Kinect: refactored some small things and added experimental handling of Depth and RGB images

This commit is contained in:
Glatzemann 2011-11-09 08:56:37 +00:00
parent 9e5d0858c5
commit 99a5923fa4
8 changed files with 158 additions and 35 deletions

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@ -276,8 +276,9 @@
<Compile Include="Input\KeyboardState.cs" />
<Compile Include="Input\Keys.cs" />
<Compile Include="Input\KeyState.cs" />
<Compile Include="Input\MotionSensingDevice.cs" />
<Compile Include="Input\MotionSensingDeviceState.cs" />
<Compile Include="Input\MotionSensing\MotionSensingDevice.cs" />
<Compile Include="Input\MotionSensing\MotionSensingDeviceState.cs" />
<Compile Include="Input\MotionSensing\MotionSensingDeviceType.cs" />
<Compile Include="Input\Mouse.cs" />
<Compile Include="Input\MouseState.cs" />
<Compile Include="Input\Touch\GestureSample.cs" />

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@ -1,6 +1,7 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
#endregion // Using Statements
@ -53,7 +54,7 @@ using ANX.Framework.NonXNA;
#if XNAEXT
namespace ANX.Framework.Input
namespace ANX.Framework.Input.MotionSensing
{
public class MotionSensingDevice
{
@ -64,12 +65,30 @@ namespace ANX.Framework.Input
motionSensingDevice = AddInSystemFactory.Instance.GetCurrentCreator<IInputSystemCreator>().MotionSensingDevice;
}
public GraphicsDevice GraphicsDevice
{
get
{
return motionSensingDevice.GraphicsDevice;
}
set
{
motionSensingDevice.GraphicsDevice = value;
}
}
public static MotionSensingDeviceType DeviceType
{
get
{
return motionSensingDevice.DeviceType;
}
}
public static MotionSensingDeviceState GetState()
{
return motionSensingDevice.GetState();
}
}
}

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@ -52,13 +52,12 @@ using ANX.Framework.Graphics;
#endregion // License
#if XNAEXT
namespace ANX.Framework.Input
namespace ANX.Framework.Input.MotionSensing
{
public struct MotionSensingDeviceState
{
private Texture pRGB;
private Texture pDeepth;
private Texture2D pRGB;
private Texture2D pDepth;
private Vector3 pHipCenter;
private Vector3 pSpine;
@ -83,8 +82,8 @@ namespace ANX.Framework.Input
private Vector3 pCount;
public Texture RGB { get { return this.pRGB; } }
public Texture Derpth { get { return this.pDeepth; } }
public Texture2D RGB { get { return this.pRGB; } }
public Texture2D Derpth { get { return this.pDepth; } }
public Vector3 HipCenter { get { return this.pHipCenter; } }
public Vector3 Spine { get { return this.pSpine; } }
@ -109,11 +108,11 @@ namespace ANX.Framework.Input
public Vector3 Count { get { return this.pCount; } }
public MotionSensingDeviceState(Texture _RGB, Texture _Deepth, Vector3 _HipCenter, Vector3 _Spine, Vector3 _ShoulderCenter, Vector3 _Head, Vector3 _ShoulderLeft,
public MotionSensingDeviceState(Texture2D _RGB, Texture2D _Depth, Vector3 _HipCenter, Vector3 _Spine, Vector3 _ShoulderCenter, Vector3 _Head, Vector3 _ShoulderLeft,
Vector3 _ElbowLeft, Vector3 _WristLeft, Vector3 _HandLeft, Vector3 _ShoulderRight, Vector3 _ElbowRight, Vector3 _WristRight, Vector3 _HandRight, Vector3 _HipLeft, Vector3 _KneeLeft, Vector3 _AnkleLeft, Vector3 _FootLeft, Vector3 _HipRight, Vector3 _KneeRight, Vector3 _AnkleRight, Vector3 _FootRight, Vector3 _Count)
{
pRGB = _RGB;
pDeepth = _Deepth;
pDepth = _Depth;
pHipCenter = _HipCenter;
pSpine = _Spine;

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@ -0,0 +1,61 @@
#region Using Statements
using System;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
#if XNAEXT
namespace ANX.Framework.Input.MotionSensing
{
public enum MotionSensingDeviceType
{
Kinect,
}
}
#endif

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@ -1,6 +1,8 @@
#region Using Statements
using System;
using ANX.Framework.Input;
using ANX.Framework.Input.MotionSensing;
using ANX.Framework.Graphics;
#endregion // Using Statements
@ -54,8 +56,12 @@ using ANX.Framework.Input;
#if XNAEXT
namespace ANX.Framework.NonXNA
{
public interface IMotionSensingDevice
public interface IMotionSensingDevice
{
GraphicsDevice GraphicsDevice { get; set; }
MotionSensingDeviceType DeviceType { get; }
MotionSensingDeviceState GetState();
}
}

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@ -6,7 +6,7 @@
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{E5D69E75-D77C-493F-BBDA-6F9E73B82549}</ProjectGuid>
<OutputType>Exe</OutputType>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ANX.InputSystem.Windows.Kinect</RootNamespace>
<AssemblyName>ANX.InputSystem.Windows.Kinect</AssemblyName>

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@ -67,11 +67,6 @@ namespace ANX.InputSystem.Windows.Kinect
factory.AddCreator(this);
}
public IMotionSensingDevice Kinect
{
get { return new Kinect(); }
}
#region IInputSystemCreator Member
public IGamePad GamePad
@ -86,7 +81,7 @@ namespace ANX.InputSystem.Windows.Kinect
public IMotionSensingDevice MotionSensingDevice
{
get { return null; }
get { return new Kinect(); }
}
#endregion

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@ -1,11 +1,15 @@
using System;
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using Microsoft.Research.Kinect.Nui;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using Microsoft.Research.Kinect.Nui;
using ANX.Framework.Input.MotionSensing;
#endregion // Using Statements
#region License
@ -57,17 +61,21 @@ using ANX.Framework.Graphics;
namespace ANX.InputSystem.Windows.Kinect
{
public class Kinect:IMotionSensingDevice
public class Kinect : IMotionSensingDevice
{
#region Private Members
private Runtime pNui;
private Vector3[] cache;
private Texture rgb;
private Texture deepth;
private GraphicsDevice graphicsDevice;
private Texture2D rgb;
private Texture2D depth;
#endregion // Private Members
public Kinect()
{
pNui = new Runtime();
pNui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex |
RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseColor);
pNui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseColor);
pNui.SkeletonEngine.TransformSmooth = true;
this.cache = new Vector3[21];
@ -89,19 +97,36 @@ namespace ANX.InputSystem.Windows.Kinect
pNui.SkeletonEngine.SmoothParameters = parameters;
pNui.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(pNui_SkeletonFrameReady);
// pNui.DepthFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_DepthFrameReady);
// pNui.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_VideoFrameReady);
pNui.DepthFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_DepthFrameReady);
pNui.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_VideoFrameReady);
}
void pNui_VideoFrameReady(object sender, ImageFrameReadyEventArgs e)
{
throw new NotImplementedException();
if (this.graphicsDevice != null)
{
if (this.rgb == null)
{
this.rgb = new Texture2D(this.graphicsDevice, e.ImageFrame.Image.Width, e.ImageFrame.Image.Height);
}
//TODO: this works only if the image is in RGBA32 Format. Other formats does need a conversion first.
this.rgb.SetData<byte>(e.ImageFrame.Image.Bits);
}
}
void pNui_DepthFrameReady(object sender, ImageFrameReadyEventArgs e)
{
throw new NotImplementedException();
if (this.graphicsDevice != null)
{
if (this.depth == null)
{
this.depth = new Texture2D(this.graphicsDevice, e.ImageFrame.Image.Width, e.ImageFrame.Image.Height);
}
//TODO: this works only if the image is in RGBA32 Format. Other formats does need a conversion first.
this.rgb.SetData<byte>(e.ImageFrame.Image.Bits);
}
}
private void pNui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
@ -130,11 +155,28 @@ namespace ANX.InputSystem.Windows.Kinect
return new Vector3(vector.X, vector.Y, vector.Z);
}
public ANX.Framework.Input.MotionSensingDeviceState GetState()
public MotionSensingDeviceState GetState()
{
return new Framework.Input.MotionSensingDeviceState(rgb, deepth, cache[0], cache[1], cache[2], cache[3], cache[4], cache[5], cache[6], cache[7], cache[8], cache[9], cache[10],cache[11], cache[12], cache[13], cache[14], cache[15], cache[16], cache[17], cache[18], cache[19], cache[20]);
return new MotionSensingDeviceState(rgb, depth, cache[0], cache[1], cache[2], cache[3], cache[4], cache[5], cache[6], cache[7], cache[8], cache[9], cache[10],cache[11], cache[12], cache[13], cache[14], cache[15], cache[16], cache[17], cache[18], cache[19], cache[20]);
}
public GraphicsDevice GraphicsDevice
{
get
{
return graphicsDevice;
}
set
{
graphicsDevice = value;
}
}
public MotionSensingDeviceType DeviceType
{
get { return MotionSensingDeviceType.Kinect; }
}
}
}