(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擷取。嗯,Kinect買來就為這個啊。不然其他資料,買其他產品就行了,Kinect的賣點也是這個。
先看看這次支援的骨骼關節:
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 ) } ;
支援這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為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); }
這樣擷取6個IBody介面,用完了記得釋放,一個迴圈釋放完
每個介面使用類似下面的代碼擷取資料:
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。這裡的可視化方法是用微軟提供SDK例子裡面的方法,
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,這裡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)裡面出現的一個人物,這個人物出場使用一個表徵圖擋住了臉:
這裡我們就要實現這個效果,算是一個即時打碼的軟體吧。
這裡,我們的那個文字也要像原作一樣旋轉,為了保證流程,所以我們這次映像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
那麼怎麼實現那個表徵圖呢,您可是使用圖片。但是作為程式猿,使用代碼即時產生是一個不錯的選擇。
Direct2D提供了一個硬體加速的幾何體渲染介面,非常方便。旋轉的文字渲染需要DirectWrite + Direct2D,學習的範圍不在這裡,
詳細請看範例。
至於這個表徵圖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映像,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。
// 建立笑面男相關HRESULT ImageRenderer::CreateLaughingMan(){ // 基本半徑 const FLOAT BASE_RADIUS = 135.f; HRESULT hr = S_OK; IDWriteTextFormat* pImpactFormat = nullptr; // 建立Impact文字格式設定 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 ); // 建立文本布局 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); } // 建立文本幾何路徑: 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,所以這裡就使用輪詢模式。
這裡要使用彩色資料流 + 骨骼資料流,那麼是否需要使用複源幀。
使用複源幀是為了保證資料同步,輪詢模式下非同步效果很及時,所以這裡不使用複源幀。
大致過程如下:
重新整理:
獲得彩色資料 -> 複製到位元影像
獲得骨骼資料 -> 檢查並更新頭部位置,根據遠近設定相對縮放率(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支援6人骨骼追蹤,所以資料要準備6份。這樣6人同時出現也能一起打碼
效果如下:Kinect2獲得的骨骼資料預設就已經平滑過了,不需要像1代那樣設定平滑參數,也說明精度的提高。
為了類比原作的抖動,只能自己手動類比了。
範例下載地址:點擊這裡