将 Kinect 方法从 Beta 2 转换为版本 1
本文关键字:转换 版本 Beta Kinect 方法 | 更新日期: 2023-09-27 18:32:47
所以我将getDisplayPosition
从Kinect SDK的测试版转换为完整版。这是我现在
拥有的原
版
private Point getDisplayPosition(Joint joint)
{
float depthX, depthY;
nui.SkeletonEngine.SkeletonToDepthImage(joint.Position, out depthX, out depthY);
depthX = Math.Max(0, Math.Min(depthX * 320, 320)); //convert to 320, 240 space
depthY = Math.Max(0, Math.Min(depthY * 240, 240)); //convert to 320, 240 space
int colorX, colorY;
ImageViewArea iv = new ImageViewArea();
// only ImageResolution.Resolution640x480 is supported at this point
nui.NuiCamera.GetColorPixelCoordinatesFromDepthPixel(ImageResolution.Resolution640x480, iv, (int)depthX, (int)depthY, (short)0, out colorX, out colorY);
// map back to skeleton.Width & skeleton.Height
return new Point((int)(skeleton.Width * colorX / 640.0), (int)(skeleton.Height * colorY / 480));
}
我的版本
private Point getDisplayPosition(Joint joint)
{
float depthX, depthY;
KinectSensor sensor = kinectSensorChooser1.Kinect;
DepthImageFormat depth = DepthImageFormat.Resolution320x240Fps30;
depthX = 320;
depthY = 240;
sensor.MapSkeletonPointToDepth(joint.Position, depth);
depthX = Math.Max(0, Math.Min(depthX * 320, 320));
depthY = Math.Max(0, Math.Min(depthY * 240, 240));
int colorX, colorY;
colorX = 320;
colorY = 240;
return new Point((int)(skeleton.Width * colorX / 640.0), (int)(skeleton.Height * colorY / 480));
}
基本上,我想知道我的版本是否会与原始版本执行相同的操作,如果没有,如何修复它。
这就是我所做的,它对我有用(这与你的非常相似) - 我希望它有所帮助:
我的版本
private Point getDisplayPosition(DepthImageFrame depthFrame, Joint joint)
{
float depthX, depthY;
DepthImagePoint depthPoint = kineticSensor.MapSkeletonPointToDepth(joint.Position, depthImageFormat);
depthX = depthPoint.X;
depthY = depthPoint.Y;
depthX = Math.Max(0, Math.Min(depthX * 320, 320));
depthY = Math.Max(0, Math.Min(depthY * 240, 240));
int colorX, colorY;
ColorImagePoint colorPoint = depthFrame.MapToColorImagePoint(depthPoint.X, depthPoint.Y, sensor.ColorStream.Format);
colorX = colorPoint.X;
colorY = colorPoint.Y;
return new Point((int)(skeleton.Width * colorX / 640.0), (int)(skeleton.Height * colorY / 480));
}