您可以使用StreamWriter
,在选定的路径上初始化它,然后为每个帧增加帧计数器,将其写入文件,将时间戳写入文件,然后遍历关节并将它们写入文件。我会做如下:
using System.IO;
StreamWriter writer = new StreamWriter(@path);
int frames = 0;
...
void AllFramesReady(object sender, AllFramesReadyEventArgs e)
{
frames++;
using (SkeletonFrame sFrame = e.OpenSkeletonFrameData())
{
if (sFrame == null)
return;
skeletonFrame.CopySkeletonDataTo(skeletons);
Skeleton skeleton = (from s in skeletons
where s.TrackingState == SkeletonTrackingState.Tracked
select s);
if (skeleton == null)
return;
if (skeleton.TrackingState == SkeletonTrackingState.Tracked)
{
writer.Write("{0} {1}@", frames, timestamp);//I dont know how you want to do this
foreach (Joint joint in skeleton.Joints)
{
writer.Write(joint.Position.X + "," + joint.Position.Y + "," joint.Position.Z + ",");
}
writer.Write(Environment.NewLine);
}
}
}
然后从文件中读取:
StreamReader reader = new StreamReader(@path);
int frame = -1;
JointCollection joints;
...
string[] lines = reader.ReadAllLines();
...
void AllFramesReady(object sender, AllFramesReadyEventArgs e)
{
canvas.Children.Clear();
string[] coords = lines[frame].Split('@')[1].Split(',');
int jointIndex = 0;
for (int i = 0; i < coords.Length; i += 3)
{
joints[jointIndex].Position.X = int.Parse(coords[i]);
joints[jointIndex].Position.Y = int.Parse(coords[i + 1]);
joints[jointIndex].Position.X = int.Parse(coords[i + 2]);
jointIndex++;
}
DepthImageFrame depthFrame = e.OpenDepthImageFrame();
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.HipCenter, JointType.Spine, JointType.ShoulderCenter, JointType.Head }, depthFrame, canvas));
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.ShoulderCenter, JointType.ShoulderLeft, JointType.ElbowLeft, JointType.WristLeft, JointType.HandLeft }, depthFrame, canvas));
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.ShoulderCenter, JointType.ShoulderRight, JointType.ElbowRight, JointType.WristRight, JointType.HandRight }, depthFrame, canvas));
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.HipCenter, JointType.HipLeft, JointType.KneeLeft, JointType.AnkleLeft, JointType.FootLeft }, depthFrame, canvas));
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.HipCenter, JointType.HipRight, JointType.KneeRight, JointType.AnkleRight, JointType.FootRight }, depthFrame, canvas));
depthFrame.Dispose();
frame++;
}
Point GetDisplayPosition(Joint joint, DepthImageFrame depthFrame, Canvas skeleton)
{
float depthX, depthY;
KinectSensor sensor = KinectSensor.KinectSensors[0];
DepthImageFormat depthImageFormat = sensor.DepthStream.Format;
DepthImagePoint depthPoint = sensor.CoordinateMapper.MapSkeletonPointToDepthPoint(joint.Position, depthImageFormat);
depthX = depthPoint.X;
depthY = depthPoint.Y;
depthX = Math.Max(0, Math.Min(depthX * 320, 320));
depthY = Math.Max(0, Math.Min(depthY * 240, 240));
int colorX, colorY;
ColorImagePoint colorPoint = sensor.CoordinateMapper.MapDepthPointToColorPoint(depthImageFormat, depthPoint, ColorImageFormat.RgbResolution640x480Fps30);
colorX = colorPoint.X;
colorY = colorPoint.Y;
return new System.Windows.Point((int)(skeleton.Width * colorX/640.0), (int)(skeleton.Height * colorY/480));
}
Polyline GetBodySegment(Joint[] joints, Brush brush, JointType[] ids, DepthImageFrame depthFrame, Canvas canvas)
{
PointCollection points = new PointCollection(ids.Length);
for (int i = 0; i < ids.Length; ++i)
{
points.Add(GetDisplayPosition(joints[i], depthFrame, canvas));
}
Polyline polyline = new Polyline();
polyline.Points = points;
polyline.Stroke = brush;
polyline.StrokeThickness = 5;
return polyline;
}
当然,在WPF这仅适用。你只需要使用更改代码:
DepthImageFrame depthFrame = e.OpenDepthImageFrame();
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.HipCenter, JointType.Spine, JointType.ShoulderCenter, JointType.Head }, depthFrame, canvas));
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.ShoulderCenter, JointType.ShoulderLeft, JointType.ElbowLeft, JointType.WristLeft, JointType.HandLeft }, depthFrame, canvas));
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.ShoulderCenter, JointType.ShoulderRight, JointType.ElbowRight, JointType.WristRight, JointType.HandRight }, depthFrame, canvas));
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.HipCenter, JointType.HipLeft, JointType.KneeLeft, JointType.AnkleLeft, JointType.FootLeft }, depthFrame, canvas));
canvas.Children.Add(GetBodySegment(joints, brush, new JointType[] { JointType.HipCenter, JointType.HipRight, JointType.KneeRight, JointType.AnkleRight, JointType.FootRight }, depthFrame, canvas));
depthFrame.Dispose();
到avateering样本如何动画模型,你甚至可以创建一个新的Skeleton
和复制joints
到Skeleton.Joints
,那么就传递骨架的“检测”骨架。请注意,您需要更改此示例中使用的函数所需的任何其他必需变量。我对样本不熟悉,因此我不能提供具体的方法名称,但是您可以用开头创建的全局替换全局Skeleton
并更新每一帧。因此,我建议这样的:
//in the game class (AvateeringXNA.cs)
StreamReader reader = new StreamReader(@path);
int frame = -1;
JointCollection joints;
Skeleton recorded = new Skeleton();
...
string[] lines = reader.ReadAllLines();
...
void Update(...)
{
string[] coords = lines[frame].Split('@')[1].Split(',');
int jointIndex = 0;
for (int i = 0; i < coords.Length; i += 3)
{
joints[jointIndex].Position.X = int.Parse(coords[i]);
joints[jointIndex].Position.Y = int.Parse(coords[i + 1]);
joints[jointIndex].Position.X = int.Parse(coords[i + 2]);
jointIndex++;
}
recorded.Joints = joints;
...
//preform necessary methods, except with recorded skeleton instead of detected, I think it is:
this.animator.CopySkeleton(recorded);
this.animator.FloorClipPlane = skeletonFrame.FloorClipPlane;
// Reset the filters if the skeleton was not seen before now
if (this.skeletonDetected == false)
{
this.animator.Reset();
}
this.skeletonDetected = true;
this.animator.SkeletonVisible = true;
...
frame++;
}
编辑
当你阅读的起始楼面夹持平面(clipPlanes[0]
),它会得到整个帧信息到第一个空间。见下面来看看它是如何将分裂,我将如何读它:
var newFloorClipPlane = Tuple.Create(Single.Parse(clipPlanes[2]), Single.Parse(clipPlanes[3]), Single.Parse(clipPlanes[4]), Single.Parse(clipPlanes[5]));
这里是你如何布局框架:
frame# [email protected],joint1posy,joint1posz,...jointNPosx,jointNposy,jointNposz floorX floorY floorZ floorW
这里是'产生的阵列。斯普利特(”“)
["frame#", "[email protected],joint1posy,joint1posz,...jointNPosx,jointNposy,jointNposz", "floorX", "floorY", "floorZ", "floorW"]
因此,示例输入:
00000002 [email protected],10,10... 11 12 13 14
与您的代码,你会得到:
[2, 10112101010..., 11, 12]
从我的代码修正指标:
[11, 12, 13, 14]
把这一行放入控制台权证申请的真快,看看它输出:
Console.WriteLine(Convert.ToSingle("10,10"));
输出为1010
您正在试图完成的任务,这造成了错误的地板上剪裁平面。你需要适当的索引来实现你想要达到的目标。
注:我改变Convert.ToSingle
到Single.Parse
,因为它是更好的做法,并在堆栈跟踪他们都瓶坯相同功能
感谢您的回复。 但我想用示例程序(Avatarring) 我在示例程序中找不到任何框架信息。 我想记录骨架信息并将其放回到头像中,然后播放。 但我只能找到关于skeleton的信息是skeleton []对象。如何以txt(字符串)格式记录对象。并转回到头像模型? –
我的意思是我想修改可以捕捉运动数据的示例程序。但我不知道该怎么做。 –
您可以使用我的相同代码来捕捉运动,因为它可以保存关节坐标,并且您可以用相同的方式来读取它,而不是写入画布将其转换为世界点并将头像关节设置为相对...我真的很快编辑@ user255 –