Beispiel #1
0
// デプスのヒストグラムを作成
depth_hist getDepthHistgram(const xn::DepthGenerator& depth,
                            const xn::DepthMetaData& depthMD)
{
  // デプスの傾向を計算する(アルゴリズムはNiSimpleViewer.cppを利用)
  const int MAX_DEPTH = depth.GetDeviceMaxDepth();
  depth_hist depthHist(MAX_DEPTH);

  unsigned int points = 0;
  const XnDepthPixel* pDepth = depthMD.Data();
  for (XnUInt y = 0; y < depthMD.YRes(); ++y) {
    for (XnUInt x = 0; x < depthMD.XRes(); ++x, ++pDepth) {
      if (*pDepth != 0) {
        depthHist[*pDepth]++;
        points++;
      }
    }
  }

  for (int i = 1; i < MAX_DEPTH; ++i) {
    depthHist[i] += depthHist[i-1];
  }

  if ( points != 0) {
    for (int i = 1; i < MAX_DEPTH; ++i) {
      depthHist[i] =
        (unsigned int)(256 * (1.0f - (depthHist[i] / points)));
    }
  }

  return depthHist;
}
Beispiel #2
0
IplImage* CvCapture_OpenNI::retrieveDepthMap()
{
    if( !depthMetaData.Data() )
        return 0;

    getDepthMapFromMetaData( depthMetaData, outputMaps[CV_CAP_OPENNI_DEPTH_MAP].mat, noSampleValue, shadowValue );

    return outputMaps[CV_CAP_OPENNI_DEPTH_MAP].getIplImagePtr();
}
Beispiel #3
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IplImage* CvCapture_OpenNI::retrieveDisparityMap_32F()
{
    if( !depthMetaData.Data() )
        return 0;

    computeDisparity_32F( depthMetaData, outputMaps[CV_CAP_OPENNI_DISPARITY_MAP_32F].mat, baseline, depthFocalLength_VGA, noSampleValue, shadowValue );

    return outputMaps[CV_CAP_OPENNI_DISPARITY_MAP_32F].getIplImagePtr();
}
Beispiel #4
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IplImage* CvCapture_OpenNI::retrieveDisparityMap()
{
    if( !depthMetaData.Data() )
        return 0;

    cv::Mat disp32;
    computeDisparity_32F( depthMetaData, disp32, baseline, depthFocalLength_VGA, noSampleValue, shadowValue );

    disp32.convertTo( outputMaps[CV_CAP_OPENNI_DISPARITY_MAP].mat, CV_8UC1 );

    return outputMaps[CV_CAP_OPENNI_DISPARITY_MAP].getIplImagePtr();
}
Beispiel #5
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IplImage* CvCapture_OpenNI::retrieveValidDepthMask()
{
    if( !depthMetaData.Data() )
        return 0;

    cv::Mat depth;
    getDepthMapFromMetaData( depthMetaData, depth, noSampleValue, shadowValue );

    outputMaps[CV_CAP_OPENNI_VALID_DEPTH_MASK].mat = depth != CvCapture_OpenNI::INVALID_PIXEL_VAL;

    return outputMaps[CV_CAP_OPENNI_VALID_DEPTH_MASK].getIplImagePtr();
}
Beispiel #6
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inline void getDepthMapFromMetaData( const xn::DepthMetaData& depthMetaData, cv::Mat& depthMap, XnUInt64 noSampleValue, XnUInt64 shadowValue )
{
    int cols = depthMetaData.XRes();
    int rows = depthMetaData.YRes();

    depthMap.create( rows, cols, CV_16UC1 );

    const XnDepthPixel* pDepthMap = depthMetaData.Data();

    // CV_Assert( sizeof(unsigned short) == sizeof(XnDepthPixel) );
    memcpy( depthMap.data, pDepthMap, cols*rows*sizeof(XnDepthPixel) );

    cv::Mat badMask = (depthMap == (double)noSampleValue) | (depthMap == (double)shadowValue) | (depthMap == 0);

    // mask the pixels with invalid depth
    depthMap.setTo( cv::Scalar::all( CvCapture_OpenNI::INVALID_PIXEL_VAL ), badMask );
}
Beispiel #7
0
IplImage* CvCapture_OpenNI::retrievePointCloudMap()
{
    if( !depthMetaData.Data() )
        return 0;

    cv::Mat depth;
    getDepthMapFromMetaData( depthMetaData, depth, noSampleValue, shadowValue );

    const int badPoint = INVALID_PIXEL_VAL;
    const float badCoord = INVALID_COORDINATE_VAL;
    int cols = depthMetaData.XRes(), rows = depthMetaData.YRes();
    cv::Mat pointCloud_XYZ( rows, cols, CV_32FC3, cv::Scalar::all(badPoint) );

    cv::Ptr<XnPoint3D> proj = new XnPoint3D[cols*rows];
    cv::Ptr<XnPoint3D> real = new XnPoint3D[cols*rows];
    for( int y = 0; y < rows; y++ )
    {
        for( int x = 0; x < cols; x++ )
        {
            int ind = y*cols+x;
            proj[ind].X = (float)x;
            proj[ind].Y = (float)y;
            proj[ind].Z = depth.at<unsigned short>(y, x);
        }
    }
    depthGenerator.ConvertProjectiveToRealWorld(cols*rows, proj, real);

    for( int y = 0; y < rows; y++ )
    {
        for( int x = 0; x < cols; x++ )
        {
            // Check for invalid measurements
            if( depth.at<unsigned short>(y, x) == badPoint ) // not valid
                pointCloud_XYZ.at<cv::Point3f>(y,x) = cv::Point3f( badCoord, badCoord, badCoord );
            else
            {
                int ind = y*cols+x;
                pointCloud_XYZ.at<cv::Point3f>(y,x) = cv::Point3f( real[ind].X*0.001f, real[ind].Y*0.001f, real[ind].Z*0.001f); // from mm to meters
            }
        }
    }

    outputMaps[CV_CAP_OPENNI_POINT_CLOUD_MAP].mat = pointCloud_XYZ;

    return outputMaps[CV_CAP_OPENNI_POINT_CLOUD_MAP].getIplImagePtr();
}
Beispiel #8
0
bool DataCapture::captureOne()
{
    XnStatus rc = context_.WaitAndUpdateAll(); // want this to be WaitOneUpdateAll(RGB image)
    if( rc != XN_STATUS_OK )
    {
        std::cout << "WaitAndUpdateAll: " << xnGetStatusString(rc) << std::endl;
        return false;
    }

    // grab image
    imageGen_.GetMetaData(imageMd_);
    const XnRGB24Pixel* rgbData = imageMd_.RGB24Data();
    for( unsigned int i = 0; i < 640 * 480; ++i )
    {
        pRgbData_[3*i] = rgbData->nRed;
        pRgbData_[3*i + 1] = rgbData->nGreen;
        pRgbData_[3*i + 2] = rgbData->nBlue;
        ++rgbData;
    }

    // grab depth image
    depthGen_.GetMetaData(depthMd_);
    const uint16_t* pDepthDataU16 = depthMd_.Data();
    for( int i = 0; i < 640 * 480; ++i)
    {
        uint16_t d = pDepthDataU16[i];
        if( d != 0 )
        {
            pDepthData_[i] = (d * 255)/2048;
        }
        else
        {
            pDepthData_[i] = 0; // should be NAN
        }
    }
    return true;
}
Beispiel #9
0
//----------------------------------------------------
// ヒストグラム作成関数
//----------------------------------------------------
void setDepthHistgram(const xn::DepthGenerator& depth, const xn::DepthMetaData& depthMD, float _pDepthHist[]){
	xnOSMemSet(_pDepthHist, 0, KINECT_MAX_DEPTH * sizeof(float));	// g_pDepthHistの全てに0を代入

	unsigned int points = 0;
	const XnDepthPixel* pDepth = depthMD.Data();
	for (XnUInt y = 0; y < KINECT_IMAGE_HEIGHT; ++ y) {
		for (XnUInt x = 0; x < KINECT_IMAGE_WIDTH; ++ x, ++ pDepth) {
			if (*pDepth != 0) {
				_pDepthHist[*pDepth] ++;
				points ++;
			}
		}
	}

	for (int i = 1; i < KINECT_MAX_DEPTH; ++ i) {
		_pDepthHist[i] += _pDepthHist[i - 1];
	}

	if ( points != 0) {
		for (int i = 1; i < KINECT_MAX_DEPTH; ++ i) {
			_pDepthHist[i] = (unsigned int)(256 * (1.0f - (_pDepthHist[i] / points)));
   		}
	}
}
void SimKinect::DrawDepthMapWithUsers(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd)
{
	static bool bInitialized = false;	
	//image used in opencv;
  
  static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	float topLeftX;
	float topLeftY;
	float bottomRightY;
	float bottomRightX;
	float texXpos;
	float texYpos;

	if(!bInitialized)
	{
		texWidth =  getClosestPowerOfTwo(dmd.XRes());
		texHeight = getClosestPowerOfTwo(dmd.YRes());
    pDepthTexBuf = (unsigned char*)malloc(dmd.XRes()*dmd.YRes()*3*sizeof(unsigned char));
//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;
	}
  
	unsigned int nValue = 0;
  unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 nXRes = dmd.XRes();
	XnUInt16 nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();
  int* p_depth_map = depth_map;
  //Calculate the accumulative histogram
	memset(pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<nYRes; nY++)
	{
		for (nX=0; nX<nXRes; nX++)
		{
			nValue = *pDepth;
      *p_depth_map++ = nValue;
			if (nValue != 0)
			{
				pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}
  
	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		pDepthHist[nIndex] += pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}
  pDepth = dmd.Data();
  
	if (bDrawPixels)
	{
		
		// Prepare the texture map
		for (nY=0; nY<nYRes; nY++)
		{
			for (nX=0; nX < nXRes; nX++)
			{

				pDestImage[0] = 0;
				pDestImage[1] = 0;
				pDestImage[2] = 0;
				if (bDrawBackground || *pLabels != 0)
				{
					nValue = *pDepth;
					XnLabel label = *pLabels;
					XnUInt32 nColorID = label % nColors;
					if (label == 0)
					{
						nColorID = nColors;
					}

					if (nValue != 0)
					{
						nHistValue = pDepthHist[nValue];

						pDestImage[0] = nHistValue * Colors[nColorID][0]; 
						pDestImage[1] = nHistValue * Colors[nColorID][1];
						pDestImage[2] = nHistValue * Colors[nColorID][2];
					}
				}

				pDepth++;
				pLabels++;
				pDestImage+=3;
			}
		}
	}
	else
	{
		xnOSMemSet(pDepthTexBuf, 0, 3*nXRes*nYRes);
	}
  
  //Draw depth image
  unsigned char* pix_ptr = pDepthTexBuf;
  
  for ( int i=0 ; i<video_size_height ; i++ ) {
    unsigned char* row_pointer = depth_frame+i*video_size_width*3;
    for ( int j=0 ; j<video_size_width*3; j+=3 ) {
      row_pointer[j] = *pix_ptr++;
      row_pointer[j+1]=*pix_ptr++;
      row_pointer[j+2]=*pix_ptr++;
    }
  }
}
Beispiel #11
0
void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd, XnUserID player)
{
	static bool bInitialized = false;	
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	 float topLeftX;
	 float topLeftY;
	 float bottomRightY;
	 float bottomRightX;
	float texXpos;
	float texYpos;

	if(!bInitialized)
	{

		texWidth =  getClosestPowerOfTwo(dmd.XRes());
		texHeight = getClosestPowerOfTwo(dmd.YRes());

//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;

		memset(texcoords, 0, 8*sizeof(float));
		texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;

	}
	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();

	// Calculate the accumulative histogram
	memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				g_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	pDepth = dmd.Data();
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++, nIndex++)
			{
				nValue = *pDepth;
				XnLabel label = *pLabels;
				XnUInt32 nColorID = label % nColors;
				if (label == 0)
				{
					nColorID = nColors;
				}

				if (nValue != 0)
				{
					nHistValue = g_pDepthHist[nValue];

					pDestImage[0] = nHistValue * Colors[nColorID][0]; 
					pDestImage[1] = nHistValue * Colors[nColorID][1];
					pDestImage[2] = nHistValue * Colors[nColorID][2];
				}
				else
				{
					pDestImage[0] = 0;
					pDestImage[1] = 0;
					pDestImage[2] = 0;
				}

				pDepth++;
				pLabels++;
				pDestImage+=3;
			}

			pDestImage += (texWidth - g_nXRes) *3;
		}
	}

	glBindTexture(GL_TEXTURE_2D, depthTexID);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf);

	// Display the OpenGL texture map
	glColor4f(0.75,0.75,0.75,1);

	glEnable(GL_TEXTURE_2D);
	DrawTexture(dmd.XRes(),dmd.YRes(),0,0);	
	glDisable(GL_TEXTURE_2D);

	char strLabel[20] = "";
	XnUserID aUsers[15];
	XnUInt16 nUsers = 15;
	g_UserGenerator.GetUsers(aUsers, nUsers);
	for (int i = 0; i < nUsers; ++i)
	{
		XnPoint3D com;
		g_UserGenerator.GetCoM(aUsers[i], com);
		g_DepthGenerator.ConvertRealWorldToProjective(1, &com, &com);

		if (aUsers[i] == player)
			sprintf(strLabel, "%d (Player)", aUsers[i]);
		else
			sprintf(strLabel, "%d", aUsers[i]);

		glColor4f(1-Colors[i%nColors][0], 1-Colors[i%nColors][1], 1-Colors[i%nColors][2], 1);

		glRasterPos2i(com.X, com.Y);
		glPrintString(GLUT_BITMAP_HELVETICA_18, strLabel);
	}

	// Draw skeleton of user
	if (player != 0)
	{
		glBegin(GL_LINES);
		glColor4f(1-Colors[player%nColors][0], 1-Colors[player%nColors][1], 1-Colors[player%nColors][2], 1);
    
    // gesture
    static int gesture = 0;
    static XnPoint3D previousLeftHandPt;
    XnPoint3D newLeftHandPt;
    newLeftHandPt = getJointPoint(player, XN_SKEL_LEFT_HAND);
    
    if(previousLeftHandPt.X > 0 && previousLeftHandPt.X < 640)
      if(previousLeftHandPt.X - newLeftHandPt.X > 60)
          gesture = 1;
      else if(previousLeftHandPt.X - newLeftHandPt.X < -60)
          gesture = 2;
      else if(previousLeftHandPt.Y - newLeftHandPt.Y > 60)
          gesture = 3;
      else if(previousLeftHandPt.Y - newLeftHandPt.Y < -60)
          gesture = 4;
      else
          gesture = 0;
    if(gesture != 0)
      printf("gesture: %d\n", gesture);

    previousLeftHandPt = newLeftHandPt;
		
    // head
    XnPoint3D pt = getJointPoint(player, XN_SKEL_HEAD);
    
    // save
    saveLocation(pt, newLeftHandPt, gesture);
    

    DrawLimb(player, XN_SKEL_HEAD, XN_SKEL_NECK);

		DrawLimb(player, XN_SKEL_NECK, XN_SKEL_LEFT_SHOULDER);
		DrawLimb(player, XN_SKEL_LEFT_SHOULDER, XN_SKEL_LEFT_ELBOW);
		DrawLimb(player, XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_HAND);

		DrawLimb(player, XN_SKEL_NECK, XN_SKEL_RIGHT_SHOULDER);
		DrawLimb(player, XN_SKEL_RIGHT_SHOULDER, XN_SKEL_RIGHT_ELBOW);
		DrawLimb(player, XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_HAND);

		DrawLimb(player, XN_SKEL_LEFT_SHOULDER, XN_SKEL_TORSO);
		DrawLimb(player, XN_SKEL_RIGHT_SHOULDER, XN_SKEL_TORSO);

		DrawLimb(player, XN_SKEL_TORSO, XN_SKEL_LEFT_HIP);
		DrawLimb(player, XN_SKEL_LEFT_HIP, XN_SKEL_LEFT_KNEE);
		DrawLimb(player, XN_SKEL_LEFT_KNEE, XN_SKEL_LEFT_FOOT);

		DrawLimb(player, XN_SKEL_TORSO, XN_SKEL_RIGHT_HIP);
		DrawLimb(player, XN_SKEL_RIGHT_HIP, XN_SKEL_RIGHT_KNEE);
		DrawLimb(player, XN_SKEL_RIGHT_KNEE, XN_SKEL_RIGHT_FOOT);
		glEnd();
	}
}
Beispiel #12
0
void DepthMapLogger::DumpDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd)
{
	static char name_str[20], comment_str[255];

	// Don't do anything if the h5 file is not open
	if(!p_h5_file_ || !p_frames_group_) { return; }

	// References to various bits of the HDF5 output
	H5File &file(*p_h5_file_);
	Group &frames_group(*p_frames_group_);

	// This frame's index is the number of frames we've previously saved
	hsize_t this_frame_idx = frames_group.getNumObjs();

	// Create this frame's group
	snprintf(name_str, 20, "frame_%06lld", this_frame_idx);
	snprintf(comment_str, 255, "Data for frame %lld", this_frame_idx);
	Group this_frame_group(frames_group.createGroup(name_str));
	this_frame_group.setComment(".", comment_str);

	// Create attributes for this group
	Attribute idx_attr = this_frame_group.createAttribute("idx", PredType::NATIVE_HSIZE, DataSpace());
	idx_attr.write(PredType::NATIVE_HSIZE, &this_frame_idx);

	// Create this frame's datasets
	DSetCreatPropList creat_props;
	uint16_t fill_value(0);
	creat_props.setFillValue(PredType::NATIVE_UINT16, &fill_value);

	hsize_t rows(static_cast<hsize_t>(dmd.YRes())), cols(static_cast<hsize_t>(dmd.XRes()));
	hsize_t creation_dims[2] = { rows, cols };
	hsize_t max_dims[2] = { rows, cols };
	DataSpace mem_space(2, creation_dims, max_dims);

	DataSet depth_ds(this_frame_group.createDataSet(
		"depth", PredType::NATIVE_UINT16, mem_space, creat_props));
	DataSet label_ds(this_frame_group.createDataSet(
		"label", PredType::NATIVE_UINT16, mem_space, creat_props));

	// Get depth and label buffers
	const uint16_t *p_depths = dmd.Data();
	const uint16_t *p_labels = smd.Data();

	// Write depth data
	depth_ds.write(p_depths, PredType::NATIVE_UINT16);

	// Write label data
	label_ds.write(p_labels, PredType::NATIVE_UINT16);

	// Convert non-zero depth values into 3D point positions
	XnPoint3D *pts = new XnPoint3D[rows*cols];
	uint16_t *pt_labels = new uint16_t[rows*cols];
	size_t n_pts(0);
	for(size_t depth_idx(0); depth_idx < rows*cols; ++depth_idx) {
		// Skip zero depth values
		if(p_depths[depth_idx] == 0) {
			continue;
		}

		// Store projective-values
		pts[n_pts].X = depth_idx % cols;
		pts[n_pts].Y = depth_idx / cols;
		pts[n_pts].Z = p_depths[depth_idx];
		pt_labels[n_pts] = p_labels[depth_idx];
		++n_pts;
	}
	g_DepthGenerator.ConvertProjectiveToRealWorld(n_pts, pts, pts);

	if (n_pts > 0)
	{
		// Create points dataset
		hsize_t pts_creation_dims[2] = { n_pts, 3 };
		hsize_t pts_max_dims[2] = { n_pts, 3 };
		DataSpace pts_mem_space(2, pts_creation_dims, pts_max_dims);
		DataSet pts_ds(this_frame_group.createDataSet(
			"points", PredType::NATIVE_FLOAT, pts_mem_space, creat_props));
		hsize_t pt_labels_creation_dims[1] = { n_pts };
		hsize_t pt_labels_max_dims[1] = { n_pts };
		DataSpace pt_labels_mem_space(1, pt_labels_creation_dims, pt_labels_max_dims);
		DataSet pt_labels_ds(this_frame_group.createDataSet(
			"point_labels", PredType::NATIVE_UINT16, pt_labels_mem_space, creat_props));

		// Write points data
		pts_ds.write(pts, PredType::NATIVE_FLOAT);
		pt_labels_ds.write(pt_labels, PredType::NATIVE_UINT16);
	}

	// Create groups to store detected users
	Group users_group(this_frame_group.createGroup("users"));

	// Dump each user in turn
	char strLabel[50] = "";
	XnUserID aUsers[15];
	XnUInt16 nUsers = 15;
	g_UserGenerator.GetUsers(aUsers, nUsers);
	for (int i = 0; i < nUsers; ++i)
	{
		// Create a group for this user
		snprintf(name_str, 20, "user_%02d", aUsers[i]);
		Group this_user_group(users_group.createGroup(name_str));

		// Create attributes for this group
		Attribute user_idx_attr = this_user_group.createAttribute(
				"idx", PredType::NATIVE_UINT16, DataSpace());
		uint16_t this_user_idx(aUsers[i]);
		user_idx_attr.write(PredType::NATIVE_UINT16, &this_user_idx);


		// Write state (if any)
		H5std_string strwritebuf;
		if (g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i]))
		{
			strwritebuf = "tracking";
		}
		else if (g_UserGenerator.GetSkeletonCap().IsCalibrating(aUsers[i]))
		{
			// Calibrating
			strwritebuf = "calibrating";
		}
		else
		{
			// Nothing
			strwritebuf = "looking";
		}
		StrType strdatatype(PredType::C_S1, strwritebuf.size()); // of length 256 characters
		Attribute user_state_attr = this_user_group.createAttribute(
				"state", strdatatype, DataSpace());
		user_state_attr.write(strdatatype, strwritebuf);

		static Joint joints[g_NumJointTypes];
		int n_joints_found = 0;

		// Try to dump all joints
		for(int jt_idx=0; jt_idx < g_NumJointTypes; ++jt_idx)
		{
			if(DumpJoint(aUsers[i], g_JointTypes[jt_idx], joints[n_joints_found])) 
			{
				++n_joints_found;
			}
		}

		if (n_joints_found > 0)
		{
			// Create joints dataset
			hsize_t joints_dim[] = { n_joints_found };
			DataSpace joints_space(1, joints_dim);
			DataSet joints_ds(this_user_group.createDataSet("joints", joint_dt_, joints_space));
			joints_ds.write(joints, joint_dt_);
		}
	}
}
void SceneDrawer::depthMapCreating(unsigned char *pDestImage, const xn::DepthMetaData &dmd, const xn::SceneMetaData &smd)
{
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();
	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();
	unsigned int nValue = 0;
	static unsigned int nZRes = dmd.ZRes();
	static float* pDepthHist = (float*)malloc(nZRes* sizeof(float));

	// Calculate the accumulative histogram
	memset(pDepthHist, 0, nZRes*sizeof(float));
	for (int nY=0; nY<g_nYRes; nY++)
		for (int nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;
			if (nValue != 0)
			{
				pDepthHist[nValue]++;
				nNumberOfPoints++;
			}
			pDepth++;
		}

	for (int i=1; i<nZRes; i++)
		pDepthHist[i] += pDepthHist[i-1];
	if (nNumberOfPoints)
		for (int i=1; i<nZRes; i++)
			pDepthHist[i] = (unsigned int)(256 * (1.0f - (pDepthHist[i] / nNumberOfPoints)));

	pDepth = dmd.Data();
	// Prepare the texture map
	for (int nY=0; nY<g_nYRes; nY++)
	{
		for (int nX=0; nX < g_nXRes; nX++)
		{
			pDestImage[0] = 0;
			pDestImage[1] = 0;
			pDestImage[2] = 0;
			if (drawBackground || *pLabels != 0)
			{
				nValue = *pDepth;
				XnLabel label = *pLabels;
				XnUInt32 nColorID = label % nColors;
				if (label == 0)
					nColorID = nColors;

				if (nValue != 0)
				{
					pDestImage[0] = pDepthHist[nValue] * Colors[nColorID][0];
					pDestImage[1] = pDepthHist[nValue] * Colors[nColorID][1];
					pDestImage[2] = pDepthHist[nValue] * Colors[nColorID][2];
				}
			}
			pDepth++;
			pLabels++;
			pDestImage+=3;
		}
		pDestImage += (Width - g_nXRes) *3;
	}
}
Beispiel #14
0
bool OpenNIVideo::update(osg::NodeVisitor* nv) {

	//this is the main function of your video plugin
	//you can either retrieve images from your video stream/camera/file
	//or communicate with a thread to synchronize and get the data out
	
	//the most important is to synchronize your data
	//and copy the result to the VideoImageSteam used in this plugin
	//

	//0. you can collect some stats, for that you can use a timer
	osg::Timer t;

	{

	//1. mutex lock access to the image video stream
	OpenThreads::ScopedLock<OpenThreads::Mutex> _lock(this->getMutex());

	osg::notify(osg::DEBUG_INFO)<<"osgART::OpenNIVideo::update() get new image.."<<std::endl;

	XnStatus nRetVal = XN_STATUS_OK;

	nRetVal=context.WaitAndUpdateAll();
	CHECK_RC(nRetVal, "Update Data");

	xnFPSMarkFrame(&xnFPS);

	depth_generator.GetMetaData(depthMD);
	const XnDepthPixel* pDepthMap = depthMD.Data();
	//depth pixel floating point depth map.
	
	image_generator.GetMetaData(imageMD);
	const XnUInt8* pImageMap = imageMD.Data();

	// Hybrid mode isn't supported in this sample
	if (imageMD.FullXRes() != depthMD.FullXRes() || imageMD.FullYRes() != depthMD.FullYRes())
	{
		std::cerr<<"The device depth and image resolution must be equal!"<<std::endl;
		exit(1);
	}

	// RGB is the only image format supported.
	if (imageMD.PixelFormat() != XN_PIXEL_FORMAT_RGB24)
	{
		std::cerr<<"The device image format must be RGB24"<<std::endl;
		exit(1);
	}
	
	const XnDepthPixel* pDepth=pDepthMap;
	const XnUInt8* pImage=pImageMap;
	
	XnDepthPixel zMax = depthMD.ZRes();
    //convert float buffer to unsigned short
	for ( unsigned int i=0; i<(depthMD.XRes() * depthMD.YRes()); ++i )
    {
            *(_depthBufferByte + i) = 255 * (float(*(pDepth + i)) / float(zMax));
    }

	memcpy(_videoStreamList[0]->data(),pImage, _videoStreamList[0]->getImageSizeInBytes());
	
	memcpy(_videoStreamList[1]->data(),_depthBufferByte, _videoStreamList[1]->getImageSizeInBytes());

	//3. don't forget to call this to notify the rest of the application
	//that you have a new video image
	_videoStreamList[0]->dirty();
	_videoStreamList[1]->dirty();
	}

	//4. hopefully report some interesting data
	if (nv) {

		const osg::FrameStamp *framestamp = nv->getFrameStamp();

		if (framestamp && _stats.valid())
		{
			_stats->setAttribute(framestamp->getFrameNumber(),
				"Capture time taken", t.time_m());
		}
	}


	// Increase modified count every X ms to ensure tracker updates
	if (updateTimer.time_m() > 50) {
		_videoStreamList[0]->dirty();
		_videoStreamList[1]->dirty();
		updateTimer.setStartTick();
	}

	return true;
}
void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd, XnUserID player, xn::ImageMetaData& imd)
{
	texWidth = 640;
	texHeight = 480;


	LEFT = 0; RIGHT = 640;
	TOP = 0; BOTTOM = 480;

	nValue = 0;
	nIndex = 0;
	nX = 0; nY = 0;
	nNumberOfPoints = 0;
	g_nXRes = dmd.XRes();
	g_nYRes = dmd.YRes();

	pDestImage = pDepthTexBuf;

	pDepth = dmd.Data();
	pixel = imd.RGB24Data();
	pLabels = smd.Data();

	// Calculate the accumulative histogram
	memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				g_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}
//	printf("Debug: %i\n",focus);
	pDepth = (short unsigned int*)dmd.Data();
	///{
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++)
			{

				nValue = *pDepth;
				if(nX == (int)centerScreen[0] && nY == (int)centerScreen[1]){
					if (calibrationMode){
						depthVal = nValue;
//						printf("depthVal: %i\n",depthVal);
					}
				}
					//printf("Depth: %i \n",nValue);
				label = *pLabels;
//				XnUInt32 nColorID = label % nColors;
				if (label != focus)
				{
					if(calibrationMode){
						pDestImage[0] = pixel->nRed;
						pDestImage[1] = pixel->nGreen;
						pDestImage[2] = pixel->nBlue;
						pDestImage[3] = 255;
					} else {
						pDestImage[0] = 0;
						pDestImage[1] = 0;
						pDestImage[2] = 0;
						pDestImage[3] = 0;
					}
				} else {
					pDestImage[0] = pixel->nRed;
					pDestImage[1] = pixel->nGreen;
					pDestImage[2] = pixel->nBlue;
					pDestImage[3] = 255;

					//find max/min values for width and height boundaries
					if (nX > (unsigned int)LEFT) {
						LEFT = nX;
					}

					if (nX < (unsigned int)RIGHT) {
						RIGHT = nX;
					}

					if (nY > (unsigned int)TOP) {
						TOP = nY;
					}

					if (nY < (unsigned int)BOTTOM) {
						BOTTOM = nY;
					}
				}

				pixel++;
				pDepth++;
				pLabels++;
				pDestImage+=4;
			}

			pDestImage += (texWidth - g_nXRes) *4;
		}
	//}*/

	// Display the OpenGL texture map
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pDepthTexBuf);

	nUsers = 15;
	g_UserGenerator.GetUsers(aUsers, nUsers);
	g_UserGenerator.GetCoM(aUsers[0], com);


	CENTER = com.X;

	//glDisable(GL_BLEND);
	//glDisable(GL_TEXTURE_2D);
/*
	char strLabel[20] = "";
	XnUserID aUsers[15];
	XnUInt16 nUsers = 15;
	g_UserGenerator.GetUsers(aUsers, nUsers);
	for (int i = 0; i < nUsers; ++i)
	{
		XnPoint3D com;
		g_UserGenerator.GetCoM(aUsers[i], com);
		g_DepthGenerator.ConvertRealWorldToProjective(1, &com, &com);

		if (aUsers[i] == player)
			sprintf(strLabel, "%d (Player)", aUsers[i]);
		else
			sprintf(strLabel, "%d", aUsers[i]);

		//glColor4f(1-Colors[i%nColors][0], 1-Colors[i%nColors][1], 1-Colors[i%nColors][2], 1);

		glRasterPos2i(com.X, com.Y);
		glPrintString(GLUT_BITMAP_HELVETICA_18, strLabel); */
//	}

	// Draw skeleton of user
//		glBegin(GL_LINES);
//		//glColor4f(1,0,0,1.0f);
//		glVertex3f(-1, 1, 0);
//		glVertex3f(1, -1, 0);
//		//glColor4f(1-Colors[player%nColors][0], 1-Colors[player%nColors][1], 1-Colors[player%nColors][2], 1);
//		DrawLimb(1, XN_SKEL_HEAD, XN_SKEL_NECK);
//
//		DrawLimb(1, XN_SKEL_NECK, XN_SKEL_LEFT_SHOULDER);
//		DrawLimb(1, XN_SKEL_LEFT_SHOULDER, XN_SKEL_LEFT_ELBOW);
//		DrawLimb(1, XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_HAND);
//
//		DrawLimb(1, XN_SKEL_NECK, XN_SKEL_RIGHT_SHOULDER);
//		DrawLimb(1, XN_SKEL_RIGHT_SHOULDER, XN_SKEL_RIGHT_ELBOW);
//		DrawLimb(1, XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_HAND);
//
//		DrawLimb(1, XN_SKEL_LEFT_SHOULDER, XN_SKEL_TORSO);
//		DrawLimb(1, XN_SKEL_RIGHT_SHOULDER, XN_SKEL_TORSO);
//
//		DrawLimb(1, XN_SKEL_TORSO, XN_SKEL_LEFT_HIP);
//		DrawLimb(1, XN_SKEL_LEFT_HIP, XN_SKEL_LEFT_KNEE);
//		DrawLimb(1, XN_SKEL_LEFT_KNEE, XN_SKEL_LEFT_FOOT);
//
//		DrawLimb(1, XN_SKEL_TORSO, XN_SKEL_RIGHT_HIP);
//		DrawLimb(1, XN_SKEL_RIGHT_HIP, XN_SKEL_RIGHT_KNEE);
//		DrawLimb(1, XN_SKEL_RIGHT_KNEE, XN_SKEL_RIGHT_FOOT);
//		glEnd();

	//XnSkeletonJoint eJoint1 = XN_SKEL_RIGHT_HAND;

}
void SceneDrawer::updateScene(const xn::DepthMetaData &dmd,
			      const xn::SceneMetaData &smd)
{
  if (!initialized)
    init(dmd.XRes(), dmd.YRes(), dmd.ZRes());

  unsigned int val = 0, numOfPoints = 0;
  unsigned int xRes = dmd.XRes(), yRes = dmd.YRes();
  unsigned char* pDestImage = pDepthTexBuf;
  const XnDepthPixel* pDepth = dmd.Data();
  const XnLabel* pLabels = smd.Data();

  // calculate the accumulative depth histogram
  memset(pDepthHist, 0, zRes*sizeof(float));

  int numOfIterations = xRes * yRes;

  for (int i = 0; i < numOfIterations; ++i, ++pDepth){
    val = *pDepth;

    if (val != 0){
      pDepthHist[val]++;
      numOfPoints++;
    }
  }

  for (int i = 1; i < zRes; ++i)
    pDepthHist[i] += pDepthHist[i-1];

  if (numOfPoints > 0){
    for (int i = 0; i < zRes; ++i)
      pDepthHist[i] = floor(256.0f*(1.0f-pDepthHist[i]/(float)numOfPoints));
  }

  // turn depth map to a colored texture image
  pDepth = dmd.Data();

  XnUInt32 ci;
  XnLabel label;
  unsigned int histVal;

  for (int i = 0; i < numOfIterations;
       ++i, ++pDepth, ++pLabels, pDestImage += 3){
    val = *pDepth;
    label = *pLabels;

    if (label != 0)
      ci = label % nColors;
    else
      ci = nColors;

    if (val != 0){
      histVal = pDepthHist[val];

      pDestImage[0] = histVal * colors[ci][0];
      pDestImage[1] = histVal * colors[ci][1];
      pDestImage[2] = histVal * colors[ci][2];
    }
    else
      pDestImage[0] = pDestImage[1] = pDestImage[2] = 0;
  }

  glBindTexture(GL_TEXTURE_2D, depthTexID);
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB,
	       GL_UNSIGNED_BYTE, pDepthTexBuf);
}
void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd)
{
	static bool bInitialized = false;	
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	float topLeftX;
	float topLeftY;
	float bottomRightY;
	float bottomRightX;
	float texXpos;
	float texYpos;

	/*
	if not initialized
	set parameters and reserve memory space
	*/
	if(!bInitialized)
	{
		texWidth =  getClosestPowerOfTwo(dmd.XRes());
		texHeight = getClosestPowerOfTwo(dmd.YRes());

//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;

		memset(texcoords, 0, 8*sizeof(float));
		texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;
	}

	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();

	// get the depth resolution
	static unsigned int nZRes = dmd.ZRes();
	static float* pDepthHist = (float*)malloc(nZRes* sizeof(float));

	// Calculate the accumulative histogram
	memset(pDepthHist, 0, nZRes*sizeof(float));

	// count the number of pixels of every possible depth value
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<nZRes; nIndex++)
	{
		pDepthHist[nIndex] += pDepthHist[nIndex-1];
	}

	// calculate percentage for every depth value
	// the larger the value is, the darker the pixel should be 
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<nZRes; nIndex++)
		{
			pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	pDepth = dmd.Data();
	if (g_bDrawPixels)
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++, nIndex++)
			{

				pDestImage[0] = 0;
				pDestImage[1] = 0;
				pDestImage[2] = 0;
				if (g_bDrawBackground || *pLabels != 0)
				{
					nValue = *pDepth;
					XnLabel label = *pLabels;
					XnUInt32 nColorID = label % nColors;
					if (label == 0)
					{
						nColorID = nColors;
					}

					if (nValue != 0)
					{
						nHistValue = pDepthHist[nValue];

						pDestImage[0] = nHistValue * Colors[nColorID][0]; 
						pDestImage[1] = nHistValue * Colors[nColorID][1];
						pDestImage[2] = nHistValue * Colors[nColorID][2];
					}
				}

				pDepth++;
				pLabels++;
				pDestImage+=3;
			}

			pDestImage += (texWidth - g_nXRes) *3;
		}
	}
	else
	{
		xnOSMemSet(pDepthTexBuf, 0, 3*2*g_nXRes*g_nYRes);
	}

	glBindTexture(GL_TEXTURE_2D, depthTexID);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf);

	// Display the OpenGL texture map
	glColor4f(0.75,0.75,0.75,1);

	glEnable(GL_TEXTURE_2D);
	DrawTexture(dmd.XRes(),dmd.YRes(),0,0);	
	glDisable(GL_TEXTURE_2D);

	char strLabel[50] = "";
	XnUserID aUsers[15];
	XnUInt16 nUsers = 15;
	g_UserGenerator.GetUsers(aUsers, nUsers);
	for (int i = 0; i < nUsers; ++i)
	{
#ifndef USE_GLES
		if (g_bPrintID)
		{
			XnPoint3D com;
			g_UserGenerator.GetCoM(aUsers[i], com);
			g_DepthGenerator.ConvertRealWorldToProjective(1, &com, &com);

			XnUInt32 nDummy = 0;

			xnOSMemSet(strLabel, 0, sizeof(strLabel));
			if (!g_bPrintState)
			{
				// Tracking
				xnOSStrFormat(strLabel, sizeof(strLabel), &nDummy, "%d", aUsers[i]);
			}
			else if (g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i]))
			{
				// Tracking
				xnOSStrFormat(strLabel, sizeof(strLabel), &nDummy, "%d - Tracking", aUsers[i]);
			}
			else if (g_UserGenerator.GetSkeletonCap().IsCalibrating(aUsers[i]))
			{
				// Calibrating
				xnOSStrFormat(strLabel, sizeof(strLabel), &nDummy, "%d - Calibrating [%s]", aUsers[i], GetCalibrationErrorString(m_Errors[aUsers[i]].first));
			}
			else
			{
				// Nothing
				xnOSStrFormat(strLabel, sizeof(strLabel), &nDummy, "%d - Looking for pose [%s]", aUsers[i], GetPoseErrorString(m_Errors[aUsers[i]].second));
			}


			glColor4f(1-Colors[i%nColors][0], 1-Colors[i%nColors][1], 1-Colors[i%nColors][2], 1);

			glRasterPos2i(com.X, com.Y);
			glPrintString(GLUT_BITMAP_HELVETICA_18, strLabel);
		}
#endif
		if (g_bDrawSkeleton && g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i]))
		{
			glColor4f(1-Colors[aUsers[i]%nColors][0], 1-Colors[aUsers[i]%nColors][1], 1-Colors[aUsers[i]%nColors][2], 1);

			// Draw Joints
			if (g_bMarkJoints)
			{
				// Try to draw all joints
				DrawJoint(aUsers[i], XN_SKEL_HEAD);
				DrawJoint(aUsers[i], XN_SKEL_NECK);
				DrawJoint(aUsers[i], XN_SKEL_TORSO);
				DrawJoint(aUsers[i], XN_SKEL_WAIST);

				DrawJoint(aUsers[i], XN_SKEL_LEFT_COLLAR);
				DrawJoint(aUsers[i], XN_SKEL_LEFT_SHOULDER);
				DrawJoint(aUsers[i], XN_SKEL_LEFT_ELBOW);
				DrawJoint(aUsers[i], XN_SKEL_LEFT_WRIST);
				DrawJoint(aUsers[i], XN_SKEL_LEFT_HAND);
				DrawJoint(aUsers[i], XN_SKEL_LEFT_FINGERTIP);

				DrawJoint(aUsers[i], XN_SKEL_RIGHT_COLLAR);
				DrawJoint(aUsers[i], XN_SKEL_RIGHT_SHOULDER);
				DrawJoint(aUsers[i], XN_SKEL_RIGHT_ELBOW);
				DrawJoint(aUsers[i], XN_SKEL_RIGHT_WRIST);
				DrawJoint(aUsers[i], XN_SKEL_RIGHT_HAND);
				DrawJoint(aUsers[i], XN_SKEL_RIGHT_FINGERTIP);

				DrawJoint(aUsers[i], XN_SKEL_LEFT_HIP);
				DrawJoint(aUsers[i], XN_SKEL_LEFT_KNEE);
				DrawJoint(aUsers[i], XN_SKEL_LEFT_ANKLE);
				DrawJoint(aUsers[i], XN_SKEL_LEFT_FOOT);

				DrawJoint(aUsers[i], XN_SKEL_RIGHT_HIP);
				DrawJoint(aUsers[i], XN_SKEL_RIGHT_KNEE);
				DrawJoint(aUsers[i], XN_SKEL_RIGHT_ANKLE);
				DrawJoint(aUsers[i], XN_SKEL_RIGHT_FOOT);
			}

#ifndef USE_GLES
			glBegin(GL_LINES);
#endif

			// Draw Limbs
			DrawLimb(aUsers[i], XN_SKEL_HEAD, XN_SKEL_NECK);

			DrawLimb(aUsers[i], XN_SKEL_NECK, XN_SKEL_LEFT_SHOULDER);
			DrawLimb(aUsers[i], XN_SKEL_LEFT_SHOULDER, XN_SKEL_LEFT_ELBOW);
			if (!DrawLimb(aUsers[i], XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_WRIST))
			{
				DrawLimb(aUsers[i], XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_HAND);
			}
			else
			{
				DrawLimb(aUsers[i], XN_SKEL_LEFT_WRIST, XN_SKEL_LEFT_HAND);
				DrawLimb(aUsers[i], XN_SKEL_LEFT_HAND, XN_SKEL_LEFT_FINGERTIP);
			}


			DrawLimb(aUsers[i], XN_SKEL_NECK, XN_SKEL_RIGHT_SHOULDER);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_SHOULDER, XN_SKEL_RIGHT_ELBOW);
			if (!DrawLimb(aUsers[i], XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_WRIST))
			{
				DrawLimb(aUsers[i], XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_HAND);
			}
			else
			{
				DrawLimb(aUsers[i], XN_SKEL_RIGHT_WRIST, XN_SKEL_RIGHT_HAND);
				DrawLimb(aUsers[i], XN_SKEL_RIGHT_HAND, XN_SKEL_RIGHT_FINGERTIP);
			}

			DrawLimb(aUsers[i], XN_SKEL_LEFT_SHOULDER, XN_SKEL_TORSO);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_SHOULDER, XN_SKEL_TORSO);

			DrawLimb(aUsers[i], XN_SKEL_TORSO, XN_SKEL_LEFT_HIP);
			DrawLimb(aUsers[i], XN_SKEL_LEFT_HIP, XN_SKEL_LEFT_KNEE);
			DrawLimb(aUsers[i], XN_SKEL_LEFT_KNEE, XN_SKEL_LEFT_FOOT);

			DrawLimb(aUsers[i], XN_SKEL_TORSO, XN_SKEL_RIGHT_HIP);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_HIP, XN_SKEL_RIGHT_KNEE);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_KNEE, XN_SKEL_RIGHT_FOOT);

			DrawLimb(aUsers[i], XN_SKEL_LEFT_HIP, XN_SKEL_RIGHT_HIP);
#ifndef USE_GLES
			glEnd();
#endif
		}
	}

	if (g_bPrintFrameID)
	{
		static XnChar strFrameID[80];
		xnOSMemSet(strFrameID, 0, 80);
		XnUInt32 nDummy = 0;
		xnOSStrFormat(strFrameID, sizeof(strFrameID), &nDummy, "%d", dmd.FrameID());

		glColor4f(1, 0, 0, 1);

		glRasterPos2i(10, 10);

		glPrintString(GLUT_BITMAP_HELVETICA_18, strFrameID);
	}
}
Beispiel #18
0
void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd)
{
    static bool bInitialized = false;
    static GLuint depthTexID;
    static unsigned char* pDepthTexBuf;
    static int texWidth, texHeight;

    float topLeftX;
    float topLeftY;
    float bottomRightY;
    float bottomRightX;
    float texXpos;
    float texYpos;

    if(!bInitialized)
    {

        texWidth =  getClosestPowerOfTwo(dmd.XRes());
        texHeight = getClosestPowerOfTwo(dmd.YRes());

//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
        depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
        bInitialized = true;

        topLeftX = dmd.XRes();
        topLeftY = 0;
        bottomRightY = dmd.YRes();
        bottomRightX = 0;
        texXpos =(float)dmd.XRes()/texWidth;
        texYpos  =(float)dmd.YRes()/texHeight;

        memset(texcoords, 0, 8*sizeof(float));
        texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;

    }
    unsigned int nValue = 0;
    unsigned int nHistValue = 0;
    unsigned int nIndex = 0;
    unsigned int nX = 0;
    unsigned int nY = 0;
    unsigned int nNumberOfPoints = 0;
    XnUInt16 g_nXRes = dmd.XRes();
    XnUInt16 g_nYRes = dmd.YRes();

    unsigned char* pDestImage = pDepthTexBuf;

    const XnDepthPixel* pDepth = dmd.Data();
    const XnLabel* pLabels = smd.Data();

    // Calculate the accumulative histogram
    memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
    for (nY=0; nY<g_nYRes; nY++)
    {
        for (nX=0; nX<g_nXRes; nX++)
        {
            nValue = *pDepth;

            if (nValue != 0)
            {
                g_pDepthHist[nValue]++;
                nNumberOfPoints++;
            }

            pDepth++;
        }
    }

    for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
    {
        g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
    }
    if (nNumberOfPoints)
    {
        for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
        {
            g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
        }
    }

    pDepth = dmd.Data();
    if (g_bDrawPixels)
    {
        XnUInt32 nIndex = 0;
        // Prepare the texture map
        for (nY=0; nY<g_nYRes; nY++)
        {
            for (nX=0; nX < g_nXRes; nX++, nIndex++)
            {

                pDestImage[0] = 0;
                pDestImage[1] = 0;
                pDestImage[2] = 0;
                if (g_bDrawBackground || *pLabels != 0)
                {
                    nValue = *pDepth;
                    XnLabel label = *pLabels;
                    XnUInt32 nColorID = label % nColors;
                    if (label == 0)
                    {
                        nColorID = nColors;
                    }

                    if (nValue != 0)
                    {
                        nHistValue = g_pDepthHist[nValue];

                        pDestImage[0] = nHistValue * Colors[nColorID][0];
                        pDestImage[1] = nHistValue * Colors[nColorID][1];
                        pDestImage[2] = nHistValue * Colors[nColorID][2];
                    }
                }

                pDepth++;
                pLabels++;
                pDestImage+=3;
            }

            pDestImage += (texWidth - g_nXRes) *3;
        }
    }
    else
    {
        xnOSMemSet(pDepthTexBuf, 0, 3*2*g_nXRes*g_nYRes);
    }

    glBindTexture(GL_TEXTURE_2D, depthTexID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf);

    // Display the OpenGL texture map
    glColor4f(0.75,0.75,0.75,1);

    glEnable(GL_TEXTURE_2D);
    DrawTexture(dmd.XRes(),dmd.YRes(),0,0);
    glDisable(GL_TEXTURE_2D);

    char strLabel[50] = "";
    XnUserID aUsers[15];
    XnUInt16 nUsers = 15;
    g_UserGenerator.GetUsers(aUsers, nUsers);
    for (int i = 0; i < nUsers; ++i)
    {
#ifndef USE_GLES
        if (g_bPrintID)
        {
            XnPoint3D com;
            g_UserGenerator.GetCoM(aUsers[i], com);
            g_DepthGenerator.ConvertRealWorldToProjective(1, &com, &com);

            xnOSMemSet(strLabel, 0, sizeof(strLabel));
            if (!g_bPrintState)
            {
                // Tracking
                sprintf(strLabel, "%d", aUsers[i]);
            }
            else if (g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i]))
            {
                // Tracking
                sprintf(strLabel, "%d - Tracking", aUsers[i]);
            }
            else if (g_UserGenerator.GetSkeletonCap().IsCalibrating(aUsers[i]))
            {
                // Calibrating
                sprintf(strLabel, "%d - Calibrating [%s]", aUsers[i], GetCalibrationErrorString(m_Errors[aUsers[i]].first));
            }
            else
            {
                // Nothing
                sprintf(strLabel, "%d - Looking for pose [%s]", aUsers[i], GetPoseErrorString(m_Errors[aUsers[i]].second));
            }


            glColor4f(1-Colors[i%nColors][0], 1-Colors[i%nColors][1], 1-Colors[i%nColors][2], 1);

            glRasterPos2i(com.X, com.Y);
            glPrintString(GLUT_BITMAP_HELVETICA_18, strLabel);
        }
#endif
        if (g_bDrawSkeleton && g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i]))
        {
#ifndef USE_GLES
            glBegin(GL_LINES);
#endif
            glColor4f(1-Colors[aUsers[i]%nColors][0], 1-Colors[aUsers[i]%nColors][1], 1-Colors[aUsers[i]%nColors][2], 1);
            DrawLimb(aUsers[i], XN_SKEL_HEAD, XN_SKEL_NECK);

            DrawLimb(aUsers[i], XN_SKEL_NECK, XN_SKEL_LEFT_SHOULDER);
            DrawLimb(aUsers[i], XN_SKEL_LEFT_SHOULDER, XN_SKEL_LEFT_ELBOW);
            DrawLimb(aUsers[i], XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_HAND);

            DrawLimb(aUsers[i], XN_SKEL_NECK, XN_SKEL_RIGHT_SHOULDER);
            DrawLimb(aUsers[i], XN_SKEL_RIGHT_SHOULDER, XN_SKEL_RIGHT_ELBOW);
            DrawLimb(aUsers[i], XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_HAND);

            DrawLimb(aUsers[i], XN_SKEL_LEFT_SHOULDER, XN_SKEL_TORSO);
            DrawLimb(aUsers[i], XN_SKEL_RIGHT_SHOULDER, XN_SKEL_TORSO);

            DrawLimb(aUsers[i], XN_SKEL_TORSO, XN_SKEL_LEFT_HIP);
            DrawLimb(aUsers[i], XN_SKEL_LEFT_HIP, XN_SKEL_LEFT_KNEE);
            DrawLimb(aUsers[i], XN_SKEL_LEFT_KNEE, XN_SKEL_LEFT_FOOT);

            DrawLimb(aUsers[i], XN_SKEL_TORSO, XN_SKEL_RIGHT_HIP);
            DrawLimb(aUsers[i], XN_SKEL_RIGHT_HIP, XN_SKEL_RIGHT_KNEE);
            DrawLimb(aUsers[i], XN_SKEL_RIGHT_KNEE, XN_SKEL_RIGHT_FOOT);

            DrawLimb(aUsers[i], XN_SKEL_LEFT_HIP, XN_SKEL_RIGHT_HIP);


            //---------------- get skeleton data ----------------------

            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_HEAD, head);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_NECK, neck);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_TORSO, torso);

            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_LEFT_SHOULDER, leftShoulder);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_LEFT_ELBOW, leftElbow);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_LEFT_HAND, leftHand);

            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_RIGHT_SHOULDER, rightShoulder);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_RIGHT_ELBOW, rightElbow);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_RIGHT_HAND, rightHand);

            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_LEFT_HIP, leftHip);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_LEFT_KNEE, leftKnee);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_LEFT_FOOT, leftFoot);

            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_RIGHT_HIP, rightHip);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_RIGHT_KNEE, rightKnee);
            g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(aUsers[i],
                    XN_SKEL_RIGHT_FOOT, rightFoot);

            //-------------- store frame data in frameData ------------
            char headX[30], headY[30], headZ[30], headC[30];
            strcpy(frameData, "");
            char space[2] = " ";

            sprintf(headX, "%f", head.position.X);
            sprintf(headY, "%f", head.position.Y);
            sprintf(headZ, "%f", head.position.Z);
            sprintf(headC, "%f", head.fConfidence);

            strcat(frameData, headX);
            strcat(frameData, space);
            strcat(frameData, headY);
            strcat(frameData, space);
            strcat(frameData, headZ);
            strcat(frameData, space);
            strcat(frameData, headC);
            strcat(frameData, space);

            //std::cout << "Frame data: " << frameData << std::endl;
            std::cout << "frameData to be sent: " << frameData << std::endl;
            HandleConnection(frameData);



            ////------- print to console -------
            //xnOSGetTimeStamp(&nNow);
            //nNow /= 1000;
            //std::cout << "-------------time: " << nNow << "---------------\n"
            //	<< "User " << aUsers[i] <<std::endl
            //	<< "	Head: " << head.position.X << " "
            //	<< head.position.Y << " " << head.position.Z
            //	<< head.fConfidence << std::endl;


#ifndef USE_GLES
            glEnd();
#endif
        }
    }
}
Beispiel #19
0
void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd)
{
	static bool bInitialized = false;
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	float topLeftX;
	float topLeftY;
	float bottomRightY;
	float bottomRightX;
	float texXpos;
	float texYpos;

	if(!bInitialized)
	{
		texWidth =  getClosestPowerOfTwo(dmd.XRes());
		texHeight = getClosestPowerOfTwo(dmd.YRes());

//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;

		memset(texcoords, 0, 8*sizeof(float));
		texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;
	}

	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();

	// Calculate the accumulative histogram
	memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				g_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	pDepth = dmd.Data();
	if (g_bDrawPixels)
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++, nIndex++)
			{

				pDestImage[0] = 0;
				pDestImage[1] = 0;
				pDestImage[2] = 0;
				if (g_bDrawBackground || *pLabels != 0)
				{
					nValue = *pDepth;
					XnLabel label = *pLabels;
					XnUInt32 nColorID = label % nColors;
					if (label == 0)
					{
						nColorID = nColors;
					}

					if (nValue != 0)
					{
						nHistValue = g_pDepthHist[nValue];

						pDestImage[0] = nHistValue * Colors[nColorID][0];
						pDestImage[1] = nHistValue * Colors[nColorID][1];
						pDestImage[2] = nHistValue * Colors[nColorID][2];
					}
				}

				pDepth++;
				pLabels++;
				pDestImage+=3;
			}

			pDestImage += (texWidth - g_nXRes) *3;
		}
	}
	else
	{
		xnOSMemSet(pDepthTexBuf, 0, 3*2*g_nXRes*g_nYRes);
	}

	glBindTexture(GL_TEXTURE_2D, depthTexID);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf);

	// Display the OpenGL texture map
	glColor4f(0.75,0.75,0.75,1);

	glEnable(GL_TEXTURE_2D);
	DrawTexture(dmd.XRes(),dmd.YRes(),0,0);
	glDisable(GL_TEXTURE_2D);

	char strLabel[50] = "";
	XnUserID aUsers[15];
	XnUInt16 nUsers = 15;
	g_UserGenerator.GetUsers(aUsers, nUsers);
	for (int i = 0; i < nUsers; ++i)
	{

		if (g_bPrintID)
		{
			XnPoint3D com;
			g_UserGenerator.GetCoM(aUsers[i], com);
			g_DepthGenerator.ConvertRealWorldToProjective(1, &com, &com);

			xnOSMemSet(strLabel, 0, sizeof(strLabel));
			if (!g_bPrintState)
			{
				// Tracking
				sprintf(strLabel, "%d", aUsers[i]);
			}
			else if (g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i]))
			{
				// Tracking
				sprintf(strLabel, "%d - Tracking", aUsers[i]);
			}
			else if (g_UserGenerator.GetSkeletonCap().IsCalibrating(aUsers[i]))
			{
				// Calibrating
				sprintf(strLabel, "%d - Calibrating [%s]", aUsers[i], GetCalibrationErrorString(m_Errors[aUsers[i]].first));
			}
			else
			{
				// Nothing
				sprintf(strLabel, "%d - Looking for pose [%s]", aUsers[i], GetPoseErrorString(m_Errors[aUsers[i]].second));
			}


			glColor4f(1-Colors[i%nColors][0], 1-Colors[i%nColors][1], 1-Colors[i%nColors][2], 1);

			glRasterPos2i(com.X, com.Y);
			glPrintString(GLUT_BITMAP_HELVETICA_18, strLabel);
		}

		//Draw skeleton
		if (g_bDrawSkeleton && g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i]))
		{

			glBegin(GL_LINES);

			glColor4f(1-Colors[aUsers[i]%nColors][0], 1-Colors[aUsers[i]%nColors][1], 1-Colors[aUsers[i]%nColors][2], 1);
			DrawLimb(aUsers[i], XN_SKEL_HEAD, XN_SKEL_NECK);

			DrawLimb(aUsers[i], XN_SKEL_NECK, XN_SKEL_LEFT_SHOULDER);
			DrawLimb(aUsers[i], XN_SKEL_LEFT_SHOULDER, XN_SKEL_LEFT_ELBOW);
			DrawLimb(aUsers[i], XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_HAND);

			DrawLimb(aUsers[i], XN_SKEL_NECK, XN_SKEL_RIGHT_SHOULDER);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_SHOULDER, XN_SKEL_RIGHT_ELBOW);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_HAND);

			DrawLimb(aUsers[i], XN_SKEL_LEFT_SHOULDER, XN_SKEL_TORSO);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_SHOULDER, XN_SKEL_TORSO);

			DrawLimb(aUsers[i], XN_SKEL_TORSO, XN_SKEL_LEFT_HIP);
			DrawLimb(aUsers[i], XN_SKEL_LEFT_HIP, XN_SKEL_LEFT_KNEE);
			DrawLimb(aUsers[i], XN_SKEL_LEFT_KNEE, XN_SKEL_LEFT_FOOT);

			DrawLimb(aUsers[i], XN_SKEL_TORSO, XN_SKEL_RIGHT_HIP);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_HIP, XN_SKEL_RIGHT_KNEE);
			DrawLimb(aUsers[i], XN_SKEL_RIGHT_KNEE, XN_SKEL_RIGHT_FOOT);

			DrawLimb(aUsers[i], XN_SKEL_LEFT_HIP, XN_SKEL_RIGHT_HIP);

			glEnd();

		}
	}
}
Beispiel #20
0
/***********************************************************************************
* This routine will draw the scene. This is the OpenGL display function / idle 
function callback routine. There have been additions to this routine (from the depth
map sample). 

a. Along with updating the context, we also update the session manager. 
b. We draw the hand point as well. The hand point is represented using a white
square. 
***********************************************************************************/
void draw(){

	glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		//clear the gl buffers
	
	rc = cxt.WaitAnyUpdateAll();								//first update the context - refresh the depth/image data coming from the sensor
	
	if(rc != XN_STATUS_OK){										//if the update failed, i.e. couldn't be read
		printf("\nERROR:Read failed... Quitting!\n");			//print error message
		exit(0);												//exit the program
	}
	else if(inSession){
		
		sessionMgr->Update(&cxt);								//NEW ADDITION - update the session manager
		depthGen.GetMetaData(depthMapMetaData);					//grab the depth map meta data
		long xSize = depthMapMetaData.XRes();					//this meta data will give us the true width
		long ySize = depthMapMetaData.YRes();					//and height of the scene
		long totalSize = xSize * ySize;							//total size of the depth map is gotten this way
	
		const XnDepthPixel*	depthMapData;						//this array will contain the value of depth of each pixel in depth map
		depthMapData = depthMapMetaData.Data();					//this will grab the depth values and store it into the array
			
		int i, j,colorToSet;									//color to set will be calculated for the pixel based on its depth 
		int depth;												//to store the depth at a point
		
		glLoadIdentity();										//set the matrix to an identity matrix
		glOrtho(0, xSize, ySize, 0, -1, 1);						//set the orthogonal view. -1 and 1 define the near and far clip off points along z axis
		

		/************************************** DRAWS THE DEPTH MAP *************************************/

		glBegin(GL_POINTS);										//start the drawing of points
		
		/*
		Note: the depthMapData is a pointer to an array that is linear. It contains integer values of depth in millimeters. This linear array must be imagined
		as a matrix of dimensions --> xSize,ySize
		*/

		for(i = 0;i<xSize;i++)									//this loop will run through width of the depth map
		{
			for(j=0;j<ySize;j++)								//this will run through the height
			{
				depth = depthMapMetaData(i,j);					//get the depth info from the depthMapData.	lvalue is (i*Xmax + j) in order to translate matrix coords to linear ones	
				colorToSet = MAX_COLOR - depth/COLOR_ZONES;
								
				if((depth < DEPTH_THRESH_FAR) && (depth > DEPTH_THRESH_NEAR)) {	//if the current pixel depth is within the threshold limits (acceptable range in millimeters)
					glColor3ub(0,colorToSet,0);					//then paint this pixel
					glVertex3f(i,j,0);	
				}
			}
		}
		glEnd();												//end drawing sequence	
		glBegin(GL_POINTS);
		pixelmap[4][4].g=255;
		for(i = 0;i<xSize;i++)									//this loop will run through width of the depth map
		{
			for(j=0;j<ySize;j++)								//this will run through the height
			{
				
				
				if (pixelmap[i][j].r > 0) {
				glColor3ub(pixelmap[i][j].r,pixelmap[i][j].g, pixelmap[i][j].b);					//then paint this pixel
 				glVertex3f(i,j,0);	
				}
			}
		}
		glEnd();
		/********************************* DRAWS THE HAND POINT ***************************************/
		if(isHandPointNull() == false){
			
			glColor3f(255,255,255);					//set the color to white										
			glBegin(GL_POLYGON);					//start drawing the polygon
			int xCo = handPointCoords.X;			//xCoord of the hand point
			int yCo = handPointCoords.Y;			//yCoord of the hand point
			
			int zCo = handPointCoords.Z;
			
			int size = 4;							//size of this square
			
			glVertex3f(xCo-size,yCo-size,0);		//plot the top left corner
			glVertex3f(xCo+size,yCo-size,0);		//plot the top right corner
			glVertex3f(xCo+size,yCo+size,0);		//plot the bot right corner
			glVertex3f(xCo-size,yCo+size,0);		//plot the bot left corner
			glEnd();								//stop drawing the polygon
			
			//draws a bounding box around the hand using lines
			int boxSize = 200;
			int xBox = handPointCoords.X - boxSize/2;
			int yBox = handPointCoords.Y - boxSize/2;
			//pixelmap[-1][-1].g=233;
			if (zCo < g_dist) {
				glColor3f(255,0,0);
				for (int i = -5; i <= 5; i++)
					for (int j = -5; j <= 5; j++)
				pixelmap[(xCo + i)%640][(yCo + j)%480].r = 255;
			}
			glBegin(GL_LINES);
			glVertex3f(xBox,yBox,0);					//top edge
			glVertex3f(xBox+boxSize,yBox,0);
			
			glVertex3f(xBox,yBox,0);					//left edge
			glVertex3f(xBox,yBox+boxSize,0);

			glVertex3f(xBox+boxSize,yBox,0);			//right edge
			glVertex3f(xBox+boxSize,yBox+boxSize,0);
			
			glVertex3f(xBox,yBox+boxSize,0);			//bottom edge
			glVertex3f(xBox+boxSize,yBox+boxSize,0);
			glEnd();
		}

		/**********************************************************************************************/
	}
		
	glutSwapBuffers();											//for double buffering
}
int main ( int argc, char * argv[] )
{
	// 
	// Initialize OpenNI Settings
	// 

	XnStatus nRetVal = XN_STATUS_OK;
	xn::ScriptNode scriptNode;
	xn::EnumerationErrors errors;

	// 
	// Initialize Context Object
	// 

	nRetVal = g_Context.InitFromXmlFile ( CONFIG_XML_PATH, scriptNode, &errors );
	
	if ( nRetVal == XN_STATUS_NO_NODE_PRESENT ) {
		XnChar strError[1024];
		errors.ToString(strError, 1024);
		printf ( "XN_STATUS_NO_NODE_PRESENT:\n%s\n", strError );
		system ( "pause" );

		return ( nRetVal );
	}
	else if ( nRetVal != XN_STATUS_OK ) {
		printf ( "Open failed: %s\n", xnGetStatusString(nRetVal) );	
		system ( "pause" );

		return ( nRetVal );
	}

	// 
	// Handle Image & Depth Generator Node
	// 

	bool colorFlag = true;
	bool depthFlag = true;

	nRetVal = g_Context.FindExistingNode ( XN_NODE_TYPE_DEPTH, g_DepthGen );
	if ( nRetVal != XN_STATUS_OK ) {
		printf("No depth node exists!\n");
		depthFlag = false;
	}
	nRetVal = g_Context.FindExistingNode ( XN_NODE_TYPE_IMAGE, g_ImageGen );
	if ( nRetVal != XN_STATUS_OK ) {
		printf("No image node exists!\n");
		colorFlag = false;
	}

	// g_DepthGen.GetAlternativeViewPointCap().SetViewPoint( g_ImageGen );

	if ( depthFlag ) {
		g_DepthGen.GetMetaData ( g_DepthMD );
		assert ( g_DepthMD.PixelFormat() == XN_PIXEL_FORMAT_GRAYSCALE_16_BIT );
	}
	if ( colorFlag ) {
		g_ImageGen.GetMetaData ( g_ImageMD );
		assert ( g_ImageMD.PixelFormat() == XN_PIXEL_FORMAT_RGB24 );
	}

	g_DepthImgShow = cv::Mat ( g_DepthMD.YRes(), g_DepthMD.XRes(), CV_8UC1  );
	g_DepthImgMat  = cv::Mat ( g_DepthMD.YRes(), g_DepthMD.XRes(), CV_16UC1 );
	g_ColorImgMat  = cv::Mat ( g_ImageMD.YRes(), g_ImageMD.XRes(), CV_8UC3  );
	
	// 
	// Start to Loop
	// 

	bool flipColor = true;
	int ctlWndKey = -1;

	g_StartTickCount = GetTickCount();
	g_HeadTrackingFrameCount = 0;
	
	while ( ctlWndKey != ESC_KEY_VALUE ) 
	{
		nRetVal = g_Context.WaitOneUpdateAll ( g_DepthGen );
		// nRetVal = g_Context.WaitAnyUpdateAll();

#ifdef HANDLING_IMAGE_DATA

		if ( colorFlag ) 
		{
			g_ImageGen.GetMetaData ( g_ImageMD );

			assert ( g_ImageMD.FullXRes() == g_ImageMD.XRes() );
			assert ( g_ImageMD.FullYRes() == g_ImageMD.YRes() );

			GlobalUtility::CopyColorRawBufToCvMat8uc3 ( (const XnRGB24Pixel *)(g_ImageMD.Data()), g_ColorImgMat );
	
			if ( ctlWndKey == 's' || ctlWndKey == 'S' ) {												// Switch
				flipColor = !flipColor;
			}
			if ( flipColor ) {
				cv::cvtColor ( g_ColorImgMat, g_ColorImgMat, CV_RGB2BGR );
			}

			cv::namedWindow ( IMAGE_WIN_NAME, CV_WINDOW_AUTOSIZE );
			cv::imshow ( IMAGE_WIN_NAME, g_ColorImgMat );
		}

#endif

#ifdef HANDLING_DEPTH_DATA

		if ( depthFlag ) 
		{
			g_DepthGen.GetMetaData(g_DepthMD);
		
			// assert ( g_DepthMD.FullXRes() == g_DepthMD.XRes() );
			// assert ( g_DepthMD.FullYRes() == g_DepthMD.YRes() );

			GlobalUtility::CopyDepthRawBufToCvMat16u ( (const XnDepthPixel *)(g_DepthMD.Data()), g_DepthImgMat );
			GlobalUtility::ConvertDepthCvMat16uToGrayCvMat ( g_DepthImgMat, g_DepthImgShow );

			/*
			cv::putText(colorImgMat, 
						GlobalUtility::DoubleToString(g_ImageMD.FPS()) + " FPS", 
						cv::Point(10, 450), 
						cv::FONT_ITALIC, 
						0.7, 
						cv::Scalar(255, 255, 255, 0),
						2,
						8,
						false);
						*/

			cv::namedWindow ( DEPTH_WIN_NAME, CV_WINDOW_AUTOSIZE );
			cv::imshow ( DEPTH_WIN_NAME, g_DepthImgShow );
		}

#endif

		XnFieldOfView fov;
		g_DepthGen.GetFieldOfView( fov );

		std::cout	<< "HFov = " << fov.fHFOV << std::endl
					<< "VFov = " << fov.fVFOV << std::endl;

		ctlWndKey = cvWaitKey ( 5 );

		g_HeadTrackingFrameCount++;
		g_CurrTickCount = GetTickCount();
		std::cout	<< "FPS = " 
					<< 1000 / ( ( double )( g_CurrTickCount - g_StartTickCount ) / ( double )( g_HeadTrackingFrameCount ) ) 
					<< std::endl;
	}

	g_Context.Release ();

	exit ( EXIT_SUCCESS );
}
void PublishPeopleImage(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd, image_transport::Publisher& pub)
{
	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();
	unsigned int nValue = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();
	cv::Mat peopleSegmentation(g_nYRes, g_nXRes, CV_8UC3);

	// Prepare the texture map
	for (unsigned int nY=0; nY<g_nYRes; nY++)
	{
		uchar* pDestImage = peopleSegmentation.ptr(nY);
		for (unsigned int nX=0; nX < g_nXRes; nX++)
		{

			pDestImage[0] = 0;
			pDestImage[1] = 0;
			pDestImage[2] = 0;
			if (*pLabels != 0)
			{
				nValue = *pDepth;
				XnLabel label = *pLabels;
				XnUInt32 nColorID = label % nColors;

				if (nValue != 0)
				{
					pDestImage[0] = 255 * Colors[nColorID][0]; 
					pDestImage[1] = 255 * Colors[nColorID][1];
					pDestImage[2] = 255 * Colors[nColorID][2];
				}
			}

			pDepth++;
			pLabels++;
			pDestImage+=3;
		}
	}
	
	// todo: stop and start with respect to odometry: segmentation works best if robot is standing still
	
	// publish
	try
	{
		IplImage img = (IplImage)peopleSegmentation;
		sensor_msgs::ImagePtr msg = (sensor_msgs::CvBridge::cvToImgMsg(&img, "bgr8"));
		msg->header.stamp = ros::Time::now();
		pub.publish(msg);
	}
	catch (sensor_msgs::CvBridgeException error)
	{
		ROS_ERROR("[openni_tracker] Could not convert IplImage to ROS message");
	}
	
// 	cv_bridge::CvImage bridgeImage;		did not work
// 	bridgeImage.image = peopleSegmentation.clone();
// 	sensor_msgs::ImagePtr msg = bridgeImage.toImageMsg();
// 	pub.publish(msg);


	// display for checking the output
// 	cv::namedWindow("Test");
// 	imshow("Test", peopleSegmentation);
// 	uchar key = cv::waitKey(10);
// 	if (key == 'r')
// 	{
// 	  g_UserGenerator.StopGenerating();
// 	  std::cout << "stop\n";
// 	}
// 	if (key == 'c')
// 	{
// 	  g_UserGenerator.StartGenerating();
// 	  std::cout << "start\n";
// 	}
}
Beispiel #23
0
int main ( int argc, char ** argv )
{
	// 
	// Initializing Calibration Related
	// 

	// ARTagHelper artagHelper	( colorImgWidth, colorImgHeight, ARTAG_CONFIG_FILE,		ARTAG_POS_FILE );
	ARTagHelper artagHelper		( colorImgWidth, colorImgHeight, ARTAG_CONFIG_A3_FILE,	ARTAG_POS_A3_FILE );

	ExtrCalibrator extrCalibrator ( 6, KINECT_INTR_FILE, KINECT_DIST_FILE );
	// unsigned char * kinectImgBuf = new unsigned char[colorImgWidth * colorImgHeight * 3];

	// 
	// Initializing OpenNI Settings
	// 

	int ctlWndKey = -1;

	XnStatus nRetVal = XN_STATUS_OK;
	xn::EnumerationErrors errors;

	// 
	// Initialize Context Object
	// 
	
	nRetVal = g_Context.InitFromXmlFile ( CONFIG_XML_PATH, g_ScriptNode, &errors );
	if ( nRetVal == XN_STATUS_NO_NODE_PRESENT ) 
	{
		XnChar strError[1024];
		errors.ToString ( strError, 1024 );
		printf ( "XN_STATUS_NO_NODE_PRESENT:\n%s\n", strError );
		
		system ( "pause" );
		return ( nRetVal );
	}
	else if ( nRetVal != XN_STATUS_OK )
	{
		printf ( "Open FAILED:\n%s\n", xnGetStatusString ( nRetVal ) );	
	
		system ( "pause" );
		return ( nRetVal );
	}

	// 
	// Handle the Depth Generator Node.
	// 
	
	nRetVal = g_Context.FindExistingNode ( XN_NODE_TYPE_DEPTH, g_DepthGen );
	if ( nRetVal != XN_STATUS_OK )
	{
		printf ( "No Depth Node Exists! Please Check your XML.\n" );
		return ( nRetVal );
	}
	
	// 
	// Handle the Image Generator node
	// 
	
	nRetVal = g_Context.FindExistingNode ( XN_NODE_TYPE_IMAGE, g_ImageGen );
	if ( nRetVal != XN_STATUS_OK )
	{
		printf ( "No Image Node Exists! Please Check your XML.\n" );
		return ( nRetVal );
	}

	// g_DepthGen.GetAlternativeViewPointCap().SetViewPoint( g_ImageGen );

	g_DepthGen.GetMetaData ( g_DepthMD );
	g_ImageGen.GetMetaData ( g_ImageMD );

	assert ( g_ImageMD.PixelFormat() == XN_PIXEL_FORMAT_RGB24 );
	assert ( g_DepthMD.PixelFormat() == XN_PIXEL_FORMAT_GRAYSCALE_16_BIT );

	// 
	// Create OpenCV Showing Window and Related Data Structures
	// 

	cv::namedWindow ( IMAGE_WIN_NAME, CV_WINDOW_AUTOSIZE );
	cv::namedWindow ( DEPTH_WIN_NAME, CV_WINDOW_AUTOSIZE );

	cv::Mat depthImgMat  ( g_DepthMD.YRes(), g_DepthMD.XRes(), CV_16UC1 );
	cv::Mat depthImgShow ( g_DepthMD.YRes(), g_DepthMD.XRes(), CV_8UC3  );
	cv::Mat colorImgMat  ( g_ImageMD.YRes(), g_ImageMD.XRes(), CV_8UC3 );

#define ARTAG_DEBUG

#ifdef ARTAG_DEBUG
	
	cv::setMouseCallback ( IMAGE_WIN_NAME, ClickOnMouse, 0 );

#endif

	bool flipColor = true;

	// 
	// Start to Loop
	// 

	while ( ctlWndKey != ESC_KEY_VALUE ) 
	{
		// 
		// Try to Get New Frame From Kinect
		// 
	
		nRetVal = g_Context.WaitAnyUpdateAll ();

		g_DepthGen.GetMetaData ( g_DepthMD );
		g_ImageGen.GetMetaData ( g_ImageMD );

		assert ( g_DepthMD.FullXRes() == g_DepthMD.XRes() && g_DepthMD.FullYRes() == g_DepthMD.YRes() );
		assert ( g_ImageMD.FullXRes() == g_ImageMD.XRes() && g_ImageMD.FullYRes() == g_ImageMD.YRes() );

		GlobalUtility::CopyColorRawBufToCvMat8uc3 ( (const XnRGB24Pixel *)(g_ImageMD.Data()), colorImgMat );

#ifdef SHOW_DEPTH_WINDOW

		GlobalUtility::CopyDepthRawBufToCvMat16u  ( (const XnDepthPixel *)(g_DepthMD.Data()), depthImgMat );
		// GlobalUtility::ConvertDepthCvMat16uToYellowCvMat ( depthImgMat, depthImgShow );
		GlobalUtility::ConvertDepthCvMat16uToGrayCvMat ( depthImgMat, depthImgShow );

		cv::imshow ( DEPTH_WIN_NAME, depthImgShow );

#endif

		ctlWndKey = cvWaitKey ( 15 );

		if ( ctlWndKey == 'f' || ctlWndKey == 'F' ) 
		{
			artagHelper.Clear();

			artagHelper.FindMarkerCorners ( (unsigned char *)(g_ImageMD.Data()) );
			artagHelper.PrintMarkerCornersPos2dInCam ();
			extrCalibrator.ExtrCalib ( artagHelper );

			std::cout << "\nKinect Extr Matrix:" << std::endl;
			extrCalibrator.PrintMatrix ( extrCalibrator.GetMatrix ( ExtrCalibrator::EXTR ) );

			std::cout	<< "Reprojection ERROR = " 
						<< extrCalibrator.ComputeReprojectionErr ( artagHelper ) << std::endl
						// << extrCalibrator.ComputeReprojectionErr ( artagHelper.m_MarkerCornerPosCam2d, artagHelper.m_MarkerCornerPos3d, 24 ) << std::endl
						<< "Valid Marker Number = " << artagHelper.GetValidMarkerNumber() << std::endl
						<< std::endl;

			extrCalibrator.SaveMatrix ( ExtrCalibrator::EXTR, KINECT_EXTR_FILE );
		}
		if ( ctlWndKey == 's' || ctlWndKey == 'S' )
		{
			flipColor = !flipColor;
		}

		if ( flipColor ) { 
			cv::cvtColor ( colorImgMat, colorImgMat, CV_RGB2BGR );
		}

		artagHelper.DrawMarkersInCameraImage ( colorImgMat );
		cv::imshow ( IMAGE_WIN_NAME, colorImgMat );
	}

	g_Context.Release ();
	
	system	( "pause" );
	exit	( EXIT_SUCCESS );

}
Beispiel #24
0
void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd, ros::Publisher pub_body, edwin::SceneAnalysis scene, edwin::People person)
{



	static bool bInitialized = false;
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	 float topLeftX;
	 float topLeftY;
	 float bottomRightY;
	 float bottomRightX;
	float texXpos;
	float texYpos;

	if(!bInitialized)
	{

		texWidth =  getClosestPowerOfTwo(dmd.XRes());
		texHeight = getClosestPowerOfTwo(dmd.YRes());

//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;

		memset(texcoords, 0, 8*sizeof(float));
		texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;

	}
	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();

	// Calculate the accumulative histogram
	memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				g_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	XnPoint3D coms[20];
	XnUInt32 labels[20] = {0};
	for (int i = 0; i < 20; ++i)
	{
		coms[i] = xnCreatePoint3D(0,0,0);
	}

	pDepth = dmd.Data();
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++, nIndex++)
			{
				nValue = *pDepth;
				XnLabel label = *pLabels;
				XnUInt32 nColorID = label % nColors;
				if (label == 0)
				{
					nColorID = nColors;
				}

				if (nValue != 0)
				{
					nHistValue = g_pDepthHist[nValue];

					pDestImage[0] = nHistValue * Colors[nColorID][0];
					pDestImage[1] = nHistValue * Colors[nColorID][1];
					pDestImage[2] = nHistValue * Colors[nColorID][2];

					if (label < 20 && label > 0)
					{
						coms[label].X += nX;
						coms[label].Y += nY;
						coms[label].Z += *pDepth;
						labels[label]++;
					}
				}
				else
				{
					pDestImage[0] = 0;
					pDestImage[1] = 0;
					pDestImage[2] = 0;
				}

				pDepth++;
				pLabels++;
				pDestImage+=3;
			}

			pDestImage += (texWidth - g_nXRes) *3;
		}
	}

	glBindTexture(GL_TEXTURE_2D, depthTexID);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf);

	// Display the OpenGL texture map
	glColor4f(0.75,0.75,0.75,1);

	glEnable(GL_TEXTURE_2D);
	DrawTexture(dmd.XRes(),dmd.YRes(),0,0);
	glDisable(GL_TEXTURE_2D);
	char strLabel[3] = "";


	//Initialize the scene array
	// scene.crowd = [];


	for (int i = 0; i < 20; ++i)
	{
		if (labels[i] == 0)
			continue;
		coms[i].X /= labels[i];
		coms[i].Y /= labels[i];
		coms[i].Z /= labels[i];

		sprintf(strLabel, "%d", i);

		glColor4f(1-Colors[i%nColors][0], 1-Colors[i%nColors][1], 1-Colors[i%nColors][2], 1);

		glRasterPos2i(coms[i].X, coms[i].Y);
		// glRasterPos2i(320, 240); //testing for midpoint of Kinect


		person.ID = i;
		person.xpos = coms[i].X;
		person.ypos = coms[i].Y;
		person.zpos = coms[i].Z;

		scene.crowd[i] = person;


		glPrintString(GLUT_BITMAP_HELVETICA_18, strLabel);
	}
	pub_body.publish(scene);
	for(int i = 0; i < 20; ++i)
	{
		scene.crowd[i].ID = 0;
	}
}
Beispiel #25
0
void DrawDepthMap(const xn::DepthMetaData& dm)
{
	static bool bInitialized = false;	
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	 float topLeftX;
	 float topLeftY;
	 float bottomRightY;
	 float bottomRightX;
	float texXpos;
	float texYpos;

	if(!bInitialized)
	{
		XnUInt16 nXRes = dm.XRes();
		XnUInt16 nYRes = dm.YRes();
		texWidth =  getClosestPowerOfTwo(nXRes);
		texHeight = getClosestPowerOfTwo(nYRes);

		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

		bInitialized = true;

		topLeftX = nXRes;
		topLeftY = 0;
		bottomRightY = nYRes;
		bottomRightX = 0;
		texXpos =(float)nXRes/texWidth;
		texYpos  =(float)nYRes/texHeight;

		memset(texcoords, 0, 8*sizeof(float));
		texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;

	}
	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dm.XRes();
	XnUInt16 g_nYRes = dm.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnUInt16* pDepth = dm.Data();

	// Calculate the accumulative histogram
	memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				g_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	pDepth = dm.Data();
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++, nIndex++)
			{
				nValue = *pDepth;

				if (nValue != 0)
				{
					nHistValue = g_pDepthHist[nValue];

					pDestImage[0] = nHistValue; 
					pDestImage[1] = nHistValue;
					pDestImage[2] = nHistValue;
				}
				else
				{
					pDestImage[0] = 0;
					pDestImage[1] = 0;
					pDestImage[2] = 0;
				}

				pDepth++;
				pDestImage+=3;
			}

			pDestImage += (texWidth - g_nXRes) *3;
		}
	}
	glBindTexture(GL_TEXTURE_2D, depthTexID);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf);

	// Display the OpenGL texture map
	glColor4f(0.5,0.5,0.5,1);

	glEnable(GL_TEXTURE_2D);
	DrawTexture(dm.XRes(),dm.YRes(),0,0);	
	glDisable(GL_TEXTURE_2D);
}
void Gestures::DrawDepthMap( const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd )
{
	static bool bInitialized = false;
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	float topLeftX;
	float topLeftY;
	float bottomRightY;
	float bottomRightX;
	float texXpos;
	float texYpos;

	if( !bInitialized )
	{
		texWidth = getClosestPowerOfTwo( 1280 );
		texHeight = getClosestPowerOfTwo( dmd.YRes() );

		//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

		//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;

		memset(m_texcoords, 0, 8*sizeof(float));
		m_texcoords[0] = texXpos, m_texcoords[1] = texYpos, m_texcoords[2] = texXpos, m_texcoords[7] = texYpos;

	}
	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();

	//Calculate the accumulative histogram
	memset(m_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				m_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		m_pDepthHist[nIndex] += m_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			m_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (m_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	pDepth = dmd.Data();
	if (m_bDrawPixels)
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++, nIndex++)
			{

				pDestImage[0] = 0;
				pDestImage[1] = 0;
				pDestImage[2] = 0;
				if (m_bDrawBackground || *pLabels != 0)
				{
					nValue = *pDepth;
					XnLabel label = *pLabels;
					XnUInt32 nColorID = label % m_nColors;
					if (label == 0)
					{
						nColorID = m_nColors;
					}

					if (nValue != 0)
					{
						nHistValue = m_pDepthHist[nValue];

						pDestImage[0] = nHistValue * Colors[nColorID][0]; 
						pDestImage[1] = nHistValue * Colors[nColorID][1];
						pDestImage[2] = nHistValue * Colors[nColorID][2];
					}
				}

				pDepth++;
				pLabels++;
				pDestImage+=3;
			}

			pDestImage += (texWidth - g_nXRes) *3;
		}
	}
	else
	{
		xnOSMemSet(pDepthTexBuf, 0, 3*2*g_nXRes*g_nYRes);
	}

	glBindTexture(GL_TEXTURE_2D, depthTexID);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf);

	// Display the OpenGL texture map
	glColor4f(0.75,0.75,0.75,1);

	glEnable(GL_TEXTURE_2D);
	DrawTexture(dmd.XRes(),dmd.YRes(),0,0);	
	glDisable(GL_TEXTURE_2D);


}