// 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; }
int GenerateMinecraftCharacter(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd, const XnRGB24Pixel* image) { int ret = 0; int xRes = dmd.XRes(); int yRes = dmd.YRes(); cv::Mat inputImage = cv::Mat(yRes, xRes, CV_8UC3); cv::Mat skin = cv::Mat::zeros(cv::Size(64,32), CV_8UC3); XnToCV(image,&inputImage); cv::cvtColor(inputImage,inputImage,CV_RGB2BGR); XnUserID aUsers[15]; XnUInt16 nUsers = 15; g_UserGenerator.GetUsers(aUsers, nUsers); int i = 0; for (i = 0; i < nUsers; ++i) { if (g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i])) break; } // No users being tracked if (i == nUsers) return -1; ret = GenerateSkin(aUsers[i], &inputImage, &skin); printf("GenerateSkin returned %d on user %d\n",ret,(int)aUsers[i]); cv::imwrite("skin.png",skin); SegmentUser(aUsers[i], &inputImage, smd); DrawDebugPoints(aUsers[i], &inputImage); cv::imwrite("blah.png",inputImage); sync(); system("convert skin.png -transparent black skin.png && composite -geometry +32+0 hardhat.png skin.png skin.png"); sync(); return ret; }
std::string getDepthMap(bool br) { { ReadLock r_lock(myLock); stringstream emitter; emitter << "{DepthMap," << g_depthMD.XRes() << ","<< g_depthMD.YRes() << "}["; if(g_depthMD.XRes() != 0){ for(int i = 0; i < g_depthMD.XRes(); i++) { if(i>0 && br == true) emitter << "<BR>"; for(int j = 0; j < g_depthMD.YRes(); j++) { emitter << g_depthMD(i, j); emitter << ","; } } } emitter << "]"; return emitter.str(); } }
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 ); }
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(); }
//- - - - - - - - - - - - - - - - - - // void C_TrackWindow::initTexs( const xn::DepthMetaData& depthMD ) { struct getClosestPowerOfTwo { inline unsigned int operator()( unsigned int n) { unsigned int m = 2; while(m < n) m<<=1; return m; }; }; GLuint texID = 0; glGenTextures( 1, &depthTexID_ ); texWidth_ = getClosestPowerOfTwo()( depthMD.XRes() ); texHeight_ = getClosestPowerOfTwo()( depthMD.YRes() ); pDepthTexBuf_ = new unsigned char[ texWidth_ * texHeight_ * 4 ]; glBindTexture( GL_TEXTURE_2D, depthTexID_ ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); }
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); } }
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, 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; } }
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++; } } }
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 } } }
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); }
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 ); }
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 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; } }
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(); } }
/*********************************************************************************** * 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 }
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(); } } }
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"; // } }
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 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); }