Kinect for Windows Toolbox には「GreenScreen-WPF」の例が付属しており、情報の処理に関する洞察が得られるはずです。XNA で作業しているため、いくつかの違いがあるかもしれませんが、全体的な概念は 2 つの例の間で機能するはずです。
この例は、複数のプレーヤーを抽出することで機能します。処理関数のビジネス エンドは次のとおりです。
private void SensorAllFramesReady(object sender, AllFramesReadyEventArgs e)
{
// in the middle of shutting down, so nothing to do
if (null == this.sensor)
{
return;
}
bool depthReceived = false;
bool colorReceived = false;
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (null != depthFrame)
{
// Copy the pixel data from the image to a temporary array
depthFrame.CopyDepthImagePixelDataTo(this.depthPixels);
depthReceived = true;
}
}
using (ColorImageFrame colorFrame = e.OpenColorImageFrame())
{
if (null != colorFrame)
{
// Copy the pixel data from the image to a temporary array
colorFrame.CopyPixelDataTo(this.colorPixels);
colorReceived = true;
}
}
// do our processing outside of the using block
// so that we return resources to the kinect as soon as possible
if (true == depthReceived)
{
this.sensor.CoordinateMapper.MapDepthFrameToColorFrame(
DepthFormat,
this.depthPixels,
ColorFormat,
this.colorCoordinates);
Array.Clear(this.greenScreenPixelData, 0, this.greenScreenPixelData.Length);
// loop over each row and column of the depth
for (int y = 0; y < this.depthHeight; ++y)
{
for (int x = 0; x < this.depthWidth; ++x)
{
// calculate index into depth array
int depthIndex = x + (y * this.depthWidth);
DepthImagePixel depthPixel = this.depthPixels[depthIndex];
int player = depthPixel.PlayerIndex;
// if we're tracking a player for the current pixel, do green screen
if (player > 0)
{
// retrieve the depth to color mapping for the current depth pixel
ColorImagePoint colorImagePoint = this.colorCoordinates[depthIndex];
// scale color coordinates to depth resolution
int colorInDepthX = colorImagePoint.X / this.colorToDepthDivisor;
int colorInDepthY = colorImagePoint.Y / this.colorToDepthDivisor;
// make sure the depth pixel maps to a valid point in color space
// check y > 0 and y < depthHeight to make sure we don't write outside of the array
// check x > 0 instead of >= 0 since to fill gaps we set opaque current pixel plus the one to the left
// because of how the sensor works it is more correct to do it this way than to set to the right
if (colorInDepthX > 0 && colorInDepthX < this.depthWidth && colorInDepthY >= 0 && colorInDepthY < this.depthHeight)
{
// calculate index into the green screen pixel array
int greenScreenIndex = colorInDepthX + (colorInDepthY * this.depthWidth);
// set opaque
this.greenScreenPixelData[greenScreenIndex] = opaquePixelValue;
// compensate for depth/color not corresponding exactly by setting the pixel
// to the left to opaque as well
this.greenScreenPixelData[greenScreenIndex - 1] = opaquePixelValue;
}
}
}
}
}
// do our processing outside of the using block
// so that we return resources to the kinect as soon as possible
if (true == colorReceived)
{
// Write the pixel data into our bitmap
this.colorBitmap.WritePixels(
new Int32Rect(0, 0, this.colorBitmap.PixelWidth, this.colorBitmap.PixelHeight),
this.colorPixels,
this.colorBitmap.PixelWidth * sizeof(int),
0);
if (this.playerOpacityMaskImage == null)
{
this.playerOpacityMaskImage = new WriteableBitmap(
this.depthWidth,
this.depthHeight,
96,
96,
PixelFormats.Bgra32,
null);
MaskedColor.OpacityMask = new ImageBrush { ImageSource = this.playerOpacityMaskImage };
}
this.playerOpacityMaskImage.WritePixels(
new Int32Rect(0, 0, this.depthWidth, this.depthHeight),
this.greenScreenPixelData,
this.depthWidth * ((this.playerOpacityMaskImage.Format.BitsPerPixel + 7) / 8),
0);
}
}
1 人のプレーヤーのみに関心がある場合は、プレーヤー マスクを使用して、適切なピクセル セットをより迅速に抽出することを検討できます。あなたはFiだろう
using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
{
if (skeletonFrame != null && skeletonFrame.SkeletonArrayLength > 0)
{
if (_skeletons == null || _skeletons.Length != skeletonFrame.SkeletonArrayLength)
{
_skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
}
skeletonFrame.CopySkeletonDataTo(_skeletons);
// grab the tracked skeleton and set the playerIndex for use pulling
// the depth data out for the silhouette.
this.playerIndex = -1;
for (int i = 0; i < _skeletons.Length; i++)
{
if (_skeletons[i].TrackingState != SkeletonTrackingState.NotTracked)
{
this.playerIndex = i+1;
}
}
}
}
その後、深度データをステップスルーして、適切なビットを抽出できます。
depthFrame.CopyPixelDataTo(this.pixelData);
for (int i16 = 0, i32 = 0; i16 < pixelData.Length && i32 < depthFrame32.Length; i16++, i32 += 4)
{
int player = pixelData[i16] & DepthImageFrame.PlayerIndexBitmask;
if (player == this.playerIndex)
{
// the player we are tracking
}
else if (player > 0)
{
// a player, but not the one we want.
}
else
{
// background or something else we don't care about
}
}
このコードは、シルエットを作成するために使用するコントロールから取得しているため、カラー ストリームは処理されません。ただし、適切なタイミングで を呼び出すMapDepthFrameToColorFrame
と、カラー ストリーム データを処理し、対応するピクセルをプレーヤーのマスクに抽出できるようになります。