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PyKinectBodyGameROX.py
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PyKinectBodyGameROX.py
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from pykinect2 import PyKinectV2
from pykinect2.PyKinectV2 import *
from pykinect2 import PyKinectRuntime
import ctypes
import _ctypes
import pygame
import sys
from edgeN import grabObject
from pickle import dump
if sys.hexversion >= 0x03000000:
import _thread as thread
else:
import thread
# colors for drawing different bodies
SKELETON_COLORS = [pygame.color.THECOLORS["orange"],
pygame.color.THECOLORS["blue"],
pygame.color.THECOLORS["green"],
pygame.color.THECOLORS["orange"],
pygame.color.THECOLORS["purple"],
pygame.color.THECOLORS["yellow"],
pygame.color.THECOLORS["violet"]]
class BodyGameRuntime(object):
def __init__(self):
pygame.init()
# Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
# Set the width and height of the screen [width, height]
self._infoObject = pygame.display.Info()
self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1),
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
pygame.display.set_caption("Kinect for Windows v2 Body Game")
# Loop until the user clicks the close button.
self._done = False
# Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
self.masterTime = 0
# Kinect runtime object, we want only color and body frames
self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body)
##PyKinectRuntime.PyKinectRuntime(PyKinectV2.framesource
# back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size
self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32)
# here we will store skeleton data
self._bodies = None
#this will be the latest time save
self._lastTime = 0
self._closed = False
self._pickedup = False
self.TAKE_SCREENSHOT = True
self.delayTimer = 0
self.timerOn = False
self.surfaceList = []
def draw_body_bone(self, joints, jointPoints, color, joint0, joint1):
joint0State = joints[joint0].TrackingState;
joint1State = joints[joint1].TrackingState;
# both joints are not tracked
if (joint0State == PyKinectV2.TrackingState_NotTracked) or (joint1State == PyKinectV2.TrackingState_NotTracked):
return
# both joints are not *really* tracked
if (joint0State == PyKinectV2.TrackingState_Inferred) and (joint1State == PyKinectV2.TrackingState_Inferred):
return
# ok, at least one is good
start = (jointPoints[joint0].x, jointPoints[joint0].y)
end = (jointPoints[joint1].x, jointPoints[joint1].y)
##if (joint0 == PyKinectV2.JointType_WristRight):
##print(joints[joint0].x, joints[joint0].y) #, jointPoints[joint0].z)
##print(joints[joint0].Position.x, joints[joint0].Position.y, joints[joint0].Position.z)
try:
pygame.draw.line(self._frame_surface, color, start, end, 8)
except: # need to catch it due to possible invalid positions (with inf)
pass
def draw_pagh(self, joints, jointPoints):
self.img = pygame.image.load('hat.png')
(width,height) = self.img.get_size()
p1 = (jointPoints[PyKinectV2.JointType_Head].x, jointPoints[PyKinectV2.JointType_Head].y)
p2 = (jointPoints[PyKinectV2.JointType_Head].x, jointPoints[PyKinectV2.JointType_Head].y)
p3 = (jointPoints[PyKinectV2.JointType_Head].x, jointPoints[PyKinectV2.JointType_Head].y)
p4 = (jointPoints[PyKinectV2.JointType_Head].x, jointPoints[PyKinectV2.JointType_Head].y)
(x0,y0) = (p1[0]-width/2,p1[1]-10*height/10)
#surface = self._frame
self._frame_surface.blit(self.img, (x0,y0))
try:
pygame.draw.line(self._frame_surface, color, start, end, 8)
except: # need to catch it due to possible invalid positions (with inf)
pass
def checkHand(self, jointsList):
delta = 0.08
rightWristX = jointsList[PyKinectV2.JointType_WristRight].Position.x
rightWristY = jointsList[PyKinectV2.JointType_WristRight].Position.y
(x1,x2) = (rightWristX - delta, rightWristX + delta)
(y1,y2) = (rightWristY - delta, rightWristY + delta)
xTest = jointsList[PyKinectV2.JointType_HandTipRight].Position.x
yTest = jointsList[PyKinectV2.JointType_HandTipRight].Position.y
##print ("(x1, x2)=", x1, x2)
##print ("(y1, y2)=", y1, y2)
##print ("xtest=", xTest)
##print ("ytest=", yTest)
if ((x1 <= xTest and xTest <= x2) and (y1 <= yTest and yTest <= y2)):
return True
return False
def getHandPos(self, joints):
#leftWristX = jointsList[PyKinectV2.JointType_WristLeft].Position.x
#leftWristY = jointsList[PyKinectV2.JointType_WristLeft].Position.y
jointPoints = self._kinect.body_joints_to_color_space(joints)
x = jointPoints[PyKinectV2.JointType_HandRight].x
y = jointPoints[PyKinectV2.JointType_HandRight].y
## print(ctypes.c_int(PyKinectV2._HandState).value)
return (x, y)
def pasteObjects(self, surfaceList):
(width, height) = self._screen.get_size()
for element in surfaceList:
print(element)
(surface, pos) = element
(x,y) = pos
(w,h) = surface.get_size()
self._screen.blit(surface, (x-2*w,y-h))
def draw_body(self, joints, jointPoints, color):
#pagh
#pagh = pygame.image.load(os.path.join('data', 'hat.png'))
self.draw_pagh(joints, jointPoints)
# Torso
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_Head, PyKinectV2.JointType_Neck);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_Neck, PyKinectV2.JointType_SpineShoulder);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_SpineMid);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineMid, PyKinectV2.JointType_SpineBase);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_ShoulderRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_ShoulderLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineBase, PyKinectV2.JointType_HipRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineBase, PyKinectV2.JointType_HipLeft);
# Right Arm
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_ShoulderRight, PyKinectV2.JointType_ElbowRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_ElbowRight, PyKinectV2.JointType_WristRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_WristRight, PyKinectV2.JointType_HandRight);
##self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_HandRight, PyKinectV2.JointType_HandTipRight);
##self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_WristRight, PyKinectV2.JointType_ThumbRight);
# Left Arm
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_ShoulderLeft, PyKinectV2.JointType_ElbowLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_ElbowLeft, PyKinectV2.JointType_WristLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_WristLeft, PyKinectV2.JointType_HandLeft);
##self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_HandLeft, PyKinectV2.JointType_HandTipLeft);
##self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_WristLeft, PyKinectV2.JointType_ThumbLeft);
# Right Leg
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_HipRight, PyKinectV2.JointType_KneeRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_KneeRight, PyKinectV2.JointType_AnkleRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_AnkleRight, PyKinectV2.JointType_FootRight);
# Left Leg
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_HipLeft, PyKinectV2.JointType_KneeLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_KneeLeft, PyKinectV2.JointType_AnkleLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_AnkleLeft, PyKinectV2.JointType_FootLeft);
def draw_color_frame(self, frame, target_surface):
target_surface.lock()
address = self._kinect.surface_as_array(target_surface.get_buffer())
ctypes.memmove(address, frame.ctypes.data, frame.size)
del address
target_surface.unlock()
def run(self):
######## Saving Data Values ########
mainDict = dict()
mainDict[11] = [] #Left Wrist
mainDict[12] = [] #Left Elbow
mainDict[13] = [] #Left Shoulder
mainDict[21] = [] #Right Wrist
mainDict[22] = [] #Right Elbow
mainDict[23] = [] #Right Shoulder
mainDict[31] = [] #Left Ankle
mainDict[32] = [] #Left Knee
mainDict[33] = [] #Left Hip
mainDict[41] = [] #Right Ankle
mainDict[42] = [] #Right Knee
mainDict[43] = [] #Right Hip
mainDict[99] = [] #Top of Spine
mainDict[98] = [] #Centre of Spine
mainDict[96] = [] #Bottom of Spine
keyList = [11,12,13,21,22,23,31,32,33,41,42,43,99,98,96]
jointTypes = [PyKinectV2.JointType_WristLeft, PyKinectV2.JointType_ElbowLeft,
PyKinectV2.JointType_ShoulderLeft, PyKinectV2.JointType_WristRight,
PyKinectV2.JointType_ElbowRight, PyKinectV2.JointType_ShoulderRight,
PyKinectV2.JointType_AnkleLeft, PyKinectV2.JointType_KneeLeft,
PyKinectV2.JointType_HipLeft, PyKinectV2.JointType_AnkleRight,
PyKinectV2.JointType_KneeRight, PyKinectV2.JointType_HipRight,
PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_SpineMid,
PyKinectV2.JointType_SpineBase]
grandTime = 0
# -------- Main Program Loosp -----------
while not self._done:
# --- Main event loop
#print(self.masterTime)
if (self.masterTime >= 1500 and self.TAKE_SCREENSHOT):
##print (PyKinectV2.HandState_NotTracked)
##if (TAKE_SCREENSHOT):
pygame.image.save(self._frame_surface, "startPage.jpeg")
self.TAKE_SCREENSHOT = False
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
#print(mainDict[11]) # testing dict values by printing
#print()
#print(mainDict[99])
#fout = open('saveFile.pkl', 'wb') #creating save file #pickledump
#dump( mainDict, fout, protocol = 2)
#fout.close()
self._done = True # Flag that we are done so we exit this loop
elif event.type == pygame.VIDEORESIZE: # window resized
self._screen = pygame.display.set_mode(event.dict['size'],
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
# --- Game logic should go here
# --- Getting frames and drawing
# --- Woohoo! We've got a color frame! Let's fill out back buffer surface with frame's data
if self._kinect.has_new_color_frame():
frame = self._kinect.get_last_color_frame()
self.draw_color_frame(frame, self._frame_surface)
frame = None
# --- Cool! We have a body frame, so can get skeletons
if self._kinect.has_new_body_frame():
self._bodies = self._kinect.get_last_body_frame()
# --- draw skeletons to _frame_surface
if self._bodies is not None:
for i in range(0, self._kinect.max_body_count):
body = self._bodies.bodies[i]
if not body.is_tracked:
continue
joints = body.joints
# convert joint coordinates to color space
joint_points = self._kinect.body_joints_to_color_space(joints)
####### main loop to save coordinates & time #######
jointsList = body.joints
grandTime += self._clock.get_time()
counter = 0 # which index pf the jointTypes should be accessed
for key in keyList:
jointType = jointTypes[counter] # type of joint
jointPos = jointsList[jointType].Position # position of that joint
val = (jointPos.x, jointPos.y, jointPos.z, grandTime)
mainDict[key].append(val)
counter += 1
self.draw_body(joints, joint_points, SKELETON_COLORS[i])
#if (abs(leftTip-leftWrist) <= delta):
# print("Peepadoo")
if self.checkHand(jointsList):
self._closed = True
self.timerOn = False
else:
self._closed = False
if (self._closed):
#print ("hand closed")
(x,y) = self.getHandPos(joints)
#self.img = pygame.image.load('xMarksTheSpot.png')
#(width,height) = self.img.get_size()
#(x0,y0) = (x-width/2,y-height/2)
#self._frame_surface.blit(self.img, (x0,y0))
(widthFrame,heightFrame) = self._frame_surface.get_size()
#print("first time=", self._clock.get_rawtime())
#print("x = ",int(x))
#print("y = ",int(y))
#print("xF = ",x + widthFrame/2)
#print("yF = ",heightFrame/2 - y)
if (not self._pickedup):
grabObject("startPage.jpeg",int(x),int(y))
self._pickedup = True
#print("second time=",self._clock.get_rawtime())
else:
self.outputIMG = pygame.image.load('output.png')
(widthOut, heightOut) = self.outputIMG.get_size()
(xOut, yOut) = (x - widthOut/2, y - heightOut/2)
self._frame_surface.blit(self.outputIMG, (xOut, yOut))
if (not self._closed and self._pickedup):
if (not self.timerOn):
self.delayTimer = self.masterTime
self.timerOn = True
else:
if (self.masterTime-self.delayTimer > 700):
(x,y) = self.getHandPos(joints)
outputIMGPaste = pygame.image.load('output.png')
#(widthOut, heightOut) = outputIMGPaste.get_size()
#(xOut, yOut) = (x - widthOut/2, y - heightOut/2)
#self._frame_surface.blit(self.outputIMGPaste, (500,500))
self.surfaceList.append((outputIMGPaste, (x,y))) # each element is a tuple (surface, (x,y))
self._pickedup = False
# --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio
# --- (screen size may be different from Kinect's color frame size)
h_to_w = float(self._frame_surface.get_height()) / self._frame_surface.get_width()
target_height = int(h_to_w * self._screen.get_width())
surface_to_draw = pygame.transform.scale(self._frame_surface, (self._screen.get_width(), target_height));
self._screen.blit(surface_to_draw, (0,0))
self.pasteObjects(self.surfaceList)
surface_to_draw = None
pygame.display.update()
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
self.masterTime += self._clock.get_rawtime()
self._clock.tick(20)
# Close our Kinect sensor, close the window and quit.
self._kinect.close()
pygame.quit()
__main__ = "Kinect v2 Body Game"
game = BodyGameRuntime();
game.run();
#hand opening starts a timer
#timer must be open for a second to place.
#if hand recloses