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//------------------------------------------------------------------------------
// <copyright file="MainPage.xaml.cs" company="Microsoft">
// Copyright (c) Microsoft Corporation. All rights reserved.
// </copyright>
//------------------------------------------------------------------------------
using System.ComponentModel;
using System.IO;
using System.Runtime.InteropServices.WindowsRuntime;
using Windows.ApplicationModel.Resources;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Media.Imaging;
using WindowsPreview.Kinect;
namespace Microsoft.Samples.Kinect.DepthBasics
{
/// <summary>
/// Main page for sample
/// </summary>
public sealed partial class MainPage : Page, INotifyPropertyChanged
{
/// <summary>
/// Map depth range to byte range
/// </summary>
private const int MapDepthToByte = 8000 / 256;
/// <summary>
/// Resource loader for string resources
/// </summary>
#if WIN81ORLATER
private ResourceLoader resourceLoader = ResourceLoader.GetForCurrentView("Resources");
#else
private ResourceLoader resourceLoader = new ResourceLoader("Resources");
#endif
/// <summary>
/// Size of the RGB pixel in the bitmap
/// </summary>
private readonly int cbytesPerPixel = 4;
/// <summary>
/// Active Kinect sensor
/// </summary>
private KinectSensor kinectSensor = null;
/// <summary>
/// Reader for depth frames
/// </summary>
private DepthFrameReader depthFrameReader = null;
/// <summary>
/// Bitmap to display
/// </summary>
private WriteableBitmap bitmap = null;
/// <summary>
/// Intermediate storage for receiving frame data from the sensor
/// </summary>
private ushort[] depthFrameData = null;
/// <summary>
/// Intermediate storage for frame data converted to color
/// </summary>
private byte[] depthPixels = null;
/// <summary>
/// Current status text to display
/// </summary>
private string statusText = null;
/// <summary>
/// Initializes a new instance of the MainPage class.
/// </summary>
public MainPage()
{
// get the kinectSensor object
this.kinectSensor = KinectSensor.GetDefault();
// get the depthFrameDescription from the DepthFrameSource
FrameDescription depthFrameDescription = this.kinectSensor.DepthFrameSource.FrameDescription;
// open the reader for the depth frames
this.depthFrameReader = this.kinectSensor.DepthFrameSource.OpenReader();
// wire handler for frame arrival
this.depthFrameReader.FrameArrived += this.Reader_DepthFrameArrived;
// allocate space to put the pixels being received and converted
this.depthFrameData = new ushort[depthFrameDescription.Width * depthFrameDescription.Height];
this.depthPixels = new byte[depthFrameDescription.Width * depthFrameDescription.Height * this.cbytesPerPixel];
// create the bitmap to display
this.bitmap = new WriteableBitmap(depthFrameDescription.Width, depthFrameDescription.Height);//, 96.0, 96.0, PixelFormats.Bgr32, null);
// set IsAvailableChanged event notifier
this.kinectSensor.IsAvailableChanged += this.Sensor_IsAvailableChanged;
// open the sensor
this.kinectSensor.Open();
// set the status text
this.StatusText = this.kinectSensor.IsAvailable ? resourceLoader.GetString("RunningStatusText")
: resourceLoader.GetString("NoSensorStatusText");
// use the window object as the view model in this simple example
this.DataContext = this;
// initialize the components (controls) of the window
this.InitializeComponent();
}
/// <summary>
/// INotifyPropertyChangedPropertyChanged event to allow window controls to bind to changeable data.
/// </summary>
public event PropertyChangedEventHandler PropertyChanged;
/// <summary>
/// Gets or sets the current status text to display
/// </summary>
public string StatusText
{
get
{
return this.statusText;
}
set
{
if (this.statusText != value)
{
this.statusText = value;
// notify any bound elements that the text has changed
if (this.PropertyChanged != null)
{
this.PropertyChanged(this, new PropertyChangedEventArgs("StatusText"));
}
}
}
}
/// <summary>
/// Execute shutdown tasks.
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void MainPage_Unloaded(object sender, RoutedEventArgs e)
{
if (this.depthFrameReader != null)
{
// DepthFrameReder is IDisposable
this.depthFrameReader.Dispose();
this.depthFrameReader = null;
}
if (this.kinectSensor != null)
{
this.kinectSensor.Close();
this.kinectSensor = null;
}
}
/// <summary>
/// Handles the depth frame data arriving from the sensor.
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void Reader_DepthFrameArrived(object sender, DepthFrameArrivedEventArgs e)
{
ushort minDepth = 0;
ushort maxDepth = 0;
bool depthFrameProcessed = false;
// DepthFrame is IDisposable
using (DepthFrame depthFrame = e.FrameReference.AcquireFrame())
{
if (depthFrame != null)
{
FrameDescription depthFrameDescription = depthFrame.FrameDescription;
// verify data and write the new depth frame data to the display bitmap
if (((depthFrameDescription.Width * depthFrameDescription.Height) == this.depthFrameData.Length) &&
(depthFrameDescription.Width == this.bitmap.PixelWidth) && (depthFrameDescription.Height == this.bitmap.PixelHeight))
{
// Copy the pixel data from the image to a temporary array
depthFrame.CopyFrameDataToArray(this.depthFrameData);
minDepth = depthFrame.DepthMinReliableDistance;
// Note: In order to see the full range of depth (including the less reliable far field depth)
// we are setting maxDepth to the extreme potential depth threshold
maxDepth = ushort.MaxValue;
// If you wish to filter by reliable depth distance, uncomment the following line:
//// maxDepth = depthFrame.DepthMaxReliableDistance
depthFrameProcessed = true;
}
}
}
// we got a frame, convert and render
if (depthFrameProcessed)
{
ConvertDepthData(minDepth, maxDepth);
RenderDepthPixels(this.depthPixels);
}
}
/// <summary>
/// Converts depth to RGB.
/// </summary>
/// <param name="frame"></param>
private void ConvertDepthData(ushort minDepth, ushort maxDepth)
{
int colorPixelIndex = 0;
for (int i = 0; i < this.depthFrameData.Length; ++i)
{
// Get the depth for this pixel
ushort depth = this.depthFrameData[i];
// To convert to a byte, we're mapping the depth value to the byte range.
// Values outside the reliable depth range are mapped to 0 (black).
byte intensity = (byte)(depth >= minDepth && depth <= maxDepth ? (depth / MapDepthToByte) : 0);
// Write out blue byte
this.depthPixels[colorPixelIndex++] = intensity;
// Write out green byte
this.depthPixels[colorPixelIndex++] = intensity;
// Write out red byte
this.depthPixels[colorPixelIndex++] = intensity;
// Write out alpha byte
this.depthPixels[colorPixelIndex++] = 255;
}
}
/// <summary>
/// Renders color pixels into the writeableBitmap.
/// </summary>
/// <param name="pixels">pixel data</param>
private void RenderDepthPixels(byte[] pixels)
{
pixels.CopyTo(this.bitmap.PixelBuffer);
this.bitmap.Invalidate();
theImage.Source = this.bitmap;
}
/// <summary>
/// Handles the event which the sensor becomes unavailable (E.g. paused, closed, unplugged).
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void Sensor_IsAvailableChanged(object sender, IsAvailableChangedEventArgs e)
{
// on failure, set the status text
this.StatusText = this.kinectSensor.IsAvailable ? resourceLoader.GetString("RunningStatusText")
: resourceLoader.GetString("SensorNotAvailableStatusText");
}
}
}