इस तरह के विषय पर चैनलदेखें। आप कंकाल मूलभूत वीडियो पर जाएंगे। लेकिन अगर आप समय बचाना चाहते हैं तो यहां कुछ कोड है।
XAML
<Window x:Class="SkeletalTracking.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="600" Width="800" Loaded="Window_Loaded"
xmlns:my="clr-namespace:Microsoft.Samples.Kinect.WpfViewers;assembly=Microsoft.Samples.Kinect.WpfViewers"
Closing="Window_Closing" WindowState="Maximized">
<Canvas Name="MainCanvas">
<my:KinectColorViewer Canvas.Left="0" Canvas.Top="0" Width="640" Height="480" Name="kinectColorViewer1"
Kinect="{Binding ElementName=kinectSensorChooser1, Path=Kinect}" />
<my:KinectSensorChooser Canvas.Left="250" Canvas.Top="380" Name="kinectSensorChooser1" Width="328" />
<Image Canvas.Left="66" Canvas.Top="90" Height="87" Name="headImage" Stretch="Fill" Width="84" Source="/SkeletalTracking;component/c4f-color.png" />
</Canvas>
आंतरिक कोड
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Kinect;
using Coding4Fun.Kinect.Wpf;
namespace SkeletalTracking
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
bool closing = false;
const int skeletonCount = 6;
Skeleton[] allSkeletons = new Skeleton[skeletonCount];
private void Window_Loaded(object sender, RoutedEventArgs e)
{
kinectSensorChooser1.KinectSensorChanged += new DependencyPropertyChangedEventHandler(kinectSensorChooser1_KinectSensorChanged);
}
void kinectSensorChooser1_KinectSensorChanged(object sender, DependencyPropertyChangedEventArgs e)
{
KinectSensor old = (KinectSensor)e.OldValue;
StopKinect(old);
KinectSensor sensor = (KinectSensor)e.NewValue;
if (sensor == null)
{
return;
}
var parameters = new TransformSmoothParameters
{
Smoothing = 0.3f,
Correction = 0.0f,
Prediction = 0.0f,
JitterRadius = 1.0f,
MaxDeviationRadius = 0.5f
};
//sensor.SkeletonStream.Enable(parameters);
sensor.SkeletonStream.Enable();
sensor.AllFramesReady += new EventHandler<AllFramesReadyEventArgs>(sensor_AllFramesReady);
sensor.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30);
sensor.ColorStream.Enable(ColorImageFormat.RgbResolution640x480Fps30);
try
{
sensor.Start();
}
catch (System.IO.IOException)
{
kinectSensorChooser1.AppConflictOccurred();
}
}
void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
{
if (closing)
{
return;
}
//Get a skeleton
Skeleton first = GetFirstSkeleton(e);
if (first == null)
{
return;
}
//set scaled position
ScalePosition(headImage, first.Joints[JointType.Head]);
//ScalePosition(leftEllipse, first.Joints[JointType.HandLeft]);
//ScalePosition(rightEllipse, first.Joints[JointType.HandRight]);
GetCameraPoint(first, e);
}
void GetCameraPoint(Skeleton first, AllFramesReadyEventArgs e)
{
using (DepthImageFrame depth = e.OpenDepthImageFrame())
{
if (depth == null ||
kinectSensorChooser1.Kinect == null)
{
return;
}
//Map a joint location to a point on the depth map
//head
DepthImagePoint headDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.Head].Position);
//left hand
DepthImagePoint leftDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.HandLeft].Position);
//right hand
DepthImagePoint rightDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.HandRight].Position);
//Map a depth point to a point on the color image
//head
ColorImagePoint headColorPoint =
depth.MapToColorImagePoint(headDepthPoint.X, headDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);
//left hand
ColorImagePoint leftColorPoint =
depth.MapToColorImagePoint(leftDepthPoint.X, leftDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);
//right hand
ColorImagePoint rightColorPoint =
depth.MapToColorImagePoint(rightDepthPoint.X, rightDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);
//Set location
CameraPosition(headImage, headColorPoint);
//CameraPosition(leftEllipse, leftColorPoint);
//CameraPosition(rightEllipse, rightColorPoint);
}
}
Skeleton GetFirstSkeleton(AllFramesReadyEventArgs e)
{
using (SkeletonFrame skeletonFrameData = e.OpenSkeletonFrame())
{
if (skeletonFrameData == null)
{
return null;
}
skeletonFrameData.CopySkeletonDataTo(allSkeletons);
//get the first tracked skeleton
Skeleton first = (from s in allSkeletons
where s.TrackingState == SkeletonTrackingState.Tracked
select s).FirstOrDefault();
return first;
}
}
private void StopKinect(KinectSensor sensor)
{
if (sensor != null)
{
if (sensor.IsRunning)
{
//stop sensor
sensor.Stop();
//stop audio if not null
if (sensor.AudioSource != null)
{
sensor.AudioSource.Stop();
}
}
}
}
private void CameraPosition(FrameworkElement element, ColorImagePoint point)
{
//Divide by 2 for width and height so point is right in the middle
// instead of in top/left corner
Canvas.SetLeft(element, point.X - element.Width/2);
Canvas.SetTop(element, point.Y - element.Height/2);
}
private void ScalePosition(FrameworkElement element, Joint joint)
{
//convert the value to X/Y
//Joint scaledJoint = joint.ScaleTo(1280, 720);
//convert & scale (.3 = means 1/3 of joint distance)
//Joint scaledJoint = joint.ScaleTo(1280, 720, .3f, .3f);
Canvas.SetLeft(element, scaledJoint.Position.X);
Canvas.SetTop(element, scaledJoint.Position.Y);
}
private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
closing = true;
StopKinect(kinectSensorChooser1.Kinect);
}
}
}
मैं व्यक्तिगत रूप से, क्योंकि वे सब कुछ समझाने वीडियो देखने की सलाह देते हैं। आपकी परियोजना के लिए शुभकामनाएं!
इसके अतिरिक्त, ओएमसीवी को इमू प्रोजेक्ट ([http://www.emgu.com/wiki/index.php/Main_Page]) के साथ सी # के माध्यम से पहुंचा जा सकता है। यहां तक कि एक किनेक्ट कैप्चर विधि कॉल भी है जिसका उपयोग आप वीडियो फ्रेम प्राप्त करने और आसानी से चेहरे की पहचान करने के लिए कर सकते हैं ([http://www.emgu.com/wiki/files/2.4.2/document/html/a8b9f573-4c88-fdc0- a3b1-189096e54caa.htm]) –