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sensors:kinect_library [2017/03/01 16:52] m16devan [Getting data] |
sensors:kinect_library [2019/04/25 14:08] (current) |
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==== Processing data ==== | ==== Processing data ==== | ||
- | Here is some examples how to proceed data in order to display it using pygame. | + | Here is some examples how to proceed data in order to display it using pygame. Some packages must be first imported for this example |
+ | |||
+ | <code python> | ||
+ | import ctypes | ||
+ | import _ctypes | ||
+ | import pymedia.video.vcodec as vcodec | ||
+ | import pygame | ||
+ | from pygame.locals import * | ||
+ | import numpy as np | ||
+ | </code> | ||
=== Color data === | === Color data === | ||
+ | This example shows how to display the color frame using pygame. The color frame has been captured in 'frame'. | ||
<code python> | <code python> | ||
pygame.init() | pygame.init() | ||
- | screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1), | + | infoObject = pygame.display.Info() |
+ | screen = pygame.display.set_mode((infoObject.current_w >> 1, infoObject.current_h >> 1), | ||
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) | pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) | ||
# back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size | # back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size | ||
- | frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32) | + | frame_surface = pygame.Surface((kinect.color_frame_desc.Width, kinect.color_frame_desc.Height), 0, 32) |
+ | |||
+ | frame_surface.lock() | ||
+ | address = kinect.surface_as_array(frame_surface.get_buffer()) | ||
+ | ctypes.memmove(address, frame.ctypes.data, frame.size) | ||
+ | del address | ||
+ | frame_surface.unlock() | ||
+ | |||
+ | # --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio | ||
+ | # --- (screen size may be different from Kinect's color frame size) | ||
+ | h_to_w = float(frame_surface.get_height()) / frame_surface.get_width() | ||
+ | target_height = int(h_to_w * screen.get_width()) | ||
+ | surface_to_draw = pygame.transform.scale(frame_surface, (screen.get_width(), target_height)); | ||
+ | screen.blit(surface_to_draw, (0,0)) | ||
+ | surface_to_draw = None | ||
+ | pygame.display.update() | ||
+ | |||
+ | # --- Go ahead and update the screen with what we've drawn. | ||
+ | pygame.display.flip() | ||
</code> | </code> | ||
+ | === Skeleton data === | ||
+ | This code shows how to add skeleton data to the color image. Skeletons have been captured in 'bodies'. It must be implemented before copying back buffer surface pixels to the screen (see above). | ||
+ | |||
+ | <code python> | ||
+ | # --- draw skeletons to _frame_surface | ||
+ | if bodies is not None: | ||
+ | for i in range(0, kinect.max_body_count): | ||
+ | body = bodies.bodies[i] | ||
+ | if not body.is_tracked: | ||
+ | continue | ||
+ | | ||
+ | joints = body.joints | ||
+ | ori = body.joint_orientations | ||
+ | # convert joint coordinates to color space | ||
+ | joint_points_color = kinect.body_joints_to_color_space(joints) | ||
+ | draw_body(joints, joint_points_color, pygame.color.THECOLORS["red"]) | ||
+ | </code> | ||
+ | |||
+ | Similarly to C library, two external functions are used to display the skeleton | ||
+ | |||
+ | <code python> | ||
+ | def draw_body_bone(joints, jointColorPoints, color, joint0, joint1): | ||
+ | joint0State = joints[joint0].TrackingState; | ||
+ | joint1State = joints[joint1].TrackingState; | ||
+ | |||
+ | # both joints are not tracked | ||
+ | if (joint0State == PyKinectV2.TrackingState_NotTracked) or (joint1State == PyKinectV2.TrackingState_NotTracked): | ||
+ | return | ||
+ | |||
+ | # both joints are not *really* tracked | ||
+ | if (joint0State == PyKinectV2.TrackingState_Inferred) and (joint1State == PyKinectV2.TrackingState_Inferred): | ||
+ | return | ||
+ | |||
+ | # at least one is good | ||
+ | start = (jointColorPoints[joint0].x, jointColorPoints[joint0].y) | ||
+ | end = (jointColorPoints[joint1].x, jointColorPoints[joint1].y) | ||
+ | try: | ||
+ | pygame.draw.line(frame_surface, color, start, end, 8) | ||
+ | except: # need to catch it due to possible invalid positions (with inf) | ||
+ | pass | ||
+ | |||
+ | def draw_body(joints, jointColorPoints, color): | ||
+ | # Torso | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_Head, PyKinectV2.JointType_Neck); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_Neck, PyKinectV2.JointType_SpineShoulder); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_SpineMid); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_SpineMid, PyKinectV2.JointType_SpineBase); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_ShoulderRight); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_ShoulderLeft); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_SpineBase, PyKinectV2.JointType_HipRight); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_SpineBase, PyKinectV2.JointType_HipLeft); | ||
+ | | ||
+ | # Right Arm | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_ShoulderRight, PyKinectV2.JointType_ElbowRight); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_ElbowRight, PyKinectV2.JointType_WristRight); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_WristRight, PyKinectV2.JointType_HandRight); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_HandRight, PyKinectV2.JointType_HandTipRight); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_WristRight, PyKinectV2.JointType_ThumbRight); | ||
+ | |||
+ | # Left Arm | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_ShoulderLeft, PyKinectV2.JointType_ElbowLeft); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_ElbowLeft, PyKinectV2.JointType_WristLeft); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_WristLeft, PyKinectV2.JointType_HandLeft); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_HandLeft, PyKinectV2.JointType_HandTipLeft); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_WristLeft, PyKinectV2.JointType_ThumbLeft); | ||
+ | |||
+ | # Right Leg | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_HipRight, PyKinectV2.JointType_KneeRight); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_KneeRight, PyKinectV2.JointType_AnkleRight); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_AnkleRight, PyKinectV2.JointType_FootRight); | ||
+ | |||
+ | # Left Leg | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_HipLeft, PyKinectV2.JointType_KneeLeft); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_KneeLeft, PyKinectV2.JointType_AnkleLeft); | ||
+ | draw_body_bone(joints, jointColorPoints, color, PyKinectV2.JointType_AnkleLeft, PyKinectV2.JointType_FootLeft); | ||
+ | |||
+ | </code> | ||
+ | |||
+ | === Depth data === | ||
+ | This example shows how to display the depth frame using pygame. The depth frame has been captured in 'frameD'. | ||
+ | |||
+ | <code python> | ||
+ | pygame.init() | ||
+ | infoObject = pygame.display.Info() | ||
+ | screen = pygame.display.set_mode((infoObject.current_w >> 1, infoObject.current_h >> 1), | ||
+ | pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) | ||
+ | # back buffer surface for getting Kinect depth frames, 16 bit depth, width and height equal to the Kinect depth frame size | ||
+ | frame_surface = pygame.Surface((kinect.depth_frame_desc.Width, kinect.depth_frame_desc.Height), 0, 24) | ||
+ | |||
+ | frame_surface.lock() | ||
+ | f8=np.uint8(frameD.clip(1,4000)/16.) | ||
+ | frame8bit=np.dstack((f8,f8,f8)) | ||
+ | address = kinect.surface_as_array(target_surface.get_buffer()) | ||
+ | ctypes.memmove(address, frame8bit.ctypes.data, frame8bit.size) | ||
+ | del address | ||
+ | frame_surface.unlock() | ||
+ | |||
+ | # --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio | ||
+ | h_to_w = float(frame_surface.get_height()) / frame_surface.get_width() | ||
+ | target_height = int(h_to_w * screen.get_width()) | ||
+ | surface_to_draw = pygame.transform.scale(frame_surface, (screen.get_width(), target_height)); | ||
+ | screen.blit(surface_to_draw, (0,0)) | ||
+ | surface_to_draw = None | ||
+ | pygame.display.update() | ||
+ | |||
+ | # --- Go ahead and update the screen with what we've drawn. | ||
+ | pygame.display.flip() | ||
+ | </code> | ||
+ | |||
+ | ==== Closing the Kinect ==== | ||
+ | <code python> | ||
+ | kinect.close() | ||
+ | </code> |