mirror of
https://github.com/storytold/LiveScan3D.git
synced 2026-10-09 00:09:58 +00:00
Skeleton data can now be seen in the client and in the live window. No skeleton merging/saving yet.
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@@ -58,6 +58,16 @@ HRESULT ImageRenderer::EnsureResources()
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return hr;
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}
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m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(0.27f, 0.75f, 0.27f), &m_pBrushJointTracked);
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m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 1.0f), &m_pBrushJointInferred);
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m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Green, 1.0f), &m_pBrushBoneTracked);
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m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Gray, 1.0f), &m_pBrushBoneInferred);
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m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red, 0.5f), &m_pBrushHandClosed);
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m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Green, 0.5f), &m_pBrushHandOpen);
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m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Blue, 0.5f), &m_pBrushHandLasso);
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// Create a bitmap that we can copy image data into and then render to the target
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hr = m_pRenderTarget->CreateBitmap(
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size,
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@@ -121,8 +131,9 @@ HRESULT ImageRenderer::Initialize(HWND hWnd, ID2D1Factory* pD2DFactory, int sour
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/// </summary>
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/// <param name="pImage">image data in RGBX format</param>
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/// <param name="cbImage">size of image data in bytes</param>
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/// <param name="vBodies">vector of bodies to draw</param>
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/// <returns>indicates success or failure</returns>
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HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage)
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HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage, std::vector<Body> &vBodies)
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{
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// incorrectly sized image data passed in
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if (cbImage < ((m_sourceHeight - 1) * m_sourceStride) + (m_sourceWidth * 4))
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@@ -151,7 +162,15 @@ HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage)
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// Draw the bitmap stretched to the size of the window
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m_pRenderTarget->DrawBitmap(m_pBitmap);
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for (int i = 0; i < vBodies.size(); i++)
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{
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if (vBodies[i].bTracked)
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{
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DrawBody(vBodies[i]);
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}
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}
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hr = m_pRenderTarget->EndDraw();
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// Device lost, need to recreate the render target
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@@ -163,4 +182,104 @@ HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage)
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}
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return hr;
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}
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/// <summary>
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/// Draws all the body to the associated hwnd, assumes that BeginDraw has been called
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/// </summary>
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/// <param name="body">body to be drawn</param>
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void ImageRenderer::DrawBody(Body &body)
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{
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// Draw the bones
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// Torso
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DrawBone(body, JointType_Head, JointType_Neck);
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DrawBone(body, JointType_Neck, JointType_SpineShoulder);
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DrawBone(body, JointType_SpineShoulder, JointType_SpineMid);
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DrawBone(body, JointType_SpineMid, JointType_SpineBase);
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DrawBone(body, JointType_SpineShoulder, JointType_ShoulderRight);
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DrawBone(body, JointType_SpineShoulder, JointType_ShoulderLeft);
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DrawBone(body, JointType_SpineBase, JointType_HipRight);
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DrawBone(body, JointType_SpineBase, JointType_HipLeft);
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// Right Arm
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DrawBone(body, JointType_ShoulderRight, JointType_ElbowRight);
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DrawBone(body, JointType_ElbowRight, JointType_WristRight);
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DrawBone(body, JointType_WristRight, JointType_HandRight);
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DrawBone(body, JointType_HandRight, JointType_HandTipRight);
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DrawBone(body, JointType_WristRight, JointType_ThumbRight);
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// Left Arm
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DrawBone(body, JointType_ShoulderLeft, JointType_ElbowLeft);
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DrawBone(body, JointType_ElbowLeft, JointType_WristLeft);
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DrawBone(body, JointType_WristLeft, JointType_HandLeft);
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DrawBone(body, JointType_HandLeft, JointType_HandTipLeft);
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DrawBone(body, JointType_WristLeft, JointType_ThumbLeft);
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// Right Leg
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DrawBone(body, JointType_HipRight, JointType_KneeRight);
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DrawBone(body, JointType_KneeRight, JointType_AnkleRight);
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DrawBone(body, JointType_AnkleRight, JointType_FootRight);
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// Left Leg
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DrawBone(body, JointType_HipLeft, JointType_KneeLeft);
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DrawBone(body, JointType_KneeLeft, JointType_AnkleLeft);
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DrawBone(body, JointType_AnkleLeft, JointType_FootLeft);
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for (int i = 0; i < body.vJoints.size(); i++)
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{
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D2D1_POINT_2F tempPoint;
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tempPoint.x = body.vJointsInColorSpace[i].X;
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tempPoint.y = body.vJointsInColorSpace[i].Y;
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D2D1_ELLIPSE ellipse = D2D1::Ellipse(tempPoint, 6.0f, 6.0f);
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if (body.vJoints[i].TrackingState == TrackingState_Inferred)
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{
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m_pRenderTarget->FillEllipse(ellipse, m_pBrushJointInferred);
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}
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else if (body.vJoints[i].TrackingState == TrackingState_Tracked)
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{
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m_pRenderTarget->FillEllipse(ellipse, m_pBrushJointTracked);
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}
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}
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}
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/// <summary>
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/// Draws one bone of a body (joint to joint)
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/// </summary>
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/// <param name="body">body to be drawn</param>
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/// <param name="joint0">one joint of the bone to draw</param>
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/// <param name="joint1">other joint of the bone to draw</param>
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void ImageRenderer::DrawBone(Body &body, JointType joint0, JointType joint1)
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{
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TrackingState joint0State = body.vJoints[joint0].TrackingState;
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TrackingState joint1State = body.vJoints[joint1].TrackingState;
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// If we can't find either of these joints, exit
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if ((joint0State == TrackingState_NotTracked) || (joint1State == TrackingState_NotTracked))
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{
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return;
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}
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// Don't draw if both points are inferred
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if ((joint0State == TrackingState_Inferred) && (joint1State == TrackingState_Inferred))
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{
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return;
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}
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D2D1_POINT_2F joint0Point, joint1Point;
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joint0Point.x = body.vJointsInColorSpace[joint0].X;
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joint0Point.y = body.vJointsInColorSpace[joint0].Y;
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joint1Point.x = body.vJointsInColorSpace[joint1].X;
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joint1Point.y = body.vJointsInColorSpace[joint1].Y;
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// We assume all drawn bones are inferred unless BOTH joints are tracked
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if ((joint0State == TrackingState_Tracked) && (joint1State == TrackingState_Tracked))
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{
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m_pRenderTarget->DrawLine(joint0Point, joint1Point, m_pBrushBoneTracked, 10.0f);
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}
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else
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{
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m_pRenderTarget->DrawLine(joint0Point, joint1Point, m_pBrushBoneInferred, 3);
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}
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}
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