                                //for (uint j = 0; j < 3; ++j)
                                                //    for (uint i = 0; i < 3; ++i)
                                                //        if (bodyIndex == bodyIndexDataPointer[(depthY - 1 + j) * depthWidth + (depthX - 1 + i)])
                                                //            count++;
                                                //if (count > 7) {
                                                //    bodys[bodyIndex].top    = Math.Min(bodys[bodyIndex].top, y);
                                                //    bodys[bodyIndex].bottom = Math.Max(bodys[bodyIndex].bottom, y);
                                                //    bodys[bodyIndex].left   = Math.Min(bodys[bodyIndex].left, x);
                                                //    bodys[bodyIndex].right  = Math.Max(bodys[bodyIndex].right, x);
                                                //}
                                            }
                                            continue;
                                        }
                                    }
                                }
                            }
                        }

                        for (int i = 0; i < points.Count; ++i)
                        {
                            ColorSpacePoint point = getColorPoint(points[i].depthFrameX, points[i].depthFrameY);
                            if (point.X != Double.NegativeInfinity)
                            {
                                DrawPoint(this.bitmap, point);
                            }
                        }

                        List <Location> locations   = new List <Location>();
                        BodyRect        initialBody = new BodyRect(int.MaxValue, 0, 0, int.MaxValue);
                        for (uint i = 0; i < BODY_MAX_NUMBER; i++)
                        {
                            BodyRect body = bodys[i];
                            if (!body.Equals(initialBody))
                            {
                                DrawRect(this.bitmap, body.top, body.right, body.bottom, body.left);

                                // calculate the actual location of this body
                                DepthSpacePoint point = getDepthPoint((body.right + body.left) / 2, (body.bottom + body.top) / 2);
                                Location        loc   = transformToLocation(point, depthData, true);
                                if (loc.depth > 0)
                                {
                                    locations.Add(loc);
                                }
                            }
                        }

                        locationUpdated(locations.ToArray());

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

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

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

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