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KinectSensor.cpp
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304 lines (264 loc) · 6.26 KB
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#include "KinectSensor.h"
SensorObject::SensorObject()
: m_pNuiSensor(NULL)
, m_hStreamHandle(INVALID_HANDLE_VALUE)
//, m_hFrameReadyEvent(INVALID_HANDLE_VALUE)
, m_paused(false)
, isKinectFinded(false)
, isSkeletonEnable(false)
,isSkeletonFound(false)
{
//ZeroMemory(m_allSkeletonData, sizeof(m_allSkeletonData));
//ZeroMemory(m_allSkeDataOnScreen, sizeof(m_allSkeDataOnScreen));
m_hFrameReadyEvent = CreateEvent(nullptr, TRUE, FALSE, nullptr);
clearAllSkeletonData();
}
SensorObject::~SensorObject()
{
if (m_pNuiSensor)
{
m_pNuiSensor->NuiShutdown();
}
if (m_hFrameReadyEvent && (m_hFrameReadyEvent != INVALID_HANDLE_VALUE))
{
CloseHandle(m_hFrameReadyEvent);
}
SafeRelease(m_pNuiSensor);
}
bool SensorObject::getKinectState()
{
if (NULL != m_pNuiSensor)
{
return TRUE;
}
return FALSE;
}
bool SensorObject::isKinectLinkCorrect()
{
return this->isKinectFinded;
}
bool SensorObject::isSkeletonCorrect()
{
return this->isSkeletonEnable;
}
bool SensorObject::isSkeletonFoundOK()
{
return this->isSkeletonFound;
}
HANDLE SensorObject::getFrameReadyEvent()
{
return m_hFrameReadyEvent;
}
bool SensorObject::Initialize()
{
INuiSensor * pNuiSensor = nullptr;
HRESULT hr;
int iSensorCount = 0;
//--1 get how many kinects there is
hr = NuiGetSensorCount(&iSensorCount);
if (FAILED(hr))
{
this->isKinectFinded = FALSE;
return FALSE;
}
//--2 Look at each Kinect sensor
for (int i = 0; i < iSensorCount; ++i)
{
// Create the sensor so we can check status, if we can't create it, move on to the next
hr = NuiCreateSensorByIndex(i, &pNuiSensor);
if (FAILED(hr))
{
continue;
}
// Get the status of the sensor, and if connected, then we can initialize it
hr = pNuiSensor->NuiStatus();
if (S_OK == hr)
{
m_pNuiSensor = pNuiSensor;
break;
}
// This sensor wasn't OK, so release it since we're not using it
pNuiSensor->Release();
}
//--3 initialize
if (NULL != m_pNuiSensor)
{
// Initialize the Kinect and specify that we'll be using color
//hr = m_pNuiSensor->NuiInitialize(NUI_INITIALIZE_FLAG_USES_COLOR | NUI_INITIALIZE_FLAG_USES_SKELETON);
hr = m_pNuiSensor->NuiInitialize(NUI_INITIALIZE_FLAG_USES_SKELETON);
if (SUCCEEDED(hr))
{
m_pNuiSensor->NuiSetForceInfraredEmitterOff(FALSE);
}
}
if (NULL == m_pNuiSensor || FAILED(hr))
{
this->isKinectFinded = FALSE;
return FALSE;
}
this->isKinectFinded = TRUE;
return TRUE;
}
bool SensorObject::StartStreams()
{
if (NULL == m_pNuiSensor || !isKinectFinded )
{
return false;
}
if (HasSkeletalEngine(m_pNuiSensor))
{
if (m_paused)
{
// Disable tracking skeleton
m_pNuiSensor->NuiSkeletonTrackingDisable();
this->isSkeletonEnable = false;
return false;
}
else
{
HRESULT hr = m_pNuiSensor->NuiSkeletonTrackingEnable(m_hFrameReadyEvent,0);
if (SUCCEEDED(hr))
{
this->isSkeletonEnable = true;
return true;
}
}
}
this->isSkeletonEnable = false;
return false;
}
void SensorObject::PauseStream( bool pause )
{
if (m_paused != pause) // state change -- > invoke StartStreams().
{
m_paused = pause;
StartStreams();
}
}
bool SensorObject::UpdateStreams()
{
if (NULL == m_pNuiSensor || !isSkeletonEnable)
{
return false;
}
if (WAIT_OBJECT_0 == WaitForSingleObject(getFrameReadyEvent(), INFINITE))
{
return ProcessSkeleton();
}
return false;
}
bool SensorObject::ProcessSkeleton()
{
NUI_SKELETON_FRAME m_skeletonFrame = {0};
this->isSkeletonFound= false;
// Retrieve skeleton frame
HRESULT hr = m_pNuiSensor->NuiSkeletonGetNextFrame(0, &m_skeletonFrame);
if (FAILED(hr) || m_paused)
{
// If occur error when get skeleton data or pause tracking skeleton,
// clear skeleton data in stream viewers
isSkeletonFound = false;
return false;
}
//---double check
// we must get hasDataIndex
int hasDataIndex = -1;
for (int i=0; i <NUI_SKELETON_COUNT; i++)
{
if (m_skeletonFrame.SkeletonData[i].eTrackingState == NUI_SKELETON_TRACKED &&
m_skeletonFrame.SkeletonData[i].eSkeletonPositionTrackingState[NUI_SKELETON_POSITION_SHOULDER_CENTER] != NUI_SKELETON_POSITION_NOT_TRACKED)
{
hasDataIndex = i;
isSkeletonFound = true;
break;
}
}
if (hasDataIndex < 0)
{
isSkeletonFound = false;
return false;
}
// smooth out the skeleton data
m_pNuiSensor->NuiTransformSmooth(&m_skeletonFrame, nullptr);
// record value for data and screen data
LONG x,y;
USHORT depth;
for (int j = 0; j < NUI_SKELETON_POSITION_COUNT; j++)
{
if (m_skeletonFrame.SkeletonData[hasDataIndex].eSkeletonPositionTrackingState[j] != NUI_SKELETON_POSITION_NOT_TRACKED)
{
m_allSkeletonData[j] = m_skeletonFrame.SkeletonData[hasDataIndex].SkeletonPositions[j];
NuiTransformSkeletonToDepthImage(m_allSkeletonData[j],&x,&y,&depth,NUI_IMAGE_RESOLUTION_640x480);
//m_allSkeDataOnScreen[j].x = x; m_allSkeDataOnScreen[j].y = y;
m_allSkeDataOnScreen[j].x = x * WINDOW_WIDTH / cScreenWidth;
m_allSkeDataOnScreen[j].y = y * WINDOW_HEIGHT / cScreenHeight;
}
}
return true;
}
void SensorObject::ProcessCommand( WORD commandId, bool previouslyChecked )
{
if (ID_SKELETONSTREAM_PAUSE == commandId)
{
// Pause skeleton stream
PauseStream(previouslyChecked);
}else if (ID_KINECT_CLOSE == commandId)
{
if (this->m_pNuiSensor)
{
m_pNuiSensor->NuiShutdown();
}
}
else
{
switch (commandId)
{
case ID_FORCE_OFF_IR:
m_pNuiSensor->NuiSetForceInfraredEmitterOff(true);
break;
default:
break;
}
}
}
Vector4 SensorObject::getSkeletonPointData( NUI_SKELETON_POSITION_INDEX _index )
{
if ( _index < NUI_SKELETON_POSITION_COUNT)
{
return this->m_allSkeletonData[_index];
}else{
Vector4 re;
re.x =0; re.y = 0; re.z = 0; re.w = 0;
return re;
}
}
POINT SensorObject::getSkeDataOnScreen( NUI_SKELETON_POSITION_INDEX _index )
{
if ( _index < NUI_SKELETON_POSITION_COUNT){
return this->m_allSkeDataOnScreen[_index];
}else{
POINT re;
re.x =0; re.y =0;
return re;
}
}
POINT SensorObject::getSkeDataOnScreen( int _index )
{
if ( _index < 20){
return this->m_allSkeDataOnScreen[_index];
}else{
POINT re;
re.x =0; re.y =0;
return re;
}
}
void SensorObject::clearAllSkeletonData()
{
Vector4 v4; v4.x = 0; v4.y = 0; v4.z = 0; v4.w = 0;
POINT pt2; pt2.x = 0; pt2.y = 0;
for (int i = 0; i < NUI_SKELETON_POSITION_COUNT; i++)
{
m_allSkeletonData[i] = v4;
m_allSkeDataOnScreen[i] = pt2;
}
}