Пример #1
0
        public void DrawStickFigure(ref WriteableBitmap image, DepthGenerator depthGenerator, DepthMetaData data,
                                    UserGenerator userGenerator, Ray3D[] rays)
        {
            Point3D corner = new Point3D(data.XRes, data.YRes, data.ZRes);

            corner = depthGenerator.ConvertProjectiveToRealWorld(corner);
            this.depthGenerator = depthGenerator;

            int nXRes = data.XRes;
            int nYRes = data.YRes;

            // TODO: Fix these.

            /*foreach (Ray3D ray in rays)
             * {
             *  if (ray != null)
             *  {
             *      int[] p0 = ray.point0();
             *      int[] p1 = ray.point1();
             *      DrawTheLine(ref image, p0, p1);
             *  }
             * }*/

            int[] users = userGenerator.GetUsers();
            foreach (int user in users)
            {
                if (userGenerator.SkeletonCapability.IsTracking(user))
                {
                    DrawSingleUser(ref image, user, userGenerator, corner);
                }
            }
        }
Пример #2
0
        public void getData()
        {
            context.WaitOneUpdateAll(depth);
            depth.GetMetaData(depthMD);

            System.Windows.Media.Media3D.Point3D u_new, u_real, f, c;
            c = new System.Windows.Media.Media3D.Point3D(0, 0, centerpointDepth);

            OpenNI.Point3D newF;
            newF = Change(depthMD, backgroundDepthMD);         //returns the pixal pos

            if (newF.X != 0 && newF.Z != 0 && newF.Z != 0)
            {
                newF = depth.ConvertProjectiveToRealWorld(newF);

                f     = new System.Windows.Media.Media3D.Point3D(newF.X, newF.Y, newF.Z); // the point of intress
                u_new = Translation(f, c);                                                //A translation that brings point 1 to the origin

                float d = Distance(scene.Floor, newF);

                double angleInRadians  = (Math.PI / 180) * angleBetween;;
                double angleInRadiansY = (Math.PI / 180) * angleBetweenY;;
                var    matrix          = NewRotateAroundX(angleInRadians);  // Rotation around the origin by the required angle
                matrix = NewRotateAroundY(angleInRadiansY);
                u_real = Multiplication(matrix, u_new);


                //Console.WriteLine("new U   {0}, {1}, {2} ", (int)u_new.X, (int)u_new.Y, (int)u_new.Z);
                //Console.WriteLine("u_real , {1}, {2} and {3} distance {4}", depthMD.FrameID, (int)u_real.X, (int)u_real.Y, (int)u_real.Z, d);
                xYDepth = new System.Windows.Media.Media3D.Point3D(u_real.X, u_real.Y, d);
            }
        }
Пример #3
0
        public void DrawStickFigure(ref WriteableBitmap image, DepthGenerator depthGenerator, DepthMetaData data, UserGenerator userGenerator)
        {
            Point3D corner = new Point3D(data.XRes, data.YRes, data.ZRes);

            corner = depthGenerator.ConvertProjectiveToRealWorld(corner);
            this.depthGenerator = depthGenerator;

            int nXRes = data.XRes;
            int nYRes = data.YRes;

            int[] users = userGenerator.GetUsers();
            foreach (int user in users)
            {
                if (userGenerator.SkeletonCapability.IsTracking(user))
                {
                    DrawSingleUser(ref image, user, userGenerator, corner);
                }
            }
        }
Пример #4
0
    private void UpdateVertices(int YScaled, int XScaled)
    {
        int depthIndex = 0;

        UnityEngine.Profiling.Profiler.BeginSample("UpdateVertices");

        UnityEngine.Profiling.Profiler.BeginSample("FillPoint3Ds");
        DepthGenerator dg       = OpenNIContext.Instance.Depth;
        short          maxDepth = (short)OpenNIContext.Instance.Depth.DeviceMaxDepth;
        Vector3        vec      = new Vector3();
        Point3D        pt       = new Point3D();

        for (int y = 0; y < YScaled; y++)
        {
            for (int x = 0; x < XScaled; x++, depthIndex += factorX)
            {
                short pixel = rawDepthMap[depthIndex];
                if (pixel == 0)
                {
                    pixel = maxDepth;             // if there's no depth,  default to max depth
                }
                // RW coordinates
                pt.X = x * factorX;
                pt.Y = y * factorY;
                pt.Z = pixel;
                pts[x + y * XScaled] = pt; // in structs, assignment is a copy, so modifying the same variable
                                           // every iteration is okay
            }
            // Skip lines
            depthIndex += (factorY - 1) * XRes;
        }
        UnityEngine.Profiling.Profiler.EndSample();
        UnityEngine.Profiling.Profiler.BeginSample("ProjectiveToRW");
        if (RealWorldPoints)
        {
            pts = dg.ConvertProjectiveToRealWorld(pts);
        }
        else
        {
            for (int i = 0; i < pts.Length; i++)
            {
                pts[i].X -= XRes / 2;
                pts[i].Y  = (YRes / 2) - pts[i].Y; // flip Y axis in projective
            }
        }
        UnityEngine.Profiling.Profiler.EndSample();
        UnityEngine.Profiling.Profiler.BeginSample("PointsToVertices");
        for (int y = 0; y < YScaled; y++)
        {
            for (int x = 0; x < XScaled; x++)
            {
                pt    = pts[x + y * XScaled];
                vec.x = pt.X * gridScale.x;
                vec.y = pt.Y * gridScale.y;
                vec.z = -pt.Z * gridScale.z;
                verts[y * XScaled + x] = vec;
            }
        }
        UnityEngine.Profiling.Profiler.EndSample();
        UnityEngine.Profiling.Profiler.BeginSample("AssignVerticesToMesh");
        mesh.vertices = verts;
        UnityEngine.Profiling.Profiler.EndSample();

        UnityEngine.Profiling.Profiler.EndSample();
    }