Retrait debug print.
[minwii.git] / src / kinect / pygamedisplay.py
index e5b1e59..196ad29 100755 (executable)
@@ -14,32 +14,135 @@ import pygame
 SCREEN_SIZE = 640, 480
 SCREEN_TITLE = "Kinect debug"
 FPS = 30
+MOUSE_SCREEN_COORDINATES = 0
+MOUSE_REAL_COORDINATES = 1
+DEFAULT_HAND_DISTANCE_RANGE = 150 # distance de débatement, autour du centre, en mm
 
-def capture_rgb(imgGene):
-    rgb_frame = numpy.fromstring(imgGene.get_raw_image_map_bgr(), dtype=numpy.uint8).reshape(480, 640, 3)
-    image = cv.fromarray(rgb_frame)
-    cv.CvtColor(cv.fromarray(rgb_frame), image, cv.CV_BGR2RGB)
-    pyimage = pygame.image.frombuffer(image.tostring(), cv.GetSize(image), 'RGB')
+class RGB :
+    def __init__(self, mouseMode=MOUSE_REAL_COORDINATES) :
+        self.mouseMode = mouseMode
+        self.context = Context()
+        self.context.init()
+        self.imgGene = ImageGenerator()
+        self.imgGene.create(self.context)
+        self.imgGene.set_resolution_preset(RES_VGA)
+        self.imgGene.fps = FPS
+        
+        self.depthGene = DepthGenerator()
+        self.depthGene.create(self.context)
+        self.depthGene.set_resolution_preset(RES_VGA)
+        self.depthGene.fps = FPS
+        
+        self.handsGene = HandsGenerator()
+        self.handsGene.create(self.context)
+        self.handsGene.register_hand_cb(self.handCreateCB, self.handUpdateCB, self.handDestroyCB)
+        
+        self.gestGene = GestureGenerator()
+        self.gestGene.create(self.context)
+        self.gestGene.add_gesture('Click')
+        self.gestGene.register_gesture_cb(self.gestureRecognizedCB, self.gestureProgressCB)
+        
 
-    return pyimage
+        self.userGene = UserGenerator()
+        self.userGene.create(self.context)
+        self.userGene.register_user_cb(self.newUserCB, self.lostUserCB)
+        
+        self.context.start_generating_all()
+        
+        screen = pygame.display.get_surface()
+        self.xratio = float(screen.get_size()[0]) / SCREEN_SIZE[0]
+        self.yratio = float(screen.get_size()[1]) / SCREEN_SIZE[1]
+        self.handCenteredPosition = None
+        self.pygameScreenWidth, self.pygameScreenHeight = screen.get_size()
+    
+    def getProjPos(self, realPos) :
+        return self.depthGene.to_projective([realPos])[0]
+    
+    def setMousePosition(self, realPos) :
+        if self.mouseMode == MOUSE_SCREEN_COORDINATES :
+            x, y, z = self.getProjPos(realPos)
+            # mirror
+            x = SCREEN_SIZE[0] - x
+            # scale
+            x, y = x * self.xratio, y * self.yratio
+        elif self.mouseMode == MOUSE_REAL_COORDINATES :
+            x, y = realPos[:2]
+            x, y = x - self.handCenteredPosition[0], y - self.handCenteredPosition[1]
+            x = -x # miroir
+            x, y = x + DEFAULT_HAND_DISTANCE_RANGE, DEFAULT_HAND_DISTANCE_RANGE - y
+            x, y = map(lambda i : numpy.clip(i, 0, DEFAULT_HAND_DISTANCE_RANGE * 2), [x, y])
+            x = x * (self.pygameScreenWidth / (2. * DEFAULT_HAND_DISTANCE_RANGE))
+            y = y * (self.pygameScreenHeight / (2. * DEFAULT_HAND_DISTANCE_RANGE))
 
-def main() :
-    # init openni
-    context = Context()
-    context.init()
+        pygame.mouse.set_pos(int(x), int(y))
+
+    def handCreateCB(self, src, id, pos, time):
+        print 'Create ', id, pos
+
+    def handUpdateCB(self, src, id, pos, time):
+        self.setMousePosition(pos)
+
+    def handDestroyCB(self, src, id, time):
+        print 'Destroy ', id
+
+    def gestureRecognizedCB(self, src, gesture, id, end_point) :
+        print 'gestureDetected', src, gesture, id, end_point
+
+    def gestureProgressCB(self, src, gesture, point, progress) :
+        print 'gestureProgress', src, gesture, point, progress
+        self.handsGene.start_generating()
+        self.handsGene.start_tracking(point)
+        self.handCenteredPosition = point
+
+    def newUserCB(self, *args, **kw) :
+        print 'newUserCB', args, kw
 
-    #init pygame
+    def lostUserCB(self, *args, **kw) :
+        print 'lostUserCB', args, kw
+    
+    
+    def capture(self) :
+        rgb_frame = numpy.fromstring(self.imgGene.get_raw_image_map_bgr(), dtype=numpy.uint8).reshape(480, 640, 3)
+        image = cv.fromarray(rgb_frame)
+        cv.CvtColor(cv.fromarray(rgb_frame), image, cv.CV_BGR2RGB)
+        pyimage = pygame.image.frombuffer(image.tostring(), cv.GetSize(image), 'RGB')
+        return pyimage
+    
+    def update(self) :
+        self.context.wait_any_update_all()
+        #self.context.wait_and_update_all()
+        #return self.context.wait_one_update_all(self.imgGene)
+
+
+class RGBSprite(pygame.sprite.DirtySprite, RGB) :
+    
+    def __init__(self, alpha=255, size=SCREEN_SIZE) :
+        pygame.sprite.DirtySprite.__init__(self)
+        RGB.__init__(self)
+        self.dirty = 2 # toujours dirty !
+        self.size = size
+        self.image = pygame.Surface(size)
+        self.workSur = pygame.Surface(SCREEN_SIZE)
+        self.image.set_alpha(alpha)
+        self.rect = pygame.Rect((0, 0), (0, 0))
+    
+    def update(self) :
+        RGB.update(self)
+        img = self.capture()
+        self.workSur.blit(img, (0, 0))
+        self.workSur = pygame.transform.flip(self.workSur, True, False) # miroir
+        if self.size != SCREEN_SIZE :
+            pygame.transform.scale(self.workSur, self.size, self.image) # étirement, blit implicite
+        else :
+            self.image.blit(self.workSur, (0, 0))
+
+    
+def main() :
     pygame.init()
     screen = pygame.display.set_mode(SCREEN_SIZE)
     pygame.display.set_caption(SCREEN_TITLE)
     
-    imgGene = ImageGenerator()
-    imgGene.create(context)
-    imgGene.set_resolution_preset(RES_VGA)
-    imgGene.fps = FPS
-    
-    context.start_generating_all()
-    
+    rgb = RGB()
     
     sur = pygame.Surface((640, 480))
     sur.fill((255, 255, 255))
@@ -48,12 +151,13 @@ def main() :
         for event in pygame.event.get():
             pass
         
-        context.wait_one_update_all(imgGene)
-        
-        rgbImg = capture_rgb(imgGene)
+        rgb.update()
+
+        rgbImg = rgb.capture()
         sur.blit(rgbImg, (0, 0))
-        screen.blit(sur, (0, 0))
+        screen.blit(pygame.transform.flip(sur, True, False), (0, 0))
         pygame.display.flip()
+    
 
 if __name__ == "__main__" :
     main()