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
class RGB :
- def __init__(self) :
+ 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)
+
+
+ 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))
+ print x, y
+ 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
+
+ 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) :
- return self.context.wait_one_update_all(self.imgGene)
+ 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) :
+ def __init__(self, alpha=255, size=SCREEN_SIZE) :
pygame.sprite.DirtySprite.__init__(self)
- self.dirty = 2 # toujours dirty !
RGB.__init__(self)
-
- self.image = pygame.Surface((640, 480))
- self._regular = pygame.Surface((640, 480))
+ 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._regular.blit(img, (0, 0))
- self.image.blit(pygame.transform.flip(self._regular, True, False), (0, 0))
+ 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() :