Skeleton data can now be seen in the client and in the live window. No skeleton merging/saving yet.

This commit is contained in:
marek
2015-11-05 18:56:53 +01:00
parent 6df7380372
commit 948eee769e
12 changed files with 584 additions and 123 deletions
+121 -2
View File
@@ -58,6 +58,16 @@ HRESULT ImageRenderer::EnsureResources()
return hr;
}
m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(0.27f, 0.75f, 0.27f), &m_pBrushJointTracked);
m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 1.0f), &m_pBrushJointInferred);
m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Green, 1.0f), &m_pBrushBoneTracked);
m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Gray, 1.0f), &m_pBrushBoneInferred);
m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red, 0.5f), &m_pBrushHandClosed);
m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Green, 0.5f), &m_pBrushHandOpen);
m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Blue, 0.5f), &m_pBrushHandLasso);
// Create a bitmap that we can copy image data into and then render to the target
hr = m_pRenderTarget->CreateBitmap(
size,
@@ -121,8 +131,9 @@ HRESULT ImageRenderer::Initialize(HWND hWnd, ID2D1Factory* pD2DFactory, int sour
/// </summary>
/// <param name="pImage">image data in RGBX format</param>
/// <param name="cbImage">size of image data in bytes</param>
/// <param name="vBodies">vector of bodies to draw</param>
/// <returns>indicates success or failure</returns>
HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage)
HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage, std::vector<Body> &vBodies)
{
// incorrectly sized image data passed in
if (cbImage < ((m_sourceHeight - 1) * m_sourceStride) + (m_sourceWidth * 4))
@@ -151,7 +162,15 @@ HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage)
// Draw the bitmap stretched to the size of the window
m_pRenderTarget->DrawBitmap(m_pBitmap);
for (int i = 0; i < vBodies.size(); i++)
{
if (vBodies[i].bTracked)
{
DrawBody(vBodies[i]);
}
}
hr = m_pRenderTarget->EndDraw();
// Device lost, need to recreate the render target
@@ -163,4 +182,104 @@ HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage)
}
return hr;
}
/// <summary>
/// Draws all the body to the associated hwnd, assumes that BeginDraw has been called
/// </summary>
/// <param name="body">body to be drawn</param>
void ImageRenderer::DrawBody(Body &body)
{
// Draw the bones
// Torso
DrawBone(body, JointType_Head, JointType_Neck);
DrawBone(body, JointType_Neck, JointType_SpineShoulder);
DrawBone(body, JointType_SpineShoulder, JointType_SpineMid);
DrawBone(body, JointType_SpineMid, JointType_SpineBase);
DrawBone(body, JointType_SpineShoulder, JointType_ShoulderRight);
DrawBone(body, JointType_SpineShoulder, JointType_ShoulderLeft);
DrawBone(body, JointType_SpineBase, JointType_HipRight);
DrawBone(body, JointType_SpineBase, JointType_HipLeft);
// Right Arm
DrawBone(body, JointType_ShoulderRight, JointType_ElbowRight);
DrawBone(body, JointType_ElbowRight, JointType_WristRight);
DrawBone(body, JointType_WristRight, JointType_HandRight);
DrawBone(body, JointType_HandRight, JointType_HandTipRight);
DrawBone(body, JointType_WristRight, JointType_ThumbRight);
// Left Arm
DrawBone(body, JointType_ShoulderLeft, JointType_ElbowLeft);
DrawBone(body, JointType_ElbowLeft, JointType_WristLeft);
DrawBone(body, JointType_WristLeft, JointType_HandLeft);
DrawBone(body, JointType_HandLeft, JointType_HandTipLeft);
DrawBone(body, JointType_WristLeft, JointType_ThumbLeft);
// Right Leg
DrawBone(body, JointType_HipRight, JointType_KneeRight);
DrawBone(body, JointType_KneeRight, JointType_AnkleRight);
DrawBone(body, JointType_AnkleRight, JointType_FootRight);
// Left Leg
DrawBone(body, JointType_HipLeft, JointType_KneeLeft);
DrawBone(body, JointType_KneeLeft, JointType_AnkleLeft);
DrawBone(body, JointType_AnkleLeft, JointType_FootLeft);
for (int i = 0; i < body.vJoints.size(); i++)
{
D2D1_POINT_2F tempPoint;
tempPoint.x = body.vJointsInColorSpace[i].X;
tempPoint.y = body.vJointsInColorSpace[i].Y;
D2D1_ELLIPSE ellipse = D2D1::Ellipse(tempPoint, 6.0f, 6.0f);
if (body.vJoints[i].TrackingState == TrackingState_Inferred)
{
m_pRenderTarget->FillEllipse(ellipse, m_pBrushJointInferred);
}
else if (body.vJoints[i].TrackingState == TrackingState_Tracked)
{
m_pRenderTarget->FillEllipse(ellipse, m_pBrushJointTracked);
}
}
}
/// <summary>
/// Draws one bone of a body (joint to joint)
/// </summary>
/// <param name="body">body to be drawn</param>
/// <param name="joint0">one joint of the bone to draw</param>
/// <param name="joint1">other joint of the bone to draw</param>
void ImageRenderer::DrawBone(Body &body, JointType joint0, JointType joint1)
{
TrackingState joint0State = body.vJoints[joint0].TrackingState;
TrackingState joint1State = body.vJoints[joint1].TrackingState;
// If we can't find either of these joints, exit
if ((joint0State == TrackingState_NotTracked) || (joint1State == TrackingState_NotTracked))
{
return;
}
// Don't draw if both points are inferred
if ((joint0State == TrackingState_Inferred) && (joint1State == TrackingState_Inferred))
{
return;
}
D2D1_POINT_2F joint0Point, joint1Point;
joint0Point.x = body.vJointsInColorSpace[joint0].X;
joint0Point.y = body.vJointsInColorSpace[joint0].Y;
joint1Point.x = body.vJointsInColorSpace[joint1].X;
joint1Point.y = body.vJointsInColorSpace[joint1].Y;
// We assume all drawn bones are inferred unless BOTH joints are tracked
if ((joint0State == TrackingState_Tracked) && (joint1State == TrackingState_Tracked))
{
m_pRenderTarget->DrawLine(joint0Point, joint1Point, m_pBrushBoneTracked, 10.0f);
}
else
{
m_pRenderTarget->DrawLine(joint0Point, joint1Point, m_pBrushBoneInferred, 3);
}
}