Khám phá Kênh 9s tutorials về loại chủ đề này. Bạn sẽ đi đến Video cơ bản về xương. Nhưng đây là một số mã nếu bạn muốn tiết kiệm thời gian.
XAML
<Window x:Class="SkeletalTracking.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="600" Width="800" Loaded="Window_Loaded"
xmlns:my="clr-namespace:Microsoft.Samples.Kinect.WpfViewers;assembly=Microsoft.Samples.Kinect.WpfViewers"
Closing="Window_Closing" WindowState="Maximized">
<Canvas Name="MainCanvas">
<my:KinectColorViewer Canvas.Left="0" Canvas.Top="0" Width="640" Height="480" Name="kinectColorViewer1"
Kinect="{Binding ElementName=kinectSensorChooser1, Path=Kinect}" />
<my:KinectSensorChooser Canvas.Left="250" Canvas.Top="380" Name="kinectSensorChooser1" Width="328" />
<Image Canvas.Left="66" Canvas.Top="90" Height="87" Name="headImage" Stretch="Fill" Width="84" Source="/SkeletalTracking;component/c4f-color.png" />
</Canvas>
Internal Mã
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Kinect;
using Coding4Fun.Kinect.Wpf;
namespace SkeletalTracking
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
bool closing = false;
const int skeletonCount = 6;
Skeleton[] allSkeletons = new Skeleton[skeletonCount];
private void Window_Loaded(object sender, RoutedEventArgs e)
{
kinectSensorChooser1.KinectSensorChanged += new DependencyPropertyChangedEventHandler(kinectSensorChooser1_KinectSensorChanged);
}
void kinectSensorChooser1_KinectSensorChanged(object sender, DependencyPropertyChangedEventArgs e)
{
KinectSensor old = (KinectSensor)e.OldValue;
StopKinect(old);
KinectSensor sensor = (KinectSensor)e.NewValue;
if (sensor == null)
{
return;
}
var parameters = new TransformSmoothParameters
{
Smoothing = 0.3f,
Correction = 0.0f,
Prediction = 0.0f,
JitterRadius = 1.0f,
MaxDeviationRadius = 0.5f
};
//sensor.SkeletonStream.Enable(parameters);
sensor.SkeletonStream.Enable();
sensor.AllFramesReady += new EventHandler<AllFramesReadyEventArgs>(sensor_AllFramesReady);
sensor.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30);
sensor.ColorStream.Enable(ColorImageFormat.RgbResolution640x480Fps30);
try
{
sensor.Start();
}
catch (System.IO.IOException)
{
kinectSensorChooser1.AppConflictOccurred();
}
}
void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
{
if (closing)
{
return;
}
//Get a skeleton
Skeleton first = GetFirstSkeleton(e);
if (first == null)
{
return;
}
//set scaled position
ScalePosition(headImage, first.Joints[JointType.Head]);
//ScalePosition(leftEllipse, first.Joints[JointType.HandLeft]);
//ScalePosition(rightEllipse, first.Joints[JointType.HandRight]);
GetCameraPoint(first, e);
}
void GetCameraPoint(Skeleton first, AllFramesReadyEventArgs e)
{
using (DepthImageFrame depth = e.OpenDepthImageFrame())
{
if (depth == null ||
kinectSensorChooser1.Kinect == null)
{
return;
}
//Map a joint location to a point on the depth map
//head
DepthImagePoint headDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.Head].Position);
//left hand
DepthImagePoint leftDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.HandLeft].Position);
//right hand
DepthImagePoint rightDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.HandRight].Position);
//Map a depth point to a point on the color image
//head
ColorImagePoint headColorPoint =
depth.MapToColorImagePoint(headDepthPoint.X, headDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);
//left hand
ColorImagePoint leftColorPoint =
depth.MapToColorImagePoint(leftDepthPoint.X, leftDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);
//right hand
ColorImagePoint rightColorPoint =
depth.MapToColorImagePoint(rightDepthPoint.X, rightDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);
//Set location
CameraPosition(headImage, headColorPoint);
//CameraPosition(leftEllipse, leftColorPoint);
//CameraPosition(rightEllipse, rightColorPoint);
}
}
Skeleton GetFirstSkeleton(AllFramesReadyEventArgs e)
{
using (SkeletonFrame skeletonFrameData = e.OpenSkeletonFrame())
{
if (skeletonFrameData == null)
{
return null;
}
skeletonFrameData.CopySkeletonDataTo(allSkeletons);
//get the first tracked skeleton
Skeleton first = (from s in allSkeletons
where s.TrackingState == SkeletonTrackingState.Tracked
select s).FirstOrDefault();
return first;
}
}
private void StopKinect(KinectSensor sensor)
{
if (sensor != null)
{
if (sensor.IsRunning)
{
//stop sensor
sensor.Stop();
//stop audio if not null
if (sensor.AudioSource != null)
{
sensor.AudioSource.Stop();
}
}
}
}
private void CameraPosition(FrameworkElement element, ColorImagePoint point)
{
//Divide by 2 for width and height so point is right in the middle
// instead of in top/left corner
Canvas.SetLeft(element, point.X - element.Width/2);
Canvas.SetTop(element, point.Y - element.Height/2);
}
private void ScalePosition(FrameworkElement element, Joint joint)
{
//convert the value to X/Y
//Joint scaledJoint = joint.ScaleTo(1280, 720);
//convert & scale (.3 = means 1/3 of joint distance)
//Joint scaledJoint = joint.ScaleTo(1280, 720, .3f, .3f);
Canvas.SetLeft(element, scaledJoint.Position.X);
Canvas.SetTop(element, scaledJoint.Position.Y);
}
private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
closing = true;
StopKinect(kinectSensorChooser1.Kinect);
}
}
}
Cá nhân tôi sẽ khuyên bạn nên xem các đoạn video vì họ giải thích tất cả mọi thứ. Chúc may mắn với dự án của bạn!
Nguồn
2012-06-02 20:34:05
Ngoài ra, OpenCV có thể được truy cập thông qua C# với dự án emgu ([http://www.emgu.com/wiki/index.php/Main_Page]). Thậm chí còn có một phương pháp gọi KinectCapture bạn có thể sử dụng để có được một khung hình video và dễ dàng nhận diện khuôn mặt ([http://www.emgu.com/wiki/files/2.4.2/document/html/a8b9f573-4c88-fdc0- a3b1-189096e54caa.htm]) –