我已经做了一段时间,感觉如此接近!应该很容易,但我还是新手。
骨架手数据正在joints[KinectPV2.JointType_HandLeft]
传递,可以通过joint.getX()
和joint.getY()
访问。我想将此数据传递给更新函数以替换mouseX和mouseY。我猜我必须创建全局变量才能在更新函数中访问它,或者我必须将骨架数据作为参数传递给更新函数?如何用手位置替换鼠标位置数据?
import KinectPV2.*;
KinectPV2 kinect;
private class MyFluidData implements DwFluid2D.FluidData{
// update() is called during the fluid-simulation update step.
@Override
public void update(DwFluid2D fluid) {
float px, py, vx, vy, radius, vscale, temperature;
radius = 15;
vscale = 10;
px = width/2;
py = 50;
vx = 1 * +vscale;
vy = 1 * vscale;
radius = 40;
temperature = 1f;
fluid.addDensity(px, py, radius, 0.2f, 0.3f, 0.5f, 1.0f);
fluid.addTemperature(px, py, radius, temperature);
particles.spawn(fluid, px, py, radius, 100);
boolean mouse_input = mousePressed;
// add impulse: density + velocity, particles
if(mouse_input && mouseButton == LEFT){
radius = 15;
vscale = 15;
px = mouseX;
py = height-mouseY;
vx = (mouseX - pmouseX) * +vscale;
vy = (mouseY - pmouseY) * -vscale;
fluid.addDensity (px, py, radius, 0.25f, 0.0f, 0.1f, 1.0f);
fluid.addVelocity(px, py, radius, vx, vy);
particles.spawn(fluid, px, py, radius*2, 300);
}
// add impulse: density + temperature, particles
if(mouse_input && mouseButton == CENTER){
radius = 15;
vscale = 15;
px = mouseX;
py = height-mouseY;
temperature = 2f;
fluid.addDensity(px, py, radius, 0.25f, 0.0f, 0.1f, 1.0f);
fluid.addTemperature(px, py, radius, temperature);
particles.spawn(fluid, px, py, radius, 100);
}
// particles
if(mouse_input && mouseButton == RIGHT){
px = mouseX;
py = height - 1 - mouseY; // invert
radius = 50;
particles.spawn(fluid, px, py, radius, 300);
}
}
}
int viewport_w = 1280;
int viewport_h = 720;
int viewport_x = 230;
int viewport_y = 0;
int gui_w = 200;
int gui_x = 20;
int gui_y = 20;
int fluidgrid_scale = 3;
DwFluid2D fluid;
// render targets
PGraphics2D pg_fluid;
//texture-buffer, for adding obstacles
PGraphics2D pg_obstacles;
// custom particle system
MyParticleSystem particles;
// some state variables for the GUI/display
int BACKGROUND_COLOR = 0;
boolean UPDATE_FLUID = true;
boolean DISPLAY_FLUID_TEXTURES = false;
boolean DISPLAY_FLUID_VECTORS = false;
int DISPLAY_fluid_texture_mode = 0;
boolean DISPLAY_PARTICLES = true;
public void settings() {
size(viewport_w, viewport_h, P2D);
smooth(4);
}
public void setup() {
surface.setLocation(viewport_x, viewport_y);
// main library context
DwPixelFlow context = new DwPixelFlow(this);
context.print();
context.printGL();
// fluid simulation
fluid = new DwFluid2D(context, viewport_w, viewport_h, fluidgrid_scale);
// set some simulation parameters
fluid.param.dissipation_density = 0.999f;
fluid.param.dissipation_velocity = 0.99f;
fluid.param.dissipation_temperature = 0.80f;
fluid.param.vorticity = 0.10f;
fluid.param.timestep = 0.25f;
fluid.param.gridscale = 8f;
// interface for adding data to the fluid simulation
MyFluidData cb_fluid_data = new MyFluidData();
fluid.addCallback_FluiData(cb_fluid_data);
// pgraphics for fluid
pg_fluid = (PGraphics2D) createGraphics(viewport_w, viewport_h, P2D);
pg_fluid.smooth(4);
pg_fluid.beginDraw();
pg_fluid.background(BACKGROUND_COLOR);
pg_fluid.endDraw();
// pgraphics for obstacles
pg_obstacles = (PGraphics2D) createGraphics(viewport_w, viewport_h, P2D);
pg_obstacles.smooth(4);
pg_obstacles.beginDraw();
pg_obstacles.clear();
float radius;
radius = 200;
pg_obstacles.stroke(64);
pg_obstacles.strokeWeight(1);
pg_obstacles.fill(0);
pg_obstacles.rect(1*width/2f, 1*height/4f, radius, radius/2, 10);
pg_obstacles.stroke(64);
pg_obstacles.strokeWeight(1);
pg_obstacles.fill(0);
pg_obstacles.rect(1*width/3.5f, 1*height/2.5f, radius, radius/2, 10);
//// border-obstacle
//pg_obstacles.strokeWeight(20);
//pg_obstacles.stroke(64);
//pg_obstacles.noFill();
//pg_obstacles.rect(0, 0, pg_obstacles.width, pg_obstacles.height);
pg_obstacles.endDraw();
fluid.addObstacles(pg_obstacles);
// custom particle object
particles = new MyParticleSystem(context, 1024 * 1024);
kinect = new KinectPV2(this);
//Enables depth and Body tracking (mask image)
kinect.enableDepthMaskImg(true);
kinect.enableSkeletonDepthMap(true);
kinect.init();
background(0);
frameRate(60);
}
public void draw() {
PImage imgC = kinect.getDepthMaskImage();
image(imgC, 0, 0, 320, 240);
//get the skeletons as an Arraylist of KSkeletons
ArrayList<KSkeleton> skeletonArray = kinect.getSkeletonDepthMap();
//individual joints
for (int i = 0; i < skeletonArray.size(); i++) {
KSkeleton skeleton = (KSkeleton) skeletonArray.get(i);
//if the skeleton is being tracked compute the skleton joints
if (skeleton.isTracked()) {
KJoint[] joints = skeleton.getJoints();
color col = skeleton.getIndexColor();
fill(col);
stroke(col);
drawHandState(joints[KinectPV2.JointType_HandRight]);
drawHandState(joints[KinectPV2.JointType_HandLeft]);
}
}
// update simulation
if(UPDATE_FLUID){
fluid.addObstacles(pg_obstacles);
fluid.update();
particles.update(fluid);
}
// clear render target
pg_fluid.beginDraw();
pg_fluid.background(BACKGROUND_COLOR);
pg_fluid.endDraw();
// render fluid stuff
if(DISPLAY_FLUID_TEXTURES){
// render: density (0), temperature (1), pressure (2), velocity (3)
fluid.renderFluidTextures(pg_fluid, DISPLAY_fluid_texture_mode);
}
if(DISPLAY_FLUID_VECTORS){
// render: velocity vector field
fluid.renderFluidVectors(pg_fluid, 10);
}
if( DISPLAY_PARTICLES){
// render: particles; 0 ... points, 1 ...sprite texture, 2 ... dynamic points
particles.render(pg_fluid, BACKGROUND_COLOR);
}
// display
image(pg_fluid , 320, 0);
image(pg_obstacles, 320, 0);
// display number of particles as text
//String txt_num_particles = String.format("Particles %,d", particles.ALIVE_PARTICLES);
//fill(0, 0, 0, 220);
//noStroke();
//rect(10, height-10, 160, -30);
//fill(255,128,0);
//text(txt_num_particles, 20, height-20);
// info
//String txt_fps = String.format(getClass().getName()+ " [size %d/%d] [frame %d] [fps %6.2f]", fluid.fluid_w, fluid.fluid_h, fluid.simulation_step, frameRate);
//surface.setTitle(txt_fps);
}
//draw a ellipse depending on the hand state
void drawHandState(KJoint joint) {
noStroke();
handState(joint.getState());
//println(joint.getState());
pushMatrix();
translate(joint.getX(), joint.getY(), joint.getZ());
//println(joint.getX(), joint.getY(), joint.getZ());
ellipse(joint.getX(), joint.getY(), 70, 70);
popMatrix();
}
/*
Different hand state
KinectPV2.HandState_Open
KinectPV2.HandState_Closed
KinectPV2.HandState_Lasso
KinectPV2.HandState_NotTracked
*/
//Depending on the hand state change the color
void handState(int handState) {
switch(handState) {
case KinectPV2.HandState_Open:
fill(0, 255, 0);
break;
case KinectPV2.HandState_Closed:
fill(255, 0, 0);
break;
case KinectPV2.HandState_Lasso:
fill(0, 0, 255);
break;
case KinectPV2.HandState_NotTracked:
fill(100, 100, 100);
break;
}
}
答案 0 :(得分:0)
我猜我必须创建全局变量才能在更新函数中访问它,或者我必须将骨架数据作为参数传递给更新函数?
当你尝试这些方法时发生了什么?
两种方法听起来都不错。您可以将变量存储在草图级变量中,从kinect代码中设置这些变量,然后在绘图代码中使用这些变量。或者您可以将变量作为参数传递给绘图代码。要么应该工作正常。我可能会采用第一种方法,因为这对我来说听起来更容易,但这只是我个人的偏好。
我建议working in smaller chunks。创建一个单独的程序,暂时忽略kinect。创建一个硬编码的草图级变量,该变量包含您从kinect获得的相同类型的信息。然后编写使用该硬编码变量绘制帧的绘图代码。在尝试添加kinect代码之前,请完美地完成工作。
然后,如果您遇到特定步骤,可以发布MCVE,我们可以从那里开始。祝你好运。