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C++ DepthMetaData::XRes方法代码示例

本文整理汇总了C++中xn::DepthMetaData::XRes方法的典型用法代码示例。如果您正苦于以下问题:C++ DepthMetaData::XRes方法的具体用法?C++ DepthMetaData::XRes怎么用?C++ DepthMetaData::XRes使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在xn::DepthMetaData的用法示例。


在下文中一共展示了DepthMetaData::XRes方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: getDepthHistgram

// デプスのヒストグラムを作成
depth_hist getDepthHistgram(const xn::DepthGenerator& depth,
                            const xn::DepthMetaData& depthMD)
{
  // デプスの傾向を計算する(アルゴリズムはNiSimpleViewer.cppを利用)
  const int MAX_DEPTH = depth.GetDeviceMaxDepth();
  depth_hist depthHist(MAX_DEPTH);

  unsigned int points = 0;
  const XnDepthPixel* pDepth = depthMD.Data();
  for (XnUInt y = 0; y < depthMD.YRes(); ++y) {
    for (XnUInt x = 0; x < depthMD.XRes(); ++x, ++pDepth) {
      if (*pDepth != 0) {
        depthHist[*pDepth]++;
        points++;
      }
    }
  }

  for (int i = 1; i < MAX_DEPTH; ++i) {
    depthHist[i] += depthHist[i-1];
  }

  if ( points != 0) {
    for (int i = 1; i < MAX_DEPTH; ++i) {
      depthHist[i] =
        (unsigned int)(256 * (1.0f - (depthHist[i] / points)));
    }
  }

  return depthHist;
}
开发者ID:DaikiMaekawa,项目名称:openni_sandbox,代码行数:32,代码来源:main.cpp

示例2: GenerateMinecraftCharacter

int GenerateMinecraftCharacter(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd, const XnRGB24Pixel* image)
{
    int ret = 0;
    int xRes = dmd.XRes();
    int yRes = dmd.YRes();
    
    cv::Mat inputImage = cv::Mat(yRes, xRes, CV_8UC3);
    cv::Mat skin = cv::Mat::zeros(cv::Size(64,32), CV_8UC3);
    XnToCV(image,&inputImage);
    cv::cvtColor(inputImage,inputImage,CV_RGB2BGR);
    
    
    XnUserID aUsers[15];
	XnUInt16 nUsers = 15;
	g_UserGenerator.GetUsers(aUsers, nUsers);
	int i = 0;
	for (i = 0; i < nUsers; ++i) {
	    if (g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i])) break;
	}
	
	// No users being tracked
	if (i == nUsers) return -1;
	
	ret = GenerateSkin(aUsers[i], &inputImage, &skin);
	printf("GenerateSkin returned %d on user %d\n",ret,(int)aUsers[i]);
	cv::imwrite("skin.png",skin);
	SegmentUser(aUsers[i], &inputImage, smd);
	DrawDebugPoints(aUsers[i], &inputImage);
	cv::imwrite("blah.png",inputImage);
	sync();
	system("convert skin.png -transparent black skin.png && composite -geometry +32+0 hardhat.png skin.png skin.png");
	sync();
	
	return ret;
}
开发者ID:nrpatel,项目名称:Minecraft-Maker-Ant-Farm,代码行数:35,代码来源:MinecraftGenerator.cpp

示例3: getDepthMap

    std::string getDepthMap(bool br) {
	       {
            ReadLock r_lock(myLock);      
      			stringstream emitter;
      			emitter << "{DepthMap," << g_depthMD.XRes() << ","<< g_depthMD.YRes() << "}[";
            
            if(g_depthMD.XRes() != 0){
               for(int i = 0; i < g_depthMD.XRes(); i++) {    
                  if(i>0 && br == true) emitter << "<BR>"; 
                  for(int j = 0; j < g_depthMD.YRes(); j++) {
                     emitter << g_depthMD(i, j);     
                     emitter << ","; 
                  }      
               }
            }  
            emitter << "]";
            return emitter.str();
        }
    }
开发者ID:mjirik,项目名称:kinect-server,代码行数:19,代码来源:kinect_server.cpp

示例4: getDepthMapFromMetaData

inline void getDepthMapFromMetaData( const xn::DepthMetaData& depthMetaData, cv::Mat& depthMap, XnUInt64 noSampleValue, XnUInt64 shadowValue )
{
    int cols = depthMetaData.XRes();
    int rows = depthMetaData.YRes();

    depthMap.create( rows, cols, CV_16UC1 );

    const XnDepthPixel* pDepthMap = depthMetaData.Data();

    // CV_Assert( sizeof(unsigned short) == sizeof(XnDepthPixel) );
    memcpy( depthMap.data, pDepthMap, cols*rows*sizeof(XnDepthPixel) );

    cv::Mat badMask = (depthMap == (double)noSampleValue) | (depthMap == (double)shadowValue) | (depthMap == 0);

    // mask the pixels with invalid depth
    depthMap.setTo( cv::Scalar::all( CvCapture_OpenNI::INVALID_PIXEL_VAL ), badMask );
}
开发者ID:AndreSteenveld,项目名称:opencv,代码行数:17,代码来源:cap_openni.cpp

示例5: retrievePointCloudMap

IplImage* CvCapture_OpenNI::retrievePointCloudMap()
{
    if( !depthMetaData.Data() )
        return 0;

    cv::Mat depth;
    getDepthMapFromMetaData( depthMetaData, depth, noSampleValue, shadowValue );

    const int badPoint = INVALID_PIXEL_VAL;
    const float badCoord = INVALID_COORDINATE_VAL;
    int cols = depthMetaData.XRes(), rows = depthMetaData.YRes();
    cv::Mat pointCloud_XYZ( rows, cols, CV_32FC3, cv::Scalar::all(badPoint) );

    cv::Ptr<XnPoint3D> proj = new XnPoint3D[cols*rows];
    cv::Ptr<XnPoint3D> real = new XnPoint3D[cols*rows];
    for( int y = 0; y < rows; y++ )
    {
        for( int x = 0; x < cols; x++ )
        {
            int ind = y*cols+x;
            proj[ind].X = (float)x;
            proj[ind].Y = (float)y;
            proj[ind].Z = depth.at<unsigned short>(y, x);
        }
    }
    depthGenerator.ConvertProjectiveToRealWorld(cols*rows, proj, real);

    for( int y = 0; y < rows; y++ )
    {
        for( int x = 0; x < cols; x++ )
        {
            // Check for invalid measurements
            if( depth.at<unsigned short>(y, x) == badPoint ) // not valid
                pointCloud_XYZ.at<cv::Point3f>(y,x) = cv::Point3f( badCoord, badCoord, badCoord );
            else
            {
                int ind = y*cols+x;
                pointCloud_XYZ.at<cv::Point3f>(y,x) = cv::Point3f( real[ind].X*0.001f, real[ind].Y*0.001f, real[ind].Z*0.001f); // from mm to meters
            }
        }
    }

    outputMaps[CV_CAP_OPENNI_POINT_CLOUD_MAP].mat = pointCloud_XYZ;

    return outputMaps[CV_CAP_OPENNI_POINT_CLOUD_MAP].getIplImagePtr();
}
开发者ID:AndreSteenveld,项目名称:opencv,代码行数:46,代码来源:cap_openni.cpp

示例6: initTexs

//- - - - - - - - - - - - - - - - - -
//
void C_TrackWindow::initTexs( const xn::DepthMetaData& depthMD ) {

    struct getClosestPowerOfTwo {
        inline unsigned int operator()( unsigned int n) {
            unsigned int m = 2;
            while(m < n) m<<=1;
            return m;
        };
    };

    GLuint texID = 0;
    glGenTextures( 1, &depthTexID_ );

    texWidth_ = getClosestPowerOfTwo()( depthMD.XRes() );
    texHeight_ = getClosestPowerOfTwo()( depthMD.YRes() );
    pDepthTexBuf_ = new unsigned char[ texWidth_ * texHeight_ * 4 ];
    glBindTexture( GL_TEXTURE_2D, depthTexID_ );

    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
开发者ID:thuskey,项目名称:KinectMoCap_Maya,代码行数:23,代码来源:WindowGUI.cpp

示例7: DrawDepthMap

void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd)
{
	static bool bInitialized = false;	
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	float topLeftX;
	float topLeftY;
	float bottomRightY;
	float bottomRightX;
	float texXpos;
	float texYpos;

	/*
	if not initialized
	set parameters and reserve memory space
	*/
	if(!bInitialized)
	{
		texWidth =  getClosestPowerOfTwo(dmd.XRes());
		texHeight = getClosestPowerOfTwo(dmd.YRes());

//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;

		memset(texcoords, 0, 8*sizeof(float));
		texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;
	}

	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();

	// get the depth resolution
	static unsigned int nZRes = dmd.ZRes();
	static float* pDepthHist = (float*)malloc(nZRes* sizeof(float));

	// Calculate the accumulative histogram
	memset(pDepthHist, 0, nZRes*sizeof(float));

	// count the number of pixels of every possible depth value
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<nZRes; nIndex++)
	{
		pDepthHist[nIndex] += pDepthHist[nIndex-1];
	}

	// calculate percentage for every depth value
	// the larger the value is, the darker the pixel should be 
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<nZRes; nIndex++)
		{
			pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	pDepth = dmd.Data();
	if (g_bDrawPixels)
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
//.........这里部分代码省略.........
开发者ID:scottmeng,项目名称:VOBE_user_state_detection,代码行数:101,代码来源:SceneDrawer.cpp

示例8: updateScene

void SceneDrawer::updateScene(const xn::DepthMetaData &dmd,
			      const xn::SceneMetaData &smd)
{
  if (!initialized)
    init(dmd.XRes(), dmd.YRes(), dmd.ZRes());

  unsigned int val = 0, numOfPoints = 0;
  unsigned int xRes = dmd.XRes(), yRes = dmd.YRes();
  unsigned char* pDestImage = pDepthTexBuf;
  const XnDepthPixel* pDepth = dmd.Data();
  const XnLabel* pLabels = smd.Data();

  // calculate the accumulative depth histogram
  memset(pDepthHist, 0, zRes*sizeof(float));

  int numOfIterations = xRes * yRes;

  for (int i = 0; i < numOfIterations; ++i, ++pDepth){
    val = *pDepth;

    if (val != 0){
      pDepthHist[val]++;
      numOfPoints++;
    }
  }

  for (int i = 1; i < zRes; ++i)
    pDepthHist[i] += pDepthHist[i-1];

  if (numOfPoints > 0){
    for (int i = 0; i < zRes; ++i)
      pDepthHist[i] = floor(256.0f*(1.0f-pDepthHist[i]/(float)numOfPoints));
  }

  // turn depth map to a colored texture image
  pDepth = dmd.Data();

  XnUInt32 ci;
  XnLabel label;
  unsigned int histVal;

  for (int i = 0; i < numOfIterations;
       ++i, ++pDepth, ++pLabels, pDestImage += 3){
    val = *pDepth;
    label = *pLabels;

    if (label != 0)
      ci = label % nColors;
    else
      ci = nColors;

    if (val != 0){
      histVal = pDepthHist[val];

      pDestImage[0] = histVal * colors[ci][0];
      pDestImage[1] = histVal * colors[ci][1];
      pDestImage[2] = histVal * colors[ci][2];
    }
    else
      pDestImage[0] = pDestImage[1] = pDestImage[2] = 0;
  }

  glBindTexture(GL_TEXTURE_2D, depthTexID);
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB,
	       GL_UNSIGNED_BYTE, pDepthTexBuf);
}
开发者ID:Rajesh-Ru,项目名称:act-rec-proj-2013,代码行数:66,代码来源:SceneDrawer.cpp

示例9: DrawDepthMap

void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd, ros::Publisher pub_body, edwin::SceneAnalysis scene, edwin::People person)
{



	static bool bInitialized = false;
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	 float topLeftX;
	 float topLeftY;
	 float bottomRightY;
	 float bottomRightX;
	float texXpos;
	float texYpos;

	if(!bInitialized)
	{

		texWidth =  getClosestPowerOfTwo(dmd.XRes());
		texHeight = getClosestPowerOfTwo(dmd.YRes());

//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;

		memset(texcoords, 0, 8*sizeof(float));
		texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;

	}
	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dmd.XRes();
	XnUInt16 g_nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();

	// Calculate the accumulative histogram
	memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				g_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	XnPoint3D coms[20];
	XnUInt32 labels[20] = {0};
	for (int i = 0; i < 20; ++i)
	{
		coms[i] = xnCreatePoint3D(0,0,0);
	}

	pDepth = dmd.Data();
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++, nIndex++)
			{
				nValue = *pDepth;
//.........这里部分代码省略.........
开发者ID:olinrobotics,项目名称:edwin,代码行数:101,代码来源:SceneDrawer.cpp

示例10: DrawDepthMapWithUsers

void SimKinect::DrawDepthMapWithUsers(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd)
{
	static bool bInitialized = false;	
	//image used in opencv;
  
  static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	float topLeftX;
	float topLeftY;
	float bottomRightY;
	float bottomRightX;
	float texXpos;
	float texYpos;

	if(!bInitialized)
	{
		texWidth =  getClosestPowerOfTwo(dmd.XRes());
		texHeight = getClosestPowerOfTwo(dmd.YRes());
    pDepthTexBuf = (unsigned char*)malloc(dmd.XRes()*dmd.YRes()*3*sizeof(unsigned char));
//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
		bInitialized = true;

		topLeftX = dmd.XRes();
		topLeftY = 0;
		bottomRightY = dmd.YRes();
		bottomRightX = 0;
		texXpos =(float)dmd.XRes()/texWidth;
		texYpos  =(float)dmd.YRes()/texHeight;
	}
  
	unsigned int nValue = 0;
  unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 nXRes = dmd.XRes();
	XnUInt16 nYRes = dmd.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnDepthPixel* pDepth = dmd.Data();
	const XnLabel* pLabels = smd.Data();
  int* p_depth_map = depth_map;
  //Calculate the accumulative histogram
	memset(pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<nYRes; nY++)
	{
		for (nX=0; nX<nXRes; nX++)
		{
			nValue = *pDepth;
      *p_depth_map++ = nValue;
			if (nValue != 0)
			{
				pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}
  
	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		pDepthHist[nIndex] += pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}
  pDepth = dmd.Data();
  
	if (bDrawPixels)
	{
		
		// Prepare the texture map
		for (nY=0; nY<nYRes; nY++)
		{
			for (nX=0; nX < nXRes; nX++)
			{

				pDestImage[0] = 0;
				pDestImage[1] = 0;
				pDestImage[2] = 0;
				if (bDrawBackground || *pLabels != 0)
				{
					nValue = *pDepth;
					XnLabel label = *pLabels;
					XnUInt32 nColorID = label % nColors;
					if (label == 0)
					{
						nColorID = nColors;
					}

					if (nValue != 0)
					{
//.........这里部分代码省略.........
开发者ID:j0x7c4,项目名称:sim_kinect,代码行数:101,代码来源:SimpleKinectReader.cpp

示例11: DrawDepthMap

void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd)
{
    static bool bInitialized = false;
    static GLuint depthTexID;
    static unsigned char* pDepthTexBuf;
    static int texWidth, texHeight;

    float topLeftX;
    float topLeftY;
    float bottomRightY;
    float bottomRightX;
    float texXpos;
    float texYpos;

    if(!bInitialized)
    {

        texWidth =  getClosestPowerOfTwo(dmd.XRes());
        texHeight = getClosestPowerOfTwo(dmd.YRes());

//		printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight);
        depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

//		printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight);
        bInitialized = true;

        topLeftX = dmd.XRes();
        topLeftY = 0;
        bottomRightY = dmd.YRes();
        bottomRightX = 0;
        texXpos =(float)dmd.XRes()/texWidth;
        texYpos  =(float)dmd.YRes()/texHeight;

        memset(texcoords, 0, 8*sizeof(float));
        texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;

    }
    unsigned int nValue = 0;
    unsigned int nHistValue = 0;
    unsigned int nIndex = 0;
    unsigned int nX = 0;
    unsigned int nY = 0;
    unsigned int nNumberOfPoints = 0;
    XnUInt16 g_nXRes = dmd.XRes();
    XnUInt16 g_nYRes = dmd.YRes();

    unsigned char* pDestImage = pDepthTexBuf;

    const XnDepthPixel* pDepth = dmd.Data();
    const XnLabel* pLabels = smd.Data();

    // Calculate the accumulative histogram
    memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
    for (nY=0; nY<g_nYRes; nY++)
    {
        for (nX=0; nX<g_nXRes; nX++)
        {
            nValue = *pDepth;

            if (nValue != 0)
            {
                g_pDepthHist[nValue]++;
                nNumberOfPoints++;
            }

            pDepth++;
        }
    }

    for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
    {
        g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
    }
    if (nNumberOfPoints)
    {
        for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
        {
            g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
        }
    }

    pDepth = dmd.Data();
    if (g_bDrawPixels)
    {
        XnUInt32 nIndex = 0;
        // Prepare the texture map
        for (nY=0; nY<g_nYRes; nY++)
        {
            for (nX=0; nX < g_nXRes; nX++, nIndex++)
            {

                pDestImage[0] = 0;
                pDestImage[1] = 0;
                pDestImage[2] = 0;
                if (g_bDrawBackground || *pLabels != 0)
                {
                    nValue = *pDepth;
                    XnLabel label = *pLabels;
                    XnUInt32 nColorID = label % nColors;
                    if (label == 0)
//.........这里部分代码省略.........
开发者ID:yinancui,项目名称:KSocket,代码行数:101,代码来源:SceneDrawer.cpp

示例12: DrawDepthMap

void DrawDepthMap(const xn::DepthMetaData& dm)
{
	static bool bInitialized = false;	
	static GLuint depthTexID;
	static unsigned char* pDepthTexBuf;
	static int texWidth, texHeight;

	 float topLeftX;
	 float topLeftY;
	 float bottomRightY;
	 float bottomRightX;
	float texXpos;
	float texYpos;

	if(!bInitialized)
	{
		XnUInt16 nXRes = dm.XRes();
		XnUInt16 nYRes = dm.YRes();
		texWidth =  getClosestPowerOfTwo(nXRes);
		texHeight = getClosestPowerOfTwo(nYRes);

		depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ;

		bInitialized = true;

		topLeftX = nXRes;
		topLeftY = 0;
		bottomRightY = nYRes;
		bottomRightX = 0;
		texXpos =(float)nXRes/texWidth;
		texYpos  =(float)nYRes/texHeight;

		memset(texcoords, 0, 8*sizeof(float));
		texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos;

	}
	unsigned int nValue = 0;
	unsigned int nHistValue = 0;
	unsigned int nIndex = 0;
	unsigned int nX = 0;
	unsigned int nY = 0;
	unsigned int nNumberOfPoints = 0;
	XnUInt16 g_nXRes = dm.XRes();
	XnUInt16 g_nYRes = dm.YRes();

	unsigned char* pDestImage = pDepthTexBuf;

	const XnUInt16* pDepth = dm.Data();

	// Calculate the accumulative histogram
	memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				g_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}

	pDepth = dm.Data();
	{
		XnUInt32 nIndex = 0;
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++, nIndex++)
			{
				nValue = *pDepth;

				if (nValue != 0)
				{
					nHistValue = g_pDepthHist[nValue];

					pDestImage[0] = nHistValue; 
					pDestImage[1] = nHistValue;
					pDestImage[2] = nHistValue;
				}
				else
				{
					pDestImage[0] = 0;
//.........这里部分代码省略.........
开发者ID:Temple-GRCI,项目名称:GRCI,代码行数:101,代码来源:PointDrawer.cpp

示例13: main

int main ( int argc, char ** argv )
{
	// 
	// Initializing Calibration Related
	// 

	// ARTagHelper artagHelper	( colorImgWidth, colorImgHeight, ARTAG_CONFIG_FILE,		ARTAG_POS_FILE );
	ARTagHelper artagHelper		( colorImgWidth, colorImgHeight, ARTAG_CONFIG_A3_FILE,	ARTAG_POS_A3_FILE );

	ExtrCalibrator extrCalibrator ( 6, KINECT_INTR_FILE, KINECT_DIST_FILE );
	// unsigned char * kinectImgBuf = new unsigned char[colorImgWidth * colorImgHeight * 3];

	// 
	// Initializing OpenNI Settings
	// 

	int ctlWndKey = -1;

	XnStatus nRetVal = XN_STATUS_OK;
	xn::EnumerationErrors errors;

	// 
	// Initialize Context Object
	// 
	
	nRetVal = g_Context.InitFromXmlFile ( CONFIG_XML_PATH, g_ScriptNode, &errors );
	if ( nRetVal == XN_STATUS_NO_NODE_PRESENT ) 
	{
		XnChar strError[1024];
		errors.ToString ( strError, 1024 );
		printf ( "XN_STATUS_NO_NODE_PRESENT:\n%s\n", strError );
		
		system ( "pause" );
		return ( nRetVal );
	}
	else if ( nRetVal != XN_STATUS_OK )
	{
		printf ( "Open FAILED:\n%s\n", xnGetStatusString ( nRetVal ) );	
	
		system ( "pause" );
		return ( nRetVal );
	}

	// 
	// Handle the Depth Generator Node.
	// 
	
	nRetVal = g_Context.FindExistingNode ( XN_NODE_TYPE_DEPTH, g_DepthGen );
	if ( nRetVal != XN_STATUS_OK )
	{
		printf ( "No Depth Node Exists! Please Check your XML.\n" );
		return ( nRetVal );
	}
	
	// 
	// Handle the Image Generator node
	// 
	
	nRetVal = g_Context.FindExistingNode ( XN_NODE_TYPE_IMAGE, g_ImageGen );
	if ( nRetVal != XN_STATUS_OK )
	{
		printf ( "No Image Node Exists! Please Check your XML.\n" );
		return ( nRetVal );
	}

	// g_DepthGen.GetAlternativeViewPointCap().SetViewPoint( g_ImageGen );

	g_DepthGen.GetMetaData ( g_DepthMD );
	g_ImageGen.GetMetaData ( g_ImageMD );

	assert ( g_ImageMD.PixelFormat() == XN_PIXEL_FORMAT_RGB24 );
	assert ( g_DepthMD.PixelFormat() == XN_PIXEL_FORMAT_GRAYSCALE_16_BIT );

	// 
	// Create OpenCV Showing Window and Related Data Structures
	// 

	cv::namedWindow ( IMAGE_WIN_NAME, CV_WINDOW_AUTOSIZE );
	cv::namedWindow ( DEPTH_WIN_NAME, CV_WINDOW_AUTOSIZE );

	cv::Mat depthImgMat  ( g_DepthMD.YRes(), g_DepthMD.XRes(), CV_16UC1 );
	cv::Mat depthImgShow ( g_DepthMD.YRes(), g_DepthMD.XRes(), CV_8UC3  );
	cv::Mat colorImgMat  ( g_ImageMD.YRes(), g_ImageMD.XRes(), CV_8UC3 );

#define ARTAG_DEBUG

#ifdef ARTAG_DEBUG
	
	cv::setMouseCallback ( IMAGE_WIN_NAME, ClickOnMouse, 0 );

#endif

	bool flipColor = true;

	// 
	// Start to Loop
	// 

	while ( ctlWndKey != ESC_KEY_VALUE ) 
	{
//.........这里部分代码省略.........
开发者ID:maddy-z,项目名称:Kinect-Explorer,代码行数:101,代码来源:main.cpp

示例14: update

bool OpenNIVideo::update(osg::NodeVisitor* nv) {

	//this is the main function of your video plugin
	//you can either retrieve images from your video stream/camera/file
	//or communicate with a thread to synchronize and get the data out
	
	//the most important is to synchronize your data
	//and copy the result to the VideoImageSteam used in this plugin
	//

	//0. you can collect some stats, for that you can use a timer
	osg::Timer t;

	{

	//1. mutex lock access to the image video stream
	OpenThreads::ScopedLock<OpenThreads::Mutex> _lock(this->getMutex());

	osg::notify(osg::DEBUG_INFO)<<"osgART::OpenNIVideo::update() get new image.."<<std::endl;

	XnStatus nRetVal = XN_STATUS_OK;

	nRetVal=context.WaitAndUpdateAll();
	CHECK_RC(nRetVal, "Update Data");

	xnFPSMarkFrame(&xnFPS);

	depth_generator.GetMetaData(depthMD);
	const XnDepthPixel* pDepthMap = depthMD.Data();
	//depth pixel floating point depth map.
	
	image_generator.GetMetaData(imageMD);
	const XnUInt8* pImageMap = imageMD.Data();

	// Hybrid mode isn't supported in this sample
	if (imageMD.FullXRes() != depthMD.FullXRes() || imageMD.FullYRes() != depthMD.FullYRes())
	{
		std::cerr<<"The device depth and image resolution must be equal!"<<std::endl;
		exit(1);
	}

	// RGB is the only image format supported.
	if (imageMD.PixelFormat() != XN_PIXEL_FORMAT_RGB24)
	{
		std::cerr<<"The device image format must be RGB24"<<std::endl;
		exit(1);
	}
	
	const XnDepthPixel* pDepth=pDepthMap;
	const XnUInt8* pImage=pImageMap;
	
	XnDepthPixel zMax = depthMD.ZRes();
    //convert float buffer to unsigned short
	for ( unsigned int i=0; i<(depthMD.XRes() * depthMD.YRes()); ++i )
    {
            *(_depthBufferByte + i) = 255 * (float(*(pDepth + i)) / float(zMax));
    }

	memcpy(_videoStreamList[0]->data(),pImage, _videoStreamList[0]->getImageSizeInBytes());
	
	memcpy(_videoStreamList[1]->data(),_depthBufferByte, _videoStreamList[1]->getImageSizeInBytes());

	//3. don't forget to call this to notify the rest of the application
	//that you have a new video image
	_videoStreamList[0]->dirty();
	_videoStreamList[1]->dirty();
	}

	//4. hopefully report some interesting data
	if (nv) {

		const osg::FrameStamp *framestamp = nv->getFrameStamp();

		if (framestamp && _stats.valid())
		{
			_stats->setAttribute(framestamp->getFrameNumber(),
				"Capture time taken", t.time_m());
		}
	}


	// Increase modified count every X ms to ensure tracker updates
	if (updateTimer.time_m() > 50) {
		_videoStreamList[0]->dirty();
		_videoStreamList[1]->dirty();
		updateTimer.setStartTick();
	}

	return true;
}
开发者ID:Avatarchik,项目名称:osgART,代码行数:90,代码来源:OpenNIVideo.cpp

示例15: DrawDepthMap

void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd, XnUserID player, xn::ImageMetaData& imd)
{
	texWidth = 640;
	texHeight = 480;


	LEFT = 0; RIGHT = 640;
	TOP = 0; BOTTOM = 480;

	nValue = 0;
	nIndex = 0;
	nX = 0; nY = 0;
	nNumberOfPoints = 0;
	g_nXRes = dmd.XRes();
	g_nYRes = dmd.YRes();

	pDestImage = pDepthTexBuf;

	pDepth = dmd.Data();
	pixel = imd.RGB24Data();
	pLabels = smd.Data();

	// Calculate the accumulative histogram
	memset(g_pDepthHist, 0, MAX_DEPTH*sizeof(float));
	for (nY=0; nY<g_nYRes; nY++)
	{
		for (nX=0; nX<g_nXRes; nX++)
		{
			nValue = *pDepth;

			if (nValue != 0)
			{
				g_pDepthHist[nValue]++;
				nNumberOfPoints++;
			}

			pDepth++;
		}
	}

	for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
	{
		g_pDepthHist[nIndex] += g_pDepthHist[nIndex-1];
	}
	if (nNumberOfPoints)
	{
		for (nIndex=1; nIndex<MAX_DEPTH; nIndex++)
		{
			g_pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (g_pDepthHist[nIndex] / nNumberOfPoints)));
		}
	}
//	printf("Debug: %i\n",focus);
	pDepth = (short unsigned int*)dmd.Data();
	///{
		// Prepare the texture map
		for (nY=0; nY<g_nYRes; nY++)
		{
			for (nX=0; nX < g_nXRes; nX++)
			{

				nValue = *pDepth;
				if(nX == (int)centerScreen[0] && nY == (int)centerScreen[1]){
					if (calibrationMode){
						depthVal = nValue;
//						printf("depthVal: %i\n",depthVal);
					}
				}
					//printf("Depth: %i \n",nValue);
				label = *pLabels;
//				XnUInt32 nColorID = label % nColors;
				if (label != focus)
				{
					if(calibrationMode){
						pDestImage[0] = pixel->nRed;
						pDestImage[1] = pixel->nGreen;
						pDestImage[2] = pixel->nBlue;
						pDestImage[3] = 255;
					} else {
						pDestImage[0] = 0;
						pDestImage[1] = 0;
						pDestImage[2] = 0;
						pDestImage[3] = 0;
					}
				} else {
					pDestImage[0] = pixel->nRed;
					pDestImage[1] = pixel->nGreen;
					pDestImage[2] = pixel->nBlue;
					pDestImage[3] = 255;

					//find max/min values for width and height boundaries
					if (nX > (unsigned int)LEFT) {
						LEFT = nX;
					}

					if (nX < (unsigned int)RIGHT) {
						RIGHT = nX;
					}

					if (nY > (unsigned int)TOP) {
						TOP = nY;
//.........这里部分代码省略.........
开发者ID:cessien,项目名称:PraserPowerpoint,代码行数:101,代码来源:SceneDrawer.cpp


注:本文中的xn::DepthMetaData::XRes方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。