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SkeletonHandler.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Media;
using Microsoft.Kinect;
using CsvHelper;
using System.Collections;
using System.Threading;
namespace KinectRecorder
{
class SkeletonHandler
{
/// <summary>
/// Radius of drawn hand circles
/// </summary>
private const double HandSize = 30;
/// <summary>
/// Thickness of drawn joint lines
/// </summary>
private const double JointThickness = 3;
/// <summary>
/// Thickness of clip edge rectangles
/// </summary>
private const double ClipBoundsThickness = 10;
/// <summary>
/// Constant for clamping Z values of camera space points from being negative
/// </summary>
private const float InferredZPositionClamp = 0.1f;
/// <summary>
/// Brush used for drawing hands that are currently tracked as closed
/// </summary>
private readonly Brush handClosedBrush = new SolidColorBrush(Color.FromArgb(128, 255, 0, 0));
/// <summary>
/// Brush used for drawing hands that are currently tracked as opened
/// </summary>
private readonly Brush handOpenBrush = new SolidColorBrush(Color.FromArgb(128, 0, 255, 0));
/// <summary>
/// Brush used for drawing hands that are currently tracked as in lasso (pointer) position
/// </summary>
private readonly Brush handLassoBrush = new SolidColorBrush(Color.FromArgb(128, 0, 0, 255));
/// <summary>
/// Brush used for drawing joints that are currently tracked
/// </summary>
private readonly Brush trackedJointBrush = new SolidColorBrush(Color.FromArgb(255, 68, 192, 68));
/// <summary>
/// Brush used for drawing joints that are currently inferred
/// </summary>
private readonly Brush inferredJointBrush = Brushes.Yellow;
/// <summary>
/// Pen used for drawing bones that are currently inferred
/// </summary>
private readonly Pen inferredBonePen = new Pen(Brushes.Gray, 1);
private readonly Pen previewBonePen = new Pen(Brushes.HotPink, 6);
/// <summary>
/// Drawing group for body rendering output
/// </summary>
private DrawingGroup drawingGroup;
private DrawingGroup previewDrawingGroup;
/// <summary>
/// Drawing image that we will display
/// </summary>
private DrawingImage imageSource;
private DrawingImage previewImageSource;
/// <summary>
/// Coordinate mapper to map one type of point to another
/// </summary>
private CoordinateMapper coordinateMapper = null;
/// <summary>
/// Array for the bodies
/// </summary>
private Body[] bodies = null;
/// <summary>
/// definition of bones
/// </summary>
private List<Tuple<JointType, JointType>> bones;
/// <summary>
/// Width of display (depth space)
/// </summary>
private int displayWidth;
/// <summary>
/// Height of display (depth space)
/// </summary>
private int displayHeight;
/// <summary>
/// List of colors for each body tracked
/// </summary>
private List<Pen> bodyColors;
// writing variables
// skeleton data array
private double[] skeletonDataArray;
private int stride = 7;
private Queue<double[]> skeletonBuffer = new Queue<double[]>();
private bool skeletonRecording = false;
private String skeletonFilePath;
public UInt32 frameCount = 0;
private double[] depthSkeleton;
int skeletonCounter = 0;
private CsvWriter csvWriter = null;
private StreamWriter stream = null;
private CsvReader csvReader = null;
private StreamReader streamReader = null;
static SkeletonHandler instance = new SkeletonHandler();
private List<SkeletonData> skeletons;
public static SkeletonHandler Instance
{
get { return instance; }
}
public void SkeletonHandlerSet(int width, int height, CoordinateMapper coordMap)
{
this.displayHeight = height;
this.displayWidth = width;
coordinateMapper = coordMap;
// a bone defined as a line between two joints
this.bones = new List<Tuple<JointType, JointType>>();
// Torso
this.bones.Add(new Tuple<JointType, JointType>(JointType.Head, JointType.Neck));
this.bones.Add(new Tuple<JointType, JointType>(JointType.Neck, JointType.SpineShoulder));
this.bones.Add(new Tuple<JointType, JointType>(JointType.SpineShoulder, JointType.SpineMid));
this.bones.Add(new Tuple<JointType, JointType>(JointType.SpineMid, JointType.SpineBase));
this.bones.Add(new Tuple<JointType, JointType>(JointType.SpineShoulder, JointType.ShoulderRight));
this.bones.Add(new Tuple<JointType, JointType>(JointType.SpineShoulder, JointType.ShoulderLeft));
this.bones.Add(new Tuple<JointType, JointType>(JointType.SpineBase, JointType.HipRight));
this.bones.Add(new Tuple<JointType, JointType>(JointType.SpineBase, JointType.HipLeft));
// Right Arm
this.bones.Add(new Tuple<JointType, JointType>(JointType.ShoulderRight, JointType.ElbowRight));
this.bones.Add(new Tuple<JointType, JointType>(JointType.ElbowRight, JointType.WristRight));
this.bones.Add(new Tuple<JointType, JointType>(JointType.WristRight, JointType.HandRight));
this.bones.Add(new Tuple<JointType, JointType>(JointType.HandRight, JointType.HandTipRight));
this.bones.Add(new Tuple<JointType, JointType>(JointType.WristRight, JointType.ThumbRight));
// Left Arm
this.bones.Add(new Tuple<JointType, JointType>(JointType.ShoulderLeft, JointType.ElbowLeft));
this.bones.Add(new Tuple<JointType, JointType>(JointType.ElbowLeft, JointType.WristLeft));
this.bones.Add(new Tuple<JointType, JointType>(JointType.WristLeft, JointType.HandLeft));
this.bones.Add(new Tuple<JointType, JointType>(JointType.HandLeft, JointType.HandTipLeft));
this.bones.Add(new Tuple<JointType, JointType>(JointType.WristLeft, JointType.ThumbLeft));
// Right Leg
this.bones.Add(new Tuple<JointType, JointType>(JointType.HipRight, JointType.KneeRight));
this.bones.Add(new Tuple<JointType, JointType>(JointType.KneeRight, JointType.AnkleRight));
this.bones.Add(new Tuple<JointType, JointType>(JointType.AnkleRight, JointType.FootRight));
// Left Leg
this.bones.Add(new Tuple<JointType, JointType>(JointType.HipLeft, JointType.KneeLeft));
this.bones.Add(new Tuple<JointType, JointType>(JointType.KneeLeft, JointType.AnkleLeft));
this.bones.Add(new Tuple<JointType, JointType>(JointType.AnkleLeft, JointType.FootLeft));
// populate body colors, one for each BodyIndex
this.bodyColors = new List<Pen>();
this.bodyColors.Add(new Pen(Brushes.Red, 6));
this.bodyColors.Add(new Pen(Brushes.Orange, 6));
this.bodyColors.Add(new Pen(Brushes.Green, 6));
this.bodyColors.Add(new Pen(Brushes.Blue, 6));
this.bodyColors.Add(new Pen(Brushes.Indigo, 6));
this.bodyColors.Add(new Pen(Brushes.Violet, 6));
// Create the drawing group we'll use for drawing
this.drawingGroup = new DrawingGroup();
// Create an image source that we can use in our image control
this.imageSource = new DrawingImage(this.drawingGroup);
this.previewDrawingGroup = new DrawingGroup();
this.previewImageSource = new DrawingImage(this.previewDrawingGroup);
}
public void openReader()
{
skeletonCounter = 0;
streamReader = new StreamReader(skeletonFilePath);
csvReader = new CsvReader(streamReader);
skeletons = csvReader.GetRecords<SkeletonData>().ToList<SkeletonData>();
}
public void closeReader()
{
streamReader.Dispose();
csvReader.Dispose();
skeletons.Clear();
}
public void Read()
{
try
{
using (DrawingContext dc = this.previewDrawingGroup.Open())
{
dc.DrawRectangle(Brushes.Black, null, new Rect(0.0, 0.0, this.displayWidth, this.displayHeight));
depthSkeleton = skeletons[skeletonCounter].getDepthValues();
this.DrawPreviewBody(depthSkeleton, dc);
//this.DrawPreviewHand(body.HandLeftState, jointPoints[JointType.HandLeft], dc);
//this.DrawPreviewHand(body.HandRightState, jointPoints[JointType.HandRight], dc);
skeletonCounter++;
}
}
catch (Exception e){
Console.WriteLine("iskelet datası yok");
Console.WriteLine(e);
}
}
public void DrawPreviewBody(double[] depthValues, DrawingContext dc)
{
foreach (var bone in bones)
{
DrawBoneFromArray(depthValues, bone.Item1, bone.Item2, dc);
}
for (int i = 0; i < 25; i++)
{
Point point = new Point(depthValues[i * 2], depthValues[i * 2 + 1]);
dc.DrawEllipse(this.trackedJointBrush, null, point, JointThickness, JointThickness);
}
}
public DrawingImage getImageSource()
{
return this.imageSource;
}
public DrawingImage getPreviewImageSource()
{
return this.previewImageSource;
}
public void renderSkeleton(BodyFrameArrivedEventArgs args)
{
bool dataReceived = false;
using (BodyFrame bodyFrame = args.FrameReference.AcquireFrame())
{
if (bodyFrame != null)
{
if (this.bodies == null)
{
this.bodies = new Body[bodyFrame.BodyCount];
}
// The first time GetAndRefreshBodyData is called, Kinect will allocate each Body in the array.
// As long as those body objects are not disposed and not set to null in the array,
// those body objects will be re-used.
bodyFrame.GetAndRefreshBodyData(this.bodies);
dataReceived = true;
}
}
if (dataReceived)
{
using (DrawingContext dc = this.drawingGroup.Open())
{
// Draw a transparent background to set the render size
dc.DrawRectangle(Brushes.Black, null, new Rect(0.0, 0.0, this.displayWidth, this.displayHeight));
int penIndex = 0;
int bodyCount = 0;
foreach (Body body in this.bodies)
{
Pen drawPen = this.bodyColors[penIndex++];
if (body.IsTracked)
{
bodyCount++;
skeletonDataArray = new double[25 * 7];
this.DrawClippedEdges(body, dc);
IReadOnlyDictionary<JointType, Joint> joints = body.Joints;
// convert the joint points to depth (display) space
Dictionary<JointType, Point> jointPoints = new Dictionary<JointType, Point>();
//var values = UtilityClass.GetValues<JointType>();
//foreach (JointType jointType in values)
foreach (JointType jointType in joints.Keys)
{
// sometimes the depth(Z) of an inferred joint may show as negative
// clamp down to 0.1f to prevent coordinatemapper from returning (-Infinity, -Infinity)
CameraSpacePoint position = joints[jointType].Position;
if (position.Z < 0)
{
position.Z = InferredZPositionClamp;
}
DepthSpacePoint depthSpacePoint = this.coordinateMapper.MapCameraPointToDepthSpace(position); // point mapped to depth
jointPoints[jointType] = new Point(depthSpacePoint.X, depthSpacePoint.Y);
ColorSpacePoint colorSpacePoint = this.coordinateMapper.MapCameraPointToColorSpace(position); // points mapped to color
if (bodyCount == 1 && skeletonRecording)
{
int i = (int)jointType;
i *= stride;
skeletonDataArray[i++] = position.X;
skeletonDataArray[i++] = position.Y;
skeletonDataArray[i++] = position.Z;
skeletonDataArray[i++] = depthSpacePoint.X;
skeletonDataArray[i++] = depthSpacePoint.Y;
skeletonDataArray[i++] = colorSpacePoint.X;
skeletonDataArray[i++] = colorSpacePoint.Y;
}
//System.Console.WriteLine(string.Format("body count {0}", bodyCount));
}
if (bodyCount == 1 && skeletonRecording)
{
skeletonBuffer.Enqueue(skeletonDataArray);
frameCount++;
}
this.DrawBody(joints, jointPoints, dc, drawPen);
this.DrawHand(body.HandLeftState, jointPoints[JointType.HandLeft], dc);
this.DrawHand(body.HandRightState, jointPoints[JointType.HandRight], dc);
}
}
// prevent drawing outside of our render area
this.drawingGroup.ClipGeometry = new RectangleGeometry(new Rect(0.0, 0.0, this.displayWidth, this.displayHeight));
}
}
}
/// <summary>
/// Draws a body
/// </summary>
/// <param name="joints">joints to draw</param>
/// <param name="jointPoints">translated positions of joints to draw</param>
/// <param name="drawingContext">drawing context to draw to</param>
/// <param name="drawingPen">specifies color to draw a specific body</param>
private void DrawBody(IReadOnlyDictionary<JointType, Joint> joints, IDictionary<JointType, Point> jointPoints, DrawingContext drawingContext, Pen drawingPen)
{
// Draw the bones
foreach (var bone in this.bones)
{
this.DrawBone(joints, jointPoints, bone.Item1, bone.Item2, drawingContext, drawingPen);
}
// Draw the joints
foreach (JointType jointType in joints.Keys)
{
Brush drawBrush = null;
TrackingState trackingState = joints[jointType].TrackingState;
if (trackingState == TrackingState.Tracked)
{
drawBrush = this.trackedJointBrush;
}
else if (trackingState == TrackingState.Inferred)
{
drawBrush = this.inferredJointBrush;
}
if (drawBrush != null)
{
drawingContext.DrawEllipse(drawBrush, null, jointPoints[jointType], JointThickness, JointThickness);
}
}
}
private void DrawBoneFromArray(double[] jointDepthValues, JointType jointType0, JointType jointType1, DrawingContext drawingContext)
{
Point point0 = new Point(jointDepthValues[(int)jointType0 * 2], jointDepthValues[(int)(jointType0) * 2 + 1]);
Point point1 = new Point(jointDepthValues[(int)jointType1 * 2], jointDepthValues[(int)(jointType1) * 2 + 1]);
Pen drawPen = previewBonePen;
//drawPen = drawingPen;
drawingContext.DrawLine(drawPen, point0, point1);
}
/// <summary>
/// Draws one bone of a body (joint to joint)
/// </summary>
/// <param name="joints">joints to draw</param>
/// <param name="jointPoints">translated positions of joints to draw</param>
/// <param name="jointType0">first joint of bone to draw</param>
/// <param name="jointType1">second joint of bone to draw</param>
/// <param name="drawingContext">drawing context to draw to</param>
/// /// <param name="drawingPen">specifies color to draw a specific bone</param>
private void DrawBone(IReadOnlyDictionary<JointType, Joint> joints, IDictionary<JointType, Point> jointPoints, JointType jointType0, JointType jointType1, DrawingContext drawingContext, Pen drawingPen)
{
Joint joint0 = joints[jointType0];
Joint joint1 = joints[jointType1];
// If we can't find either of these joints, exit
if (joint0.TrackingState == TrackingState.NotTracked ||
joint1.TrackingState == TrackingState.NotTracked)
{
return;
}
// We assume all drawn bones are inferred unless BOTH joints are tracked
Pen drawPen = this.inferredBonePen;
if ((joint0.TrackingState == TrackingState.Tracked) && (joint1.TrackingState == TrackingState.Tracked))
{
drawPen = drawingPen;
}
drawingContext.DrawLine(drawPen, jointPoints[jointType0], jointPoints[jointType1]);
}
/// <summary>
/// Draws a hand symbol if the hand is tracked: red circle = closed, green circle = opened; blue circle = lasso
/// </summary>
/// <param name="handState">state of the hand</param>
/// <param name="handPosition">position of the hand</param>
/// <param name="drawingContext">drawing context to draw to</param>
private void DrawHand(HandState handState, Point handPosition, DrawingContext drawingContext)
{
switch (handState)
{
case HandState.Closed:
drawingContext.DrawEllipse(this.handClosedBrush, null, handPosition, HandSize, HandSize);
break;
case HandState.Open:
drawingContext.DrawEllipse(this.handOpenBrush, null, handPosition, HandSize, HandSize);
break;
case HandState.Lasso:
drawingContext.DrawEllipse(this.handLassoBrush, null, handPosition, HandSize, HandSize);
break;
}
}
/// <summary>
/// Draws indicators to show which edges are clipping body data
/// </summary>
/// <param name="body">body to draw clipping information for</param>
/// <param name="drawingContext">drawing context to draw to</param>
private void DrawClippedEdges(Body body, DrawingContext drawingContext)
{
FrameEdges clippedEdges = body.ClippedEdges;
if (clippedEdges.HasFlag(FrameEdges.Bottom))
{
drawingContext.DrawRectangle(
Brushes.Red,
null,
new Rect(0, this.displayHeight - ClipBoundsThickness, this.displayWidth, ClipBoundsThickness));
}
if (clippedEdges.HasFlag(FrameEdges.Top))
{
drawingContext.DrawRectangle(
Brushes.Red,
null,
new Rect(0, 0, this.displayWidth, ClipBoundsThickness));
}
if (clippedEdges.HasFlag(FrameEdges.Left))
{
drawingContext.DrawRectangle(
Brushes.Red,
null,
new Rect(0, 0, ClipBoundsThickness, this.displayHeight));
}
if (clippedEdges.HasFlag(FrameEdges.Right))
{
drawingContext.DrawRectangle(
Brushes.Red,
null,
new Rect(this.displayWidth - ClipBoundsThickness, 0, ClipBoundsThickness, this.displayHeight));
}
}
public void SetFilePath(string path)
{
skeletonFilePath = path;
OpenSkeletonWriter();
}
public void OpenSkeletonWriter()
{
freeWriters();
stream = new StreamWriter(skeletonFilePath);
csvWriter = new CsvWriter(stream);
csvWriter.WriteHeader<SkeletonData>();
csvWriter.NextRecord();
}
private void freeWriters()
{
if (stream != null)
{
stream.Dispose();
stream = null;
}
if (csvWriter != null)
{
csvWriter.Dispose();
csvWriter = null;
}
if (skeletonBuffer.Count != 0)
{
skeletonBuffer.Clear();
}
}
public void setRecordingState(bool state)
{
skeletonRecording = state;
frameCount = 0;
}
public void WriteAll()
{
Thread skeletonWriteThread = new Thread(new ThreadStart(Write));
skeletonWriteThread.Priority = ThreadPriority.BelowNormal;
skeletonWriteThread.Start();
}
private void Write()
{
int count = skeletonBuffer.Count;
for (int i = 0; i < count; i++)
{
csvWriter.WriteRecord<SkeletonData>(new SkeletonData(i, skeletonBuffer.Dequeue()));
csvWriter.NextRecord();
}
freeWriters();
}
}
}