示例#1
0
// スケルトンを描画する
void DrawSkelton(XnUserID player, int idx){

    // 線を引く開始と終了のJointの定義
    XnSkeletonJoint joints[][2] = {
        {XN_SKEL_HEAD, XN_SKEL_NECK},
        {XN_SKEL_NECK, XN_SKEL_LEFT_SHOULDER},
        {XN_SKEL_LEFT_SHOULDER, XN_SKEL_LEFT_ELBOW},
        {XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_HAND},
        {XN_SKEL_NECK, XN_SKEL_RIGHT_SHOULDER},
        {XN_SKEL_RIGHT_SHOULDER, XN_SKEL_RIGHT_ELBOW},
        {XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_HAND},
        {XN_SKEL_LEFT_SHOULDER, XN_SKEL_TORSO},
        {XN_SKEL_RIGHT_SHOULDER, XN_SKEL_TORSO},
        {XN_SKEL_TORSO, XN_SKEL_LEFT_HIP},
        {XN_SKEL_LEFT_HIP, XN_SKEL_LEFT_KNEE},
        {XN_SKEL_LEFT_KNEE, XN_SKEL_LEFT_FOOT},
        {XN_SKEL_TORSO, XN_SKEL_RIGHT_HIP},
        {XN_SKEL_RIGHT_HIP, XN_SKEL_RIGHT_KNEE},
        {XN_SKEL_RIGHT_KNEE, XN_SKEL_RIGHT_FOOT},
        {XN_SKEL_LEFT_HIP, XN_SKEL_RIGHT_HIP}
    };

	XnSkeletonJointPosition joint1, joint2;
    int nJointsCount = sizeof(joints) / sizeof(joints[0]);
    int color_idx = idx;
    if( color_idx > (sizeof(g_Colors) / sizeof(g_Colors[0])) ){
        color_idx = (sizeof(g_Colors) / sizeof(g_Colors[0])) - 1;
    }
       
    for(int i = 0; i < nJointsCount;i++){
        g_SkeletonCap.GetSkeletonJointPosition(player, joints[i][0], joint1);
        g_SkeletonCap.GetSkeletonJointPosition(player, joints[i][1], joint2);        
        if (joint1.fConfidence < 0.2 || joint2.fConfidence < 0.2){
            return;
        }
        
        XnPoint3D pt[2];
        pt[0] = joint1.position;
        pt[1] = joint2.position;
        
        g_DepthGenerator.ConvertRealWorldToProjective(2, pt, pt);
        
        // 線で結んで
        cvLine( g_rgbImage, cvPoint(pt[0].X, pt[0].Y), cvPoint(pt[1].X, pt[1].Y), g_Colors[color_idx], 1, CV_AA);
        // それぞれの点を塗りつぶす
        cvCircle(g_rgbImage, cvPoint(pt[0].X, pt[0].Y), 2, g_Colors[color_idx], -1, CV_AA, 0);
        cvCircle(g_rgbImage, cvPoint(pt[1].X, pt[1].Y), 2, g_Colors[color_idx], -1, CV_AA, 0);
    }
    
}
示例#2
0
/**
 * Body に画像をコラージュ
 */
void drawBodyPreLoad(xn::DepthGenerator& depth, xn::SkeletonCapability& capability, XnSkeletonJoint joint, XnUserID user, XnMapOutputMode mapMode, IplImage* preLoadImage, IplImage **rgbImage) {
	XnSkeletonJointPosition pos;
    
    IplImage *partImage = NULL; 
    IplImage *fallImage = NULL; 
    
	// ジョイント座標の取得
	capability.GetSkeletonJointPosition(user, joint, pos);
	XnPoint3D pReal[1] = {pos.position};
	XnPoint3D pProjective[1];
    
	// 世界座標系から表示座標系に変換した座標を取得
	depth.ConvertRealWorldToProjective(1, pReal, pProjective);
    
    
    // 重ね合わせよう画像
    partImage = preLoadImage;
    fallImage = cvCreateImage(cvSize(mapMode.nXRes, mapMode.nYRes), IPL_DEPTH_8U, 3);    
    CvPoint2D32f original[3];
    CvPoint2D32f transform[3];
    
    original[0] = cvPoint2D32f(0, 0);
    original[1] = cvPoint2D32f(mapMode.nXRes, 0);
    original[2] = cvPoint2D32f( 0, mapMode.nYRes);
    
    CvSize sizeOfPart = cvGetSize(partImage);
    
    int transX = pProjective[0].X - (sizeOfPart.width / 2);
    int transY = pProjective[0].Y - (sizeOfPart.height / 2);
    
    transform[0] = cvPoint2D32f( transX, transY);
    transform[1] = cvPoint2D32f( transX + mapMode.nXRes, transY);
    transform[2] = cvPoint2D32f( transX , transY + mapMode.nYRes);
    
    // 行列作成
    CvMat *affineMatrix = cvCreateMat(2, 3, CV_32FC1);
    cvGetAffineTransform(original, transform, affineMatrix);
    
    // 移動
    cvWarpAffine(partImage, fallImage, affineMatrix, CV_INTER_LINEAR | CV_WARP_FILL_OUTLIERS, cvScalarAll(0));
    
    
    // 画像の重ね合わせ
    fallPartImage(fallImage, *rgbImage);
    
    // 解放
    cvReleaseImage(&fallImage);	
    //cvReleaseImage(&partImage);	
}
示例#3
0
//左上腕(LEFT_ELBOW - LEFT_SHOULDER)に画像をコラージュ
void drawLeftArm(xn::DepthGenerator& depth, xn::SkeletonCapability& capability, XnUserID user, XnMapOutputMode mapMode, IplImage* preLoadImage, IplImage **rgbImage) {
	XnSkeletonJointPosition pos1,pos2;
  
    IplImage *partImage = NULL; 
    IplImage *fallImage = NULL; 
    
	// elbowのジョイント座標の取得
	capability.GetSkeletonJointPosition(user, XN_SKEL_LEFT_ELBOW, pos1);
	XnPoint3D pReal1[1] = {pos1.position};
	XnPoint3D pProjective1[1];
	// 世界座標系から表示座標系に変換した座標を取得
	depth.ConvertRealWorldToProjective(1, pReal1, pProjective1);
    
    // sholderのジョイント座標の取得
	capability.GetSkeletonJointPosition(user, XN_SKEL_LEFT_SHOULDER, pos2);
	XnPoint3D pReal2[1] = {pos2.position};
	XnPoint3D pProjective2[1];
	// 世界座標系から表示座標系に変換した座標を取得
	depth.ConvertRealWorldToProjective(1, pReal2, pProjective2);
    
    // 重ね合わせよう画像
    partImage = preLoadImage;
    fallImage = cvCreateImage(cvSize(mapMode.nXRes, mapMode.nYRes), IPL_DEPTH_8U, 3);    
    CvPoint2D32f original[3];
    CvPoint2D32f transform[3];
    
    original[0] = cvPoint2D32f(0, 0);
    original[1] = cvPoint2D32f(mapMode.nXRes, 0);
    original[2] = cvPoint2D32f( 0, mapMode.nYRes);
    
    CvSize sizeOfPart = cvGetSize(partImage);
    
    //ELBOWの位置
    int transX1 = pProjective1[0].X;
    int transY1 = pProjective1[0].Y;
    //SHOULDERの位置
    int transX2 = pProjective2[0].X;
    int transY2 = pProjective2[0].Y;
    //中間の座標
    int transX3 = (transX1 + transX2) / 2;
    int transY3 = (transY1 + transY2) / 2;
    //画像の始点
    int transX = transX3 - (sizeOfPart.width / 2);
    int transY = transY3 - (sizeOfPart.height / 2);
    //角度
    float ang = cvFastArctan(transY2 - transY1, transX2 - transX1); //+ cvFastArctan(transY1, transX1);
    
    transform[0] = cvPoint2D32f( transX, transY);
    transform[1] = cvPoint2D32f( transX + mapMode.nXRes, transY);
    transform[2] = cvPoint2D32f( transX, transY + mapMode.nYRes);
    
    // 行列作成
    CvMat *affineMatrix = cvCreateMat(2, 3, CV_32FC1);
    cvGetAffineTransform(original, transform, affineMatrix);
    
    // 移動
    cvWarpAffine(partImage, fallImage, affineMatrix, CV_INTER_LINEAR | CV_WARP_FILL_OUTLIERS, cvScalarAll(0));
    
    
    //回転行列作成
    CvPoint2D32f center = cvPoint2D32f(transX3, transY3);
    IplImage *fallImage2 = cvCreateImage(cvSize(mapMode.nXRes, mapMode.nYRes), IPL_DEPTH_8U, 3); 
    CvMat *rotationMatrix = cvCreateMat(2, 3, CV_32FC1);
    cv2DRotationMatrix(center, 90.0 - ang, 1.0, rotationMatrix);
    //回転
    cvWarpAffine(fallImage, fallImage2, rotationMatrix, CV_INTER_LINEAR | CV_WARP_FILL_OUTLIERS, cvScalarAll(0));
    
    // 画像の重ね合わせ
    fallPartImage(fallImage2, *rgbImage);
    
    // 解放
    cvReleaseImage(&fallImage);	
    cvReleaseImage(&fallImage2);	
}