示例#1
0
    /*! Convert Kinect's 2D position to Unity's Vector2
     * Kinect reads and stores body joints using its own "Joint" structure. For displaying and further 2D analysis purposes,
     * we need to convert to Unity's Vector2 structure.
     *
     * \param kinectJoint Position of the body joints in Kinect's Joint structure.
     * \param scale Size of the screen where the model will be placed.
     * \param position Position of the screen where the model will be placed.
     * \return Position of the body joints in Unity's Vector2 structure, more suitable for further analysis.
     */
    public static UnityEngine.Vector2[] convertToUnity2DPosition(Dictionary <JointType, Windows.Kinect.Joint> kinectJoint, UnityEngine.Vector2 scale, UnityEngine.Vector2 position)
    {
        // CameraSpacePoint is a representation of 3D position. The units are in meters.
        // CameraSpacePoint is part of Kinect's Joint structure, so we need to first extract only the vector of 3D positions.
        CameraSpacePoint[] cameraPoints = new CameraSpacePoint[25];
        for (JointType jt = JointType.SpineBase; jt <= JointType.ThumbRight; jt++)
        {
            cameraPoints[(int)jt] = kinectJoint[jt].Position;
        }

        // ColorSpacePoint is a representation of 2D position.
        // Kinect maps 3D points to 2D points
        ColorSpacePoint[] colorPoints = new ColorSpacePoint[25];
        _Mapper.MapCameraPointsToColorSpace(cameraPoints, colorPoints);

        // Vector2 is Unity's representation of a 2D position.
        // The conversion involves the scaling to the screen where the rendering will happen.
        UnityEngine.Vector2[] colorJointPosition = new UnityEngine.Vector2[25];
        for (JointType jt = JointType.SpineBase; jt <= JointType.ThumbRight; jt++)
        {
            colorJointPosition[(int)jt]   = new UnityEngine.Vector2(colorPoints[(int)jt].X, colorPoints[(int)jt].Y);
            colorJointPosition[(int)jt].x = (colorJointPosition[(int)jt].x * scale.x / 1920.0f) - scale.x / 2.0f + position.x;
            colorJointPosition[(int)jt].y = scale.y / 2.0f - (colorJointPosition[(int)jt].y * scale.y / 1080.0f) + position.y;
        }
        return(colorJointPosition);
    }
示例#2
0
        public double[][] CameraToColor(double[][] points)
        {
            CameraSpacePoint[] cameraSpacePoints = new CameraSpacePoint[points.Length];
            ColorSpacePoint[]  colorSpacePoints  = new ColorSpacePoint[points.Length];
            CameraSpacePoint   cameraSpacePoint;
            ColorSpacePoint    colorSpacePoint;

            double[]   point;
            double[][] colorSpacePointsRes = new double[colorSpacePoints.Length][];

            for (int i = 0; i < points.Length; i++)
            {
                point = points[i];
                if (point != null)
                {
                    cameraSpacePoint.X   = (float)point[0];
                    cameraSpacePoint.Y   = (float)point[1];
                    cameraSpacePoint.Z   = (float)point[2];
                    cameraSpacePoints[i] = cameraSpacePoint;
                }
            }


            mapper.MapCameraPointsToColorSpace(cameraSpacePoints, colorSpacePoints);

            for (int i = 0; i < colorSpacePoints.Length; i++)
            {
                colorSpacePoint = colorSpacePoints[i];
                if (colorSpacePoint != null && points[i] != null)
                {
                    point = new double[3];

                    point[0] = colorSpacePoint.X;
                    point[1] = colorSpacePoint.Y;
                    point[2] = points[i][2];


                    colorSpacePointsRes[i] = point;
                }
                else
                {
                    colorSpacePointsRes[i] = null;
                }
            }


            return(colorSpacePointsRes);
        }
示例#3
0
        public static void calculateProject( CoordinateMapper coordinateMapper, String outputFilename)
        {
            CameraSpacePoint[] spacePointBasics = new CameraSpacePoint[] {
                new CameraSpacePoint { X = -0.1f, Y = 0.0f, Z = 1.0f },
                new CameraSpacePoint { X = -0.7f, Y = 0.0f, Z = 1.0f },
                new CameraSpacePoint { X = 0.0f, Y = -0.1f, Z = 1.0f },
                new CameraSpacePoint { X = 0.0f, Y = -0.7f, Z = 1.0f },
                new CameraSpacePoint { X = 0.7f, Y = 0.0f, Z = 1.0f },
                new CameraSpacePoint { X = 0.35f, Y = 0.0f, Z = 1.0f },
                new CameraSpacePoint { X = 0.0f, Y = 0.3f, Z = 1.0f },
                new CameraSpacePoint { X = 0.0f, Y = 0.0f, Z = 1.0f },

                //Skeleton_Joint_Locations 0.51399,0.163888,1.20627,0.494376,0.362051,1.19127
                new CameraSpacePoint { X = 0.51399f, Y = 0.163888f, Z = 1.20627f },
                new CameraSpacePoint { X = 0.494376f, Y = 0.362051f, Z = 1.19127f },

                //Skeleton_Joint_Locations_Orig 0.534418,-0.159339,1.38631,0.523629,0.0243074,1.30818 
                new CameraSpacePoint { X = 0.534418f, Y = -0.159339f, Z = 1.38631f },
                new CameraSpacePoint { X = 0.523629f, Y = 0.0243074f, Z = 1.30818f }, };

            DepthSpacePoint[] spaceBasicToDepth = new DepthSpacePoint[spacePointBasics.Count()];

            coordinateMapper.MapCameraPointsToDepthSpace(spacePointBasics, spaceBasicToDepth);

            ColorSpacePoint[] spaceBasicToColor = new ColorSpacePoint[spacePointBasics.Count()];

            coordinateMapper.MapCameraPointsToColorSpace(spacePointBasics, spaceBasicToColor);

            ColorSpacePoint[] spaceBasicToDepthToColor = new ColorSpacePoint[spacePointBasics.Count()];

            coordinateMapper.MapDepthPointsToColorSpace(spaceBasicToDepth, Enumerable.Repeat((ushort)1000, spacePointBasics.Count()).ToArray(), spaceBasicToDepthToColor);

            Console.WriteLine("Camera space points to depth space points");
            foreach (var t in spaceBasicToDepth)
            {
                Console.WriteLine(t.ToSString());
            }


            Console.WriteLine("Camera space points to color space points");
            foreach (var t in spaceBasicToColor)
            {
                Console.WriteLine(t.ToSString());
            }
            Console.WriteLine("Camera space points to depth space points then to color space points");
            foreach (var t in spaceBasicToDepthToColor)
            {
                Console.WriteLine(t.ToSString());
            }

            DepthSpacePoint[] depthBasics = new DepthSpacePoint[]
            {
                new DepthSpacePoint() {  X = 0.0f, Y = 30.0f },
                new DepthSpacePoint() {  X = 0.0f, Y = 380.0f },
                new DepthSpacePoint() {  X = 511.0f, Y = 30.0f },
                new DepthSpacePoint() {  X = 511.0f, Y = 380.0f },
                new DepthSpacePoint() {  X = 262.7343f, Y = 203.6235f }, // Center of origin
            };

            int noOfPoints = depthBasics.Count();
            ColorSpacePoint[] depthBasicToColor = new ColorSpacePoint[noOfPoints];
            CameraSpacePoint[] depthBasicToCamera = new CameraSpacePoint[noOfPoints];

            // Depth used for depth field are the same as z-axis
            // Not the distance from IR sensor to the point
            ushort[] distances = new ushort[] { 1, 10, 100, 1000, 2000, 40000 };
            foreach (var distance in distances)
            {
                coordinateMapper.MapDepthPointsToColorSpace(depthBasics, Enumerable.Repeat(distance, noOfPoints).ToArray(), depthBasicToColor);

                Console.WriteLine("Projection from depth to color ");
                Console.WriteLine("z-axis = " + distance);
                foreach (var point in depthBasicToColor)
                {
                    Console.WriteLine(point.ToSString());
                }

                coordinateMapper.MapDepthPointsToCameraSpace(depthBasics, Enumerable.Repeat(distance, noOfPoints).ToArray(), depthBasicToCamera);

                Console.WriteLine("Projection from depth to camera ");
                Console.WriteLine("z-axis = " + distance);
                foreach (var point in depthBasicToCamera)
                {
                    Console.WriteLine(point.ToSString());
                }

                for (int i = 0; i < noOfPoints; i++)
                {
                    Console.WriteLine(projectDepthPixelToCameraSpacePoint(new Point3(depthBasics[i].X, depthBasics[i].Y, distance)).ToSString());
                }
            }

            // Let's X_ir(P) being P.X in depth image, X_rgb(P) being P.X in RGB

            // The calculation here is just an estimation, doesn't take into account camera calibration
            // Solve the problem on the z-plane of 1 meter
            // Center of depth field has the same X, Y as the zero point of coordinate space
            System.Drawing.PointF centerDepthField_ir = new System.Drawing.PointF(spaceBasicToDepth[4].X, spaceBasicToDepth[4].Y);

            System.Drawing.PointF centerDepthField_rgb = new System.Drawing.PointF(spaceBasicToColor[4].X, spaceBasicToColor[4].Y);

            // It is difficult to get the center point of rgb field directly, so let's assume it is the center of rgb field

            System.Drawing.PointF centerRgbField_rgb = new System.Drawing.PointF(964.5f, 544.5f);

            // Vector from centerRgbFieldInRgb to centerDepthFieldInRgb
            System.Drawing.PointF translation = new System.Drawing.PointF(centerDepthField_rgb.X - centerRgbField_rgb.X,
                 centerDepthField_rgb.Y - centerRgbField_rgb.Y);

            // Ratio of depth unit / rgb unit
            float ratioX = (spaceBasicToDepth[2].X - centerDepthField_ir.X) / (spaceBasicToColor[2].X - centerDepthField_rgb.X);
            float ratioY = (spaceBasicToDepth[3].Y - centerDepthField_ir.Y) / (spaceBasicToColor[3].Y - centerDepthField_rgb.Y);

            ColorSpacePoint[,] shortRange = new ColorSpacePoint[512, 424];
            ColorSpacePoint[,] longRange = new ColorSpacePoint[512, 424];

            for ( int X = 0; X < 511; X ++ )
                for ( int Y = 0; Y < 423; Y ++ )
                {
                    Point3 p1 = new Point3 { X = X, Y = Y, Z = 500 };
                    Point3 p2 = new Point3 { X = X, Y = Y, Z = 8000 };

                    var p1Projected = coordinateMapper.MapDepthPointToColorSpace(new DepthSpacePoint { X = p1.X, Y = p1.Y }, (ushort)p1.Z);
                    var p2Projected = coordinateMapper.MapDepthPointToColorSpace(new DepthSpacePoint { X = p2.X, Y = p2.Y }, (ushort)p2.Z);

                    shortRange[X, Y] = p1Projected;
                    longRange[X, Y] = p2Projected;
                }
            
            // Write these projected points into a file
            if ( !File.Exists(COORDINATE_MAPPING) )
            {
                var coordinateWriter = new DepthCoordinateMappingWriter(COORDINATE_MAPPING);

                coordinateWriter.write(512, 424, 500, 8000, shortRange, longRange);
            }

            // Let's get a random space point with a depth
            Point3[] PointAs = new Point3[] { new Point3 { X = 300f, Y = 300f, Z = 500 },
                                                new Point3 { X = 400f, Y = 400f, Z = 500 },
                                                new Point3 { X = 300f, Y = 300f, Z = 1000 },
                                                new Point3 { X = 400f, Y = 400f, Z = 1000 },
                                                new Point3 { X = 300f, Y = 300f, Z = 2000 },
                                                new Point3 { X = 400f, Y = 400f, Z = 2000 },
                                                new Point3 { X = 100f, Y = 100f, Z = 1000 },
                                                new Point3 { X = 100f, Y = 100f, Z = 2000 },
                                                new Point3 { X = 0f, Y = 100f, Z = 1000 },
                                                new Point3 { X = 0f, Y = 100f, Z = 2000 },
                                                new Point3 { X = 50f, Y = 100f, Z = 1000 },
                                                new Point3 { X = 50f, Y = 100f, Z = 2000 },
                                                new Point3 { X = 50f, Y = 50f, Z = 1000 },
                                                new Point3 { X = 50f, Y = 50f, Z = 2000 },
                                                new Point3 { X = 500f, Y = 50f, Z = 1000 },
                                                new Point3 { X = 500f, Y = 50f, Z = 2000 },
                                                new Point3 { X = 10f, Y = 10f, Z = 1000 },
                                                new Point3 { X = 10f, Y = 10f, Z = 2000 },
                                                new Point3 { X = 500f, Y = 200f, Z = 1000 },
                                                new Point3 { X = 500f, Y = 200f, Z = 2000 },
                                                new Point3 { X = depthBasics[4].X, Y = depthBasics[4].Y, Z = 2000 },
                                                new Point3 { X = depthBasics[4].X, Y = depthBasics[4].Y, Z = 1000 },
                                                new Point3 { X = depthBasics[4].X, Y = depthBasics[4].Y, Z = 4000 },
                                                new Point3 { X = depthBasics[4].X, Y = depthBasics[4].Y, Z = 500 },
                                                new Point3 { X = spaceBasicToDepth[2].X, Y = spaceBasicToDepth[2].Y, Z = 1000 },
                                                new Point3 { X = spaceBasicToDepth[2].X, Y = spaceBasicToDepth[2].Y, Z = 2000 },
            };

            foreach (Point3 PointA in PointAs)
            {
                // Project randomDepthPoint using ray from IR camera on the 1-z plane
                // It still has X_ir = 300, y_ir = 300 

                System.Drawing.PointF projectedA_ir = new System.Drawing.PointF(PointA.X, PointA.Y);

                // Let's find projectedA_rgb
                System.Drawing.PointF projectedA_rgb = new System.Drawing.PointF(translation.X * 1000 / PointA.Z + (projectedA_ir.X - centerDepthField_ir.X) / ratioX + centerRgbField_rgb.X,
                                                                                   translation.Y * 1000 / PointA.Z + (projectedA_ir.Y - centerDepthField_ir.Y) / ratioY + centerRgbField_rgb.Y);

                // Test
                Console.WriteLine("======Test=====");
                Console.WriteLine(PointA.X + ", " + PointA.Y + ", " + PointA.Z);
                Console.WriteLine(projectedPoint(shortRange, longRange, 500, 8000, PointA));
                Console.WriteLine(projectedA_rgb);
                Console.WriteLine(coordinateMapper.MapDepthPointToColorSpace(new DepthSpacePoint { X = PointA.X, Y = PointA.Y }, (ushort)PointA.Z).ToSString());
            }
        }