XNA則是透過座標以及一些方框去接收,透過Draw方法將影像描繪出來
程式碼:
using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Kinect; namespace WindowsGame3 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { /// <summary> /// 圖形管理 /// </summary> GraphicsDeviceManager graphics; /// <summary> /// 繪圖 /// </summary> SpriteBatch spriteBatch; /// <summary> /// Kinect Sensor /// </summary> KinectSensor kinect; /// <summary> /// Kinect框架 /// </summary> Texture2D texture2D; /// <summary> /// 矩形 /// </summary> readonly Rectangle rect = new Rectangle(0, 0, 640, 480); /// <summary> /// 影像資料 /// </summary> byte[] dataPixels; /// <summary> /// Kinect初始化 /// </summary> bool isKinectInit = false; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// Kinect初始化 /// </summary> private void Init() { var sensor = ((from s in KinectSensor.KinectSensors where (s.IsRunning != true && s.Status == KinectStatus.Connected) select s)).FirstOrDefault(); if (sensor == null) isKinectInit = false; else { this.kinect = sensor; this.kinect.Start(); this.kinect.ColorStream.Enable(); this.kinect.ColorFrameReady += new EventHandler<ColorImageFrameReadyEventArgs>(kinect_ColorFrameReady); } } void kinect_ColorFrameReady(object sender, ColorImageFrameReadyEventArgs e) { using (ColorImageFrame frame = e.OpenColorImageFrame()) { if (frame == null) return; dataPixels = new byte[frame.PixelDataLength]; frame.CopyPixelDataTo(dataPixels); texture2D = new Texture2D(GraphicsDevice, 640, 480); texture2D.SetData(dataPixels); } } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Init(); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here if (texture2D != null) { spriteBatch.Begin(); spriteBatch.Draw(texture2D, rect, Color.White); spriteBatch.End(); } base.Draw(gameTime); } } }
在Kinect影像事件觸發時,將資料塞入Texture2D物件,透過Rectangle指定初始位址以及寬高
void kinect_ColorFrameReady(object sender, ColorImageFrameReadyEventArgs e) { using (ColorImageFrame frame = e.OpenColorImageFrame()) { if (frame == null) return; dataPixels = new byte[frame.PixelDataLength]; frame.CopyPixelDataTo(dataPixels); texture2D = new Texture2D(GraphicsDevice, 640, 480); texture2D.SetData(dataPixels); } }
執行結果:
影像色澤偏藍可以參閱『Kinect+XNA彩色資訊』文章,裡面提到Kinect採用『BGRA』格式,而XNA採用『RGBA』格式
因此將BGRA轉RGBA就不會在出現藍藍的影像
改一下『kinect_ColorFrameReady』方法
void kinect_ColorFrameReady(object sender, ColorImageFrameReadyEventArgs e) { using (ColorImageFrame frame = e.OpenColorImageFrame()) { if (frame == null) return; dataPixels = new byte[frame.PixelDataLength]; frame.CopyPixelDataTo(dataPixels); Color[] colors = new Color[frame.Width * frame.Height]; int sourceOffset = 0; int colorsLength = colors.Length; for (int index = 0; index < colorsLength; index++) { colors[index] = new Color(dataPixels[sourceOffset + 2], dataPixels[sourceOffset + 1], dataPixels[sourceOffset], 255); sourceOffset += 4; } texture2D = new Texture2D(GraphicsDevice, 640, 480); texture2D.SetData(colors); } }
修改後成果:
參考資料:
http://gofly07.blogspot.tw/2013/02/kinectxna_20.html