Kinect for Windows SDK v2.0 開發筆記 (五)骨骼幀與笑面男

(轉載請註明出處)

使用SDK: Kinect for Windows SDK v2.0 public preview

這次說說這骨骼幀的獲取。嗯,Kinect買來就爲這個啊。不然其他數據,買其他產品就行了,Kinect的賣點也是這個。

先看看這次支持的骨骼關節:

enum _JointType
    {
        JointType_SpineBase	= 0,
        JointType_SpineMid	= 1,
        JointType_Neck	= 2,
        JointType_Head	= 3,
        JointType_ShoulderLeft	= 4,
        JointType_ElbowLeft	= 5,
        JointType_WristLeft	= 6,
        JointType_HandLeft	= 7,
        JointType_ShoulderRight	= 8,
        JointType_ElbowRight	= 9,
        JointType_WristRight	= 10,
        JointType_HandRight	= 11,
        JointType_HipLeft	= 12,
        JointType_KneeLeft	= 13,
        JointType_AnkleLeft	= 14,
        JointType_FootLeft	= 15,
        JointType_HipRight	= 16,
        JointType_KneeRight	= 17,
        JointType_AnkleRight	= 18,
        JointType_FootRight	= 19,
        JointType_SpineShoulder	= 20,
        JointType_HandTipLeft	= 21,
        JointType_ThumbLeft	= 22,
        JointType_HandTipRight	= 23,
        JointType_ThumbRight	= 24,
        JointType_Count	= ( JointType_ThumbRight + 1 ) 
    } ;

支持這25個關節點,不排除會增加的可能,畢竟近景可以分辨十指。

每個關節的狀態用這個結構體描述:

typedef struct _Joint
    {
    JointType JointType;
    CameraSpacePoint Position;
    TrackingState TrackingState;
    } 	Joint;

JointType就是之前的關節編號,Position是Kinect的相機空間座標,是三維的。TrackingState是目前關節的追蹤狀態,

有: 未追蹤(0),位置是推測的(1),位置是追蹤的(2)


值得說明的是這次C++的SDK也提供了判斷手的狀態:

enum _HandState
    {
        HandState_Unknown	= 0,
        HandState_NotTracked	= 1,
        HandState_Open	= 2,
        HandState_Closed	= 3,
        HandState_Lasso	= 4
    } ;

有:未知(0),未追蹤(1),攤開(2),握拳(3)以及Lasso(4),Lasso不知道怎麼翻譯,大概就是處於攤開與握拳之間的狀態,

比如:或者甚至這樣都能稱爲Lasso。


使用方法和之前的差不多,說說不同的:

        IBody* ppBodies[BODY_COUNT] = {0};

        if (SUCCEEDED(hr))
        {
            hr = pBodyFrame->GetAndRefreshBodyData(BODY_COUNT, ppBodies);
        }

這樣獲取6個IBody接口,用完了記得釋放,一個循環釋放完


每個接口使用類似下面的代碼獲取數據:

       for (int i = 0; i < nBodyCount; ++i)
       {
           IBody* pBody = ppBodies[i];
           if (pBody)
           {
               BOOLEAN bTracked = false;
               hr = pBody->get_IsTracked(&bTracked);

               if (SUCCEEDED(hr) && bTracked)
               {
                   Joint joints[JointType_Count];
                   HandState leftHandState = HandState_Unknown;
                   HandState rightHandState = HandState_Unknown;

                   pBody->get_HandLeftState(&leftHandState);
                   pBody->get_HandRightState(&rightHandState);

                   hr = pBody->GetJoints(_countof(joints), joints);
                   if (SUCCEEDED(hr))
                   {
                       // XXXXXXXX
                   }
               }
           }
代碼很簡單,從方法名字就能看出來。這裏的可視化方法是用微軟提供SDK例子裏面的方法,

大概就是相連的關節使用直線連起來之類的,這部分代碼相當無聊,有Direct2D基礎的同學可以無視,詳細請看範例。
效果如下





好了,其實之前的例子SDK提供的例子多少有,這裏自然要給個原創的東西(當然創意不是原創的)。

看到標題的同學大概也能猜到了,那就是《攻殼機動隊 S.A.C》(Ghost In The Shell: Stand Alone Complex)裏面出現的一個人物,這個人物出場使用一個圖標擋住了臉:


這裏我們就要實現這個效果,算是一個實時打碼的軟件吧。

這裏,我們的那個文字也要像原作一樣旋轉,爲了保證流程,所以我們這次圖像API選擇的D2D 1.1(能夠等在垂直同步)。

D2D 1.1的初始化,說實話,我都不記得,

要用D2D 1.1時,複製過來即可,畢竟不是考試


那麼怎麼實現那個圖標呢,您可是使用圖片。但是作爲程序猿,使用代碼即時生成是一個不錯的選擇。

Direct2D提供了一個硬件加速的幾何體渲染接口,非常方便。旋轉的文字渲染需要DirectWrite + Direct2D,學習的範圍不在這裏,

詳細請看範例。


至於這個圖標的幾何形狀怎麼表示,當然用目測。。。這是不現實的,我在其他地方找到了一個笑面男的SVG圖像,代碼如下:

<?xml version="1.0" encoding="utf-8"?>

<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="-160 -160 360 320">  
  <path id="f" d="m123,0a123,123 0,0 1-246,0a123,123 0,0 1 246,0"/>  
  <g fill="#057"> 
    <circle r="160"/>  
    <circle r="150" fill="#fff"/>  
    <text font-size="28" font-stretch="condensed" font-family="Impact">
      <animateTransform type="rotate" from="360 0 0" to="0 0 0" dur="10s" attributeName="transform" repeatCount="indefinite"/>
      <textPath xlink:href="#f">I thought what I'd do was, I'd pretend I was one of those deaf-mutes</textPath>
    </text>  
    <circle r="115"/>  
    <circle r="95" fill="#fff"/>  
    <path d="m-8-119h16 l2,5h-20z"/>  
    <circle cx="160" cy="0" r="40"/>  
    <path d="m-95-20v-20h255a40,40 0,0 1 0,80h-55v-20z"/>  
    <path d="m-85 0a85,85 0,0 0 170,0h-20a65,65 0,0 1-130,0z"/>  
    <path d="m-65 20v20h140v-20z"/>  
    <path d="m-115-20v10h25v30h250a20,20 0,0 0 0,-40z" fill="#fff"/>  
    <path d="m-20 10c-17-14-27-14-44 0 6-25 37-25 44 0z"/>  
    <path d="m60 10c-17-14-27-14-44 0 6-25 37-25 44 0z"/> 
  </g> 
</svg>

現在根據這個代碼,可以大概寫出下面的代碼,部分座標經過了本人的微調。

// 創建笑面男相關
HRESULT ImageRenderer::CreateLaughingMan(){
    // 基本半徑
    const FLOAT BASE_RADIUS = 135.f;

    HRESULT hr = S_OK;
    IDWriteTextFormat* pImpactFormat = nullptr;
    // 創建Impact文本格式
    hr = m_pDWriteFactory->CreateTextFormat(
        L"Impact",
        nullptr,
        DWRITE_FONT_WEIGHT_NORMAL,
        DWRITE_FONT_STYLE_NORMAL,
        DWRITE_FONT_STRETCH_CONDENSED,
        41.f/96.f*72.f,
        L"",
        &pImpactFormat
        );

    // 創建文本佈局
    if (SUCCEEDED(hr)){
        pImpactFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP);
        WCHAR* text = L"I thought what I'd do was, I'd pretend I was one of those deaf-mutes";
        auto length = wcslen(text);
        hr = m_pDWriteFactory->CreateTextLayout(text, length, pImpactFormat, BASE_RADIUS, BASE_RADIUS, &m_pTextLayoutLaughingMan);
    }
    // 創建文本幾何路徑: 一個圓
    if (SUCCEEDED(hr)){
        D2D1_ELLIPSE ellipse;
        ellipse.point.x = 0.f;
        ellipse.point.y = 0.f;
        ellipse.radiusX = BASE_RADIUS;
        ellipse.radiusY = BASE_RADIUS;
        hr = m_pD2DFactory->CreateEllipseGeometry(&ellipse, &m_pTextAnimationPath);
    }
    // 笑面男路徑
    if (SUCCEEDED(hr)){
        hr = m_pD2DFactory->CreatePathGeometry(&m_pLaughingManGeometryBlue);
        // 畫線
        ID2D1GeometrySink* pSink = nullptr;
        if (SUCCEEDED(hr)){
            hr = m_pLaughingManGeometryBlue->Open(&pSink);
        }
        if (SUCCEEDED(hr)){
            auto nowPoint = D2D1::Point2F();
            pSink->SetFillMode(D2D1_FILL_MODE_WINDING);
            D2D1_ARC_SEGMENT arc;
            D2D1_BEZIER_SEGMENT bezier;
            arc.rotationAngle = 0.f;
            // <path d="m-8-119h16 l2,5h-20z"/>
            nowPoint.x = -8.f; nowPoint.y = -124.f;
            pSink->BeginFigure(nowPoint, D2D1_FIGURE_BEGIN_FILLED);
            nowPoint.x += 16.f;
            pSink->AddLine(nowPoint);
            nowPoint.x += 2.f; nowPoint.y += 5.f;
            pSink->AddLine(nowPoint);
            nowPoint.x -= 20.f;
            pSink->AddLine(nowPoint);
            pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
            // <path d = "m-95-20v-20h255a40,40 0,0 1 0,80h-55v-20z" / >
            nowPoint.x = -105.f; nowPoint.y = -20.f;
            pSink->BeginFigure(nowPoint, D2D1_FIGURE_BEGIN_FILLED);
            nowPoint.y -= 20.f;
            pSink->AddLine(nowPoint);
            nowPoint.x += 270.f;
            pSink->AddLine(nowPoint);
            nowPoint.y += 80.f;
            arc.size.height = 40.f;
            arc.size.width = 40.f;
            arc.sweepDirection = D2D1_SWEEP_DIRECTION_CLOCKWISE;
            arc.point = nowPoint;
            arc.arcSize = D2D1_ARC_SIZE_SMALL;
            pSink->AddArc(&arc);
            nowPoint.x -= 55.f;
            pSink->AddLine(nowPoint);
            nowPoint.y -= 20.f;
            pSink->AddLine(nowPoint);
            nowPoint.x += 55.f;
            pSink->AddLine(nowPoint);
            nowPoint.y -= 40.f;
            arc.size.height = 20.f;
            arc.size.width = 20.f;
            arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
            arc.point = nowPoint;
            pSink->AddArc(&arc);
            pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
            // <path d="m-85 0a85,85 0,0 0 170,0h-20a65,65 0,0 1-130,0z"/>
            nowPoint.x = -85.f; nowPoint.y= 20.f;
            pSink->BeginFigure(nowPoint, D2D1_FIGURE_BEGIN_FILLED);
            nowPoint.x += 170.f;
            arc.size.height = 90.f;
            arc.size.width = 90.f;
            arc.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
            arc.arcSize = D2D1_ARC_SIZE_SMALL;
            arc.point = nowPoint;
            pSink->AddArc(&arc);
            nowPoint.x -= 20.f;
            pSink->AddLine(nowPoint);
            nowPoint.x -= 130.f;
            arc.size.height = 70.f;
            arc.size.width = 70.f;
            arc.sweepDirection = D2D1_SWEEP_DIRECTION_CLOCKWISE;
            arc.point = nowPoint;
            pSink->AddArc(&arc);
            pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
            // <path d="m-65 20v20h130v-20z"/>  
            nowPoint.x = -65.f; nowPoint.y = 20.f;
            pSink->BeginFigure(nowPoint, D2D1_FIGURE_BEGIN_FILLED);
            nowPoint.y += 20.f;
            pSink->AddLine(nowPoint);
            nowPoint.x += 130.f;
            pSink->AddLine(nowPoint);
            nowPoint.y -= 20.f;
            pSink->AddLine(nowPoint);
            pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
            //pSink->BeginFigure(nowPoint, D2D1_FIGURE_BEGIN_FILLED);
            // <path d = "m-20 10c-17-14-27-14-44 0 6-25 37-25 44 0z" / >
            nowPoint.x = -20.f; nowPoint.y = 10.f;
            pSink->BeginFigure(nowPoint, D2D1_FIGURE_BEGIN_FILLED);
            bezier.point1.x = nowPoint.x - 17.f;
            bezier.point1.y = nowPoint.y - 14.f;
            bezier.point2.x = nowPoint.x - 27.f;
            bezier.point2.y = nowPoint.y - 14.f;
            nowPoint.x -= 44.f;
            bezier.point3 = nowPoint;
            pSink->AddBezier(&bezier);
            bezier.point1.x = nowPoint.x + 6.f;
            bezier.point1.y = nowPoint.y - 25.f;
            bezier.point2.x = nowPoint.x + 37.f;
            bezier.point2.y = nowPoint.y - 25.f;
            nowPoint.x += 44.f;
            bezier.point3 = nowPoint;
            pSink->AddBezier(&bezier);
            pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
            // <path d = "m60 10c-17-14-27-14-44 0 6-25 37-25 44 0z" / >
            nowPoint.x = 60.f; nowPoint.y = 10.f;
            pSink->BeginFigure(nowPoint, D2D1_FIGURE_BEGIN_FILLED);
            bezier.point1.x = nowPoint.x - 17.f;
            bezier.point1.y = nowPoint.y - 14.f;
            bezier.point2.x = nowPoint.x - 27.f;
            bezier.point2.y = nowPoint.y - 14.f;
            nowPoint.x -= 44.f;
            bezier.point3 = nowPoint;
            pSink->AddBezier(&bezier);
            bezier.point1.x = nowPoint.x + 6.f;
            bezier.point1.y = nowPoint.y - 25.f;
            bezier.point2.x = nowPoint.x + 37.f;
            bezier.point2.y = nowPoint.y - 25.f;
            nowPoint.x += 44.f;
            bezier.point3 = nowPoint;
            pSink->AddBezier(&bezier);
            pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
            hr = pSink->Close();
        }
        SafeRelease(pSink);
    }
    // 笑面男白色部分
    if (SUCCEEDED(hr)){
        hr = m_pD2DFactory->CreatePathGeometry(&m_pLaughingManGeometryWhite);
        // 畫線
        ID2D1GeometrySink* pSink = nullptr;
        if (SUCCEEDED(hr)){
            hr = m_pLaughingManGeometryWhite->Open(&pSink);
        }
        if (SUCCEEDED(hr)){
            auto nowPoint = D2D1::Point2F();
            // <path d = "m-115-20v10h25v30h250a20,20 0,0 0 0,-40z" fill = "#fff" / >
            nowPoint.x = -125.f; nowPoint.y = -20.f;
            pSink->BeginFigure(nowPoint, D2D1_FIGURE_BEGIN_FILLED);
            nowPoint.y += 10.f;
            pSink->AddLine(nowPoint);
            nowPoint.x += 35.f;
            pSink->AddLine(nowPoint);
            nowPoint.y += 30.f;
            pSink->AddLine(nowPoint);
            nowPoint.x += 260.f;
            pSink->AddLine(nowPoint);
            nowPoint.y -= 40.f;
            D2D1_ARC_SEGMENT arc = { nowPoint, D2D1::SizeF(20.f, 20.f), 0.f, D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE, D2D1_ARC_SIZE_SMALL };
            pSink->AddArc(&arc);
            pSink->EndFigure(D2D1_FIGURE_END_CLOSED);
            hr = pSink->Close();
        }
    }
    // 笑面藍
    if (SUCCEEDED(hr)){
        hr = m_pD2DDeviceContext->CreateSolidColorBrush(D2D1::ColorF(0x005577), &m_pLaughingBlueBrush);
    }
    // 笑面白
    if (SUCCEEDED(hr)){
        hr = m_pD2DDeviceContext->CreateSolidColorBrush(D2D1::ColorF(0xFFFFFF), &m_pLaughingWhiteBrush);
    }
    SafeRelease(pImpactFormat);
    return hr;
}

反正很蛋疼




是的,我們這次使用的是D2D 1.1。之前說過,所以這裏就使用輪詢模式。

這裏要使用彩色數據流 + 骨骼數據流,那麼是否需要使用復源幀?

使用復源幀是爲了保證數據同步,輪詢模式下異步的效果很及時,所以這裏不使用復源幀。


大致過程如下:

刷新:

    獲得彩色數據 -> 複製到位圖

    獲得骨骼數據 -> 檢查並更新頭部位置,根據遠近設置相對縮放率(實現近大遠小,大致即可,不用精確)

渲染:

    渲染彩色幀

    渲染笑面男


Kinect2支持6人骨骼追蹤,所以數據要準備6份。這樣6人同時出現也能一起打碼得意


效果如下:Kinect2獲得的骨骼數據默認就已經平滑過了,不需要像1代那樣設置平滑參數,也說明精度的提高。

爲了模擬原作的抖動,只能自己手動模擬了。



範例下載地址:點擊這裏

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