KinectWithVRServer.MainWindow.RenderSkeletonOnColor C# (CSharp) Method

RenderSkeletonOnColor() private method

private RenderSkeletonOnColor ( KinectSkeleton skeleton, Color renderColor, int kinectID ) : void
skeleton KinectSkeleton
renderColor Color
kinectID int
return void
        private void RenderSkeletonOnColor(KinectSkeleton skeleton, Color renderColor, int kinectID)
        {
            if (colorSource != null)
            {
                //Calculate the offset
                Point offset = new Point(0.0, 0.0);
                if (ColorImageCanvas.ActualWidth != ColorImage.ActualWidth)
                {
                    offset.X = (ColorImageCanvas.ActualWidth - ColorImage.ActualWidth) / 2;
                }

                if (ColorImageCanvas.ActualHeight != ColorImage.ActualHeight)
                {
                    offset.Y = (ColorImageCanvas.ActualHeight - ColorImage.ActualHeight) / 2;
                }

                //Render all the bones (this can't be looped because the enum isn't ordered in order of bone connections)
                //If there is a neck, we need to draw it different
                if (skeleton.skeleton[JointType.Neck].TrackingState != TrackingState.NotTracked)
                {
                    DrawBoneOnColor(skeleton.skeleton[JointType.Head], skeleton.skeleton[JointType.Neck], renderColor, 2.0, offset, kinectID);
                    DrawBoneOnColor(skeleton.skeleton[JointType.Neck], skeleton.skeleton[JointType.SpineShoulder], renderColor, 2.0, offset, kinectID);
                }
                else if (skeleton.skeleton[JointType.Head].TrackingState != TrackingState.NotTracked && skeleton.skeleton[JointType.ShoulderCenter].TrackingState != TrackingState.NotTracked)
                {
                    DrawBoneOnColor(skeleton.skeleton[JointType.Head], skeleton.skeleton[JointType.ShoulderCenter], renderColor, 2.0, offset, kinectID);
                }

                DrawBoneOnColor(skeleton.skeleton[JointType.ShoulderCenter], skeleton.skeleton[JointType.ShoulderLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.ShoulderLeft], skeleton.skeleton[JointType.ElbowLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.ElbowLeft], skeleton.skeleton[JointType.WristLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.WristLeft], skeleton.skeleton[JointType.HandLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.ShoulderCenter], skeleton.skeleton[JointType.ShoulderRight], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.ShoulderRight], skeleton.skeleton[JointType.ElbowRight], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.ElbowRight], skeleton.skeleton[JointType.WristRight], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.WristRight], skeleton.skeleton[JointType.HandRight], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.ShoulderCenter], skeleton.skeleton[JointType.Spine], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.Spine], skeleton.skeleton[JointType.HipCenter], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.HipCenter], skeleton.skeleton[JointType.HipLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.HipLeft], skeleton.skeleton[JointType.KneeLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.KneeLeft], skeleton.skeleton[JointType.AnkleLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.AnkleLeft], skeleton.skeleton[JointType.FootLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.HipCenter], skeleton.skeleton[JointType.HipRight], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.HipRight], skeleton.skeleton[JointType.KneeRight], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.KneeRight], skeleton.skeleton[JointType.AnkleRight], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.AnkleRight], skeleton.skeleton[JointType.FootRight], renderColor, 2.0, offset, kinectID);
                //The thumb and hand tip only get draw if the skeleton is a Kinect v2, but that's okay, the logic in the method will figure it out
                DrawBoneOnColor(skeleton.skeleton[JointType.HandLeft], skeleton.skeleton[JointType.ThumbLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.HandLeft], skeleton.skeleton[JointType.HandTipLeft], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.HandRight], skeleton.skeleton[JointType.ThumbRight], renderColor, 2.0, offset, kinectID);
                DrawBoneOnColor(skeleton.skeleton[JointType.HandRight], skeleton.skeleton[JointType.HandTipRight], renderColor, 2.0, offset, kinectID);

                for (int i = 0; i < skeleton.skeleton.Count; i++)
                {
                    DrawJointPointOnColor(skeleton.skeleton[i], renderColor, 2.0, offset, kinectID);
                }

                DrawHandStateOnColor(skeleton.skeleton[JointType.HandLeft], skeleton.leftHandClosed, 5.0, offset, kinectID);
                DrawHandStateOnColor(skeleton.skeleton[JointType.HandRight], skeleton.rightHandClosed, 5.0, offset, kinectID);
            }

            drawingColorSkeleton = false;
        }

Usage Example

Ejemplo n.º 1
0
        //Merges all the skeletons together and transmits the new master skeletons VIA vrpn
        private void mergeAndTransmitSkeletons()
        {
            List <KinectSkeleton> masterSkeletons = new List <KinectSkeleton>();
            List <int[]>          pointsAverages  = new List <int[]>();
            List <List <bool> >   rightHandStates = new List <List <bool> >();
            List <List <bool> >   leftHandStates  = new List <List <bool> >();

            #region Merge the skeleton data
            for (int i = 0; i < serverMasterOptions.kinectOptions.Count; i++)
            {
                if (serverMasterOptions.kinectOptions[i].trackSkeletons)
                {
                    List <KinectSkeleton> localCopy = new List <KinectSkeleton>(kinects[i].skeletonData.actualSkeletons);
                    for (int localIndex = localCopy.Count - 1; localIndex >= 0; localIndex--)
                    {
                        if (localCopy[localIndex].skeleton == null || localCopy[localIndex].skeleton.TrackingState == SkeletonTrackingState.NotTracked)
                        {
                            localCopy.RemoveAt(localIndex);
                        }
                        else
                        {
                            bool skeletonFound = false;
                            for (int masterIndex = 0; masterIndex < masterSkeletons.Count; masterIndex++)
                            {
                                double dist = InterPointDistance(localCopy[localIndex].skeleton.Position, masterSkeletons[masterIndex].skeleton.Position);
                                if (dist < 0.2)
                                {
                                    skeletonFound = true;
                                    masterSkeletons[masterIndex].skeleton.Position = IncAverage(masterSkeletons[masterIndex].skeleton.Position, localCopy[localIndex].skeleton.Position, pointsAverages[masterIndex][20]);
                                    pointsAverages[masterIndex][20]++;

                                    //Average the joints
                                    for (int jointIndex = 0; jointIndex < masterSkeletons[masterIndex].skeleton.Joints.Count; jointIndex++)
                                    {
                                        Joint tempJoint = new Joint();

                                        //If the new skeleton joint has tracking data, and the old one doesn't, use the new one and update the tracking state
                                        if (masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex].TrackingState == JointTrackingState.NotTracked && localCopy[localIndex].skeleton.Joints[(JointType)jointIndex].TrackingState != JointTrackingState.NotTracked)
                                        {
                                            tempJoint = localCopy[localIndex].skeleton.Joints[(JointType)jointIndex];
                                            masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex] = tempJoint;
                                            pointsAverages[masterIndex][jointIndex] = 0;
                                        }
                                        //If they are both inferred, just average them
                                        else if (masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex].TrackingState == JointTrackingState.Inferred && localCopy[localIndex].skeleton.Joints[(JointType)jointIndex].TrackingState == JointTrackingState.Inferred)
                                        {
                                            tempJoint          = masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex];
                                            tempJoint.Position = IncAverage(masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex].Position, localCopy[localIndex].skeleton.Joints[(JointType)jointIndex].Position, pointsAverages[masterIndex][jointIndex]);
                                            pointsAverages[masterIndex][jointIndex]++;
                                            masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex] = tempJoint;
                                        }
                                        //If they are both tracked, just average them
                                        else if (masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex].TrackingState == JointTrackingState.Tracked && localCopy[localIndex].skeleton.Joints[(JointType)jointIndex].TrackingState == JointTrackingState.Tracked)
                                        {
                                            tempJoint          = masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex];
                                            tempJoint.Position = IncAverage(masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex].Position, localCopy[localIndex].skeleton.Joints[(JointType)jointIndex].Position, pointsAverages[masterIndex][jointIndex]);
                                            pointsAverages[masterIndex][jointIndex]++;
                                            masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex] = tempJoint;
                                        }
                                        //If they new one is tracked, and the old one is inferred, use the new one and update the tracking state - COULD DO A WEIGHTED AVERAGE HERE!!
                                        else if (masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex].TrackingState == JointTrackingState.Inferred && localCopy[localIndex].skeleton.Joints[(JointType)jointIndex].TrackingState == JointTrackingState.Tracked)
                                        {
                                            tempJoint = localCopy[localIndex].skeleton.Joints[(JointType)jointIndex];
                                            pointsAverages[masterIndex][jointIndex] = 0;
                                            masterSkeletons[masterIndex].skeleton.Joints[(JointType)jointIndex] = tempJoint;
                                        }
                                        //Otherwise, we just ignore it

                                        //Merge the hands
                                        if ((JointType)jointIndex == JointType.HandRight)
                                        {
                                            if (localCopy[localIndex].skeleton.Joints[JointType.HandRight].TrackingState == JointTrackingState.Tracked)
                                            {
                                                rightHandStates[masterIndex].Add(localCopy[localIndex].rightHandClosed);
                                            }
                                        }
                                        else if ((JointType)jointIndex == JointType.HandLeft)
                                        {
                                            if (localCopy[localIndex].skeleton.Joints[JointType.HandLeft].TrackingState == JointTrackingState.Tracked)
                                            {
                                                leftHandStates[masterIndex].Add(localCopy[localIndex].leftHandClosed);
                                            }
                                        }
                                    }
                                    localCopy.RemoveAt(localIndex);
                                    break;
                                }
                            }
                            if (!skeletonFound)
                            {
                                masterSkeletons.Add(localCopy[localIndex]);
                                pointsAverages.Add(new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 });  //Use 21 N's for the averaging, even though there at 20 joints (the 21st is for the position)
                                if (localCopy[localIndex].skeleton.Joints[JointType.HandRight].TrackingState == JointTrackingState.Tracked)
                                {
                                    rightHandStates.Add(new List <bool>(new bool[] { localCopy[localIndex].rightHandClosed }));
                                }
                                else
                                {
                                    rightHandStates.Add(new List <bool>());
                                }
                                if (localCopy[localIndex].skeleton.Joints[JointType.HandLeft].TrackingState == JointTrackingState.Tracked)
                                {
                                    leftHandStates.Add(new List <bool>(new bool[] { localCopy[localIndex].leftHandClosed }));
                                }
                                else
                                {
                                    leftHandStates.Add(new List <bool>());
                                }
                                localCopy.RemoveAt(localIndex);
                            }
                        }
                    }
                }

                kinects[i].skeletonData.needsUpdate = false;
            }
            #endregion

            //Sort all the skeletons before transmitting them
            masterSkeletons = SortSkeletons(masterSkeletons, serverMasterOptions.skeletonOptions.skeletonSortMode);

            //Transmit all skeletons here
            if (isRunning)
            {
                for (int skeletonIndex = 0; skeletonIndex < masterSkeletons.Count; skeletonIndex++)
                {
                    SendSkeletonVRPN(masterSkeletons[skeletonIndex].skeleton, skeletonIndex);
                    //Transmit the hand grips, if we have good data on them
                    if (leftHandStates.Count > 0)
                    {
                        int  grippedLeft = leftHandStates[skeletonIndex].FindAll(x => x == true).Count;
                        bool leftState   = grippedLeft >= ((leftHandStates.Count + 1) / 2); //If at least half of the available data says it is gripped, it is gripped

                        for (int j = 0; j < buttonServers.Count; j++)
                        {
                            if (serverMasterOptions.buttonServers[j].serverName == serverMasterOptions.skeletonOptions.individualSkeletons[skeletonIndex].leftGripServerName)
                            {
                                lock (buttonServers[j])
                                {
                                    buttonServers[j].Buttons[serverMasterOptions.skeletonOptions.individualSkeletons[skeletonIndex].leftGripButtonNumber] = leftState;
                                }
                                break;
                            }
                        }
                    }
                    if (rightHandStates.Count > 0)
                    {
                        int  grippedRight = rightHandStates[skeletonIndex].FindAll(x => x == true).Count;
                        bool rightState   = grippedRight >= ((rightHandStates.Count + 1) / 2); //If at least half of the available data says it is gripped, it is gripped

                        for (int j = 0; j < buttonServers.Count; j++)
                        {
                            if (serverMasterOptions.buttonServers[j].serverName == serverMasterOptions.skeletonOptions.individualSkeletons[skeletonIndex].rightGripServerName)
                            {
                                lock (buttonServers[j])
                                {
                                    buttonServers[j].Buttons[serverMasterOptions.skeletonOptions.individualSkeletons[skeletonIndex].rightGripButtonNumber] = rightState;
                                }
                                break;
                            }
                        }
                    }
                }
            }

            //Update stuff on the GUI
            if (GUI)
            {
                if (parent.Dispatcher.Thread.ManagedThreadId == Thread.CurrentThread.ManagedThreadId)
                {
                    //Update the number of skeletons being tracked on the GUI
                    parent.TrackedSkeletonsTextBlock.Text = masterSkeletons.Count.ToString();
                    parent.ColorImageCanvas.Children.Clear();
                    for (int skeletonIndex = 0; skeletonIndex < masterSkeletons.Count; skeletonIndex++)
                    {
                        parent.RenderSkeletonOnColor(masterSkeletons[skeletonIndex].skeleton, serverMasterOptions.skeletonOptions.individualSkeletons[skeletonIndex].renderColor);
                    }
                }
                else
                {
                    parent.Dispatcher.BeginInvoke((Action)(() =>
                    {
                        //Update the number of skeletons being tracked on the GUI
                        parent.TrackedSkeletonsTextBlock.Text = masterSkeletons.Count.ToString();
                        parent.ColorImageCanvas.Children.Clear();
                        for (int skeletonIndex = 0; skeletonIndex < masterSkeletons.Count; skeletonIndex++)
                        {
                            parent.RenderSkeletonOnColor(masterSkeletons[skeletonIndex].skeleton, serverMasterOptions.skeletonOptions.individualSkeletons[skeletonIndex].renderColor);
                        }
                    }), null
                                                  );
                }
            }

            //Call the GUI skeleton renderer
        }
MainWindow