官方Kinect SDK中OpenNI提供的getUserPixels
方法是否有替代方法?
如何使用官方Kinect SDK实现此功能?
答案 0 :(得分:1)
官方Kinect for Windows SDK(v1.6)不支持直接调用,例如getUserPixels
,以提取播放器剪影,但确实包含了执行此操作所需的所有信息。
您可以通过检查Kinect for Windows Developer Toolkit中提供的两个示例,以不同的方式查看此操作。
这两个例子以不同的方式做到这一点。
BitmapMask
个。这样做的好处是只显示被跟踪的用户;任何不被认为是骨架的物体都会被忽略。我相信“基本交互”示例将向您展示如何实现您正在寻找的内容。你必须自己做这项工作,但这是可能的。例如,使用“基本交互”示例作为基础,我创建了一个UserControl
,生成了被跟踪用户的简单轮廓...
当骨架框准备就绪时,我拉出玩家索引:
private void OnSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
{
if (skeletonFrame != null && skeletonFrame.SkeletonArrayLength > 0)
{
if (_skeletons == null || _skeletons.Length != skeletonFrame.SkeletonArrayLength)
{
_skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
}
skeletonFrame.CopySkeletonDataTo(_skeletons);
// grab the tracked skeleton and set the playerIndex for use pulling
// the depth data out for the silhouette.
// NOTE: this assumes only a single tracked skeleton!
this.playerIndex = -1;
for (int i = 0; i < _skeletons.Length; i++)
{
if (_skeletons[i].TrackingState != SkeletonTrackingState.NotTracked)
{
this.playerIndex = i+1;
}
}
}
}
}
然后,当下一个深度框准备就绪时,我会为与BitmapMask
对应的用户提取playerIndex
。
private void OnDepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (depthFrame != null)
{
// check if the format has changed.
bool haveNewFormat = this.lastImageFormat != depthFrame.Format;
if (haveNewFormat)
{
this.pixelData = new short[depthFrame.PixelDataLength];
this.depthFrame32 = new byte[depthFrame.Width * depthFrame.Height * Bgra32BytesPerPixel];
this.convertedDepthBits = new byte[this.depthFrame32.Length];
}
depthFrame.CopyPixelDataTo(this.pixelData);
for (int i16 = 0, i32 = 0; i16 < pixelData.Length && i32 < depthFrame32.Length; i16++, i32 += 4)
{
int player = pixelData[i16] & DepthImageFrame.PlayerIndexBitmask;
if (player == this.playerIndex)
{
convertedDepthBits[i32 + RedIndex] = 0x44;
convertedDepthBits[i32 + GreenIndex] = 0x23;
convertedDepthBits[i32 + BlueIndex] = 0x59;
convertedDepthBits[i32 + 3] = 0x66;
}
else if (player > 0)
{
convertedDepthBits[i32 + RedIndex] = 0xBC;
convertedDepthBits[i32 + GreenIndex] = 0xBE;
convertedDepthBits[i32 + BlueIndex] = 0xC0;
convertedDepthBits[i32 + 3] = 0x66;
}
else
{
convertedDepthBits[i32 + RedIndex] = 0x0;
convertedDepthBits[i32 + GreenIndex] = 0x0;
convertedDepthBits[i32 + BlueIndex] = 0x0;
convertedDepthBits[i32 + 3] = 0x0;
}
}
if (silhouette == null || haveNewFormat)
{
silhouette = new WriteableBitmap(
depthFrame.Width,
depthFrame.Height,
96,
96,
PixelFormats.Bgra32,
null);
SilhouetteImage.Source = silhouette;
}
silhouette.WritePixels(
new Int32Rect(0, 0, depthFrame.Width, depthFrame.Height),
convertedDepthBits,
depthFrame.Width * Bgra32BytesPerPixel,
0);
Silhouette = silhouette;
this.lastImageFormat = depthFrame.Format;
}
}
}
我最终得到的是WriteableBitmap
中用户的紫色轮廓,可以将其复制到控件上的Image
或拉到别处使用。获得BitmapMask
之后,如果您希望实际查看与该区域对应的RGB数据,您还可以将数据映射到颜色流。
如果您愿意,可以调整代码以更紧密地模拟getUserPixels
函数。鉴于深度框架和playerIndex:
if (depthFrame != null)
{
// check if the format has changed.
bool haveNewFormat = this.lastImageFormat != depthFrame.Format;
if (haveNewFormat)
{
this.pixelData = new short[depthFrame.PixelDataLength];
this.depthFrame32 = new byte[depthFrame.Width * depthFrame.Height * Bgra32BytesPerPixel];
this.convertedDepthBits = new byte[this.depthFrame32.Length];
}
depthFrame.CopyPixelDataTo(this.pixelData);
for (int i16 = 0, i32 = 0; i16 < pixelData.Length && i32 < depthFrame32.Length; i16++, i32 += 4)
{
int player = pixelData[i16] & DepthImageFrame.PlayerIndexBitmask;
if (player == this.playerIndex)
{
// this pixel "belongs" to the user identified in "playerIndex"
}
else
{
// not the requested user
}
}
}