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

