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; #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. // // 2.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 namespace ANX.InputSystem.Windows.Kinect { public class Kinect:IMotionSensingDevice { private Runtime pNui; private Vector3[] cache; private Texture rgb; private Texture deepth; public Kinect() { pNui = new Runtime(); pNui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseColor); pNui.SkeletonEngine.TransformSmooth = true; this.cache = new Vector3[21]; //init for the first time for (int i = 0; i < 21; ++i) { this.cache[i]=Vector3.Zero; } //Added parameters which where used in our Kinect project var parameters = new TransformSmoothParameters { Smoothing = 0.5f, Correction = 0.2f, Prediction = 0.04f, JitterRadius = 0.9f, MaxDeviationRadius = 0.9f }; pNui.SkeletonEngine.SmoothParameters = parameters; pNui.SkeletonFrameReady += new EventHandler(pNui_SkeletonFrameReady); // pNui.DepthFrameReady += new EventHandler(pNui_DepthFrameReady); // pNui.VideoFrameReady += new EventHandler(pNui_VideoFrameReady); } void pNui_VideoFrameReady(object sender, ImageFrameReadyEventArgs e) { throw new NotImplementedException(); } void pNui_DepthFrameReady(object sender, ImageFrameReadyEventArgs e) { throw new NotImplementedException(); } private void pNui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { foreach (SkeletonData data in e.SkeletonFrame.Skeletons) { //Tracked that defines whether a skeleton is 'tracked' or not. //The untracked skeletons only give their position. if (SkeletonTrackingState.Tracked != data.TrackingState) continue; //Each joint has a Position property that is defined by a Vector4: (x, y, z, w). //The first three attributes define the position in camera space. //The last attribute (w) //gives the quality level (between 0 and 2) of the foreach (Joint joint in data.Joints) { if (joint.Position.W < 0.6f) return;// Quality check cache[(int)joint.ID] = toVector3(joint.Position); } } } private Vector3 toVector3(Vector vector) { //evtl -z return new Vector3(vector.X, vector.Y, vector.Z); } public ANX.Framework.Input.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]); } } }