2011-11-17 17:05:27 +00:00

213 lines
8.8 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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
//
// 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
{
#region Private Members
private Runtime pNui;
private Vector3[] cache;
private GraphicsDevice graphicsDevice;
private Texture2D rgb;
private Texture2D depth;
#endregion // Private Members
public Kinect()
{
pNui = Runtime.Kinects[0];
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;
try
{
pNui.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color);
pNui.DepthStream.Open(ImageStreamType.Depth, 2, ImageResolution.Resolution320x240, ImageType.DepthAndPlayerIndex);
}
catch (InvalidOperationException)
{
// Display error message; omitted for space return;
}
//lastTime = DateTime.Now;
pNui.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(pNui_SkeletonFrameReady);
pNui.DepthFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_DepthFrameReady);
pNui.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_VideoFrameReady);
// move down all the way
pNui.NuiCamera.ElevationAngle = -15;
System.Threading.Thread.Sleep(1500);
// move up all the way
pNui.NuiCamera.ElevationAngle = 20;
}
void pNui_VideoFrameReady(object sender, ImageFrameReadyEventArgs e)
{
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)
{
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.
//TODO: special surface format: this.depth.SetData<byte>(e.ImageFrame.Image.Bits);
}
}
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 MotionSensingDeviceState GetState()
{
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; }
}
public void Dispose()
{
if (pNui != null)
{
pNui.Uninitialize();
pNui = null;
}
}
}
}