Kinect v2 - Siv3D/Reference-JP GitHub Wiki

デプスとボディを取得する

デプスとボディの取得
# include <Siv3D.hpp>

void Main()
{
    if (!KinectV2::IsAvailable())
    {
        return;
    }

    if (!KinectV2::Start())
    {
        return;
    }

    DynamicTexture depthTexture;

    std::array<Optional<KinectV2Body>, 6> bodies;

    while (System::Update())
    {
        if (KinectV2::HasNewDepthFrame())
        {
            KinectV2::GetDepthFrame(depthTexture);
        }

        if (KinectV2::HasNewBodyFrame())
        {
            KinectV2::GetBodyFrame(bodies);
        }

        depthTexture.draw();

        for (const auto& body : bodies)
        {
            if (!body)
            {
                continue;
            }

            for (const auto& joint : body->joints)
            {
                Circle(joint.depthSpacePos, 15).drawFrame(6.0, 0.0, Palette::Red);
            }
        }
    }
}

すべての情報を取得する

# include <Siv3D.hpp>

String ToString(HandState handState)
{
    switch (handState)
    {
    case HandState::NotTracked:
        return L"Not Tracked";
    case HandState::Open:
        return L"Open";
    case HandState::Closed:
        return L"Closed";
    case HandState::Lasso:
        return L"Lasso";
    default:
        return L"Unknown";
    }
}

Color CustomDepthColoring(uint16 depth)
{
    return depth != 0 ? HSV(depth / 4.0, 1.0, 0.8) : Palette::Black;
}

void Main()
{
    Window::Resize(1280, 860);

    if (!KinectV2::IsAvailable())
    {
        MessageBox::Show(L"Kinect v2 は利用できません");

        return;
    }

    const int dataTypeFlag =
        KinectV2DataType::Default       // RGB 画像, 深度画像, BodyIndex 画像, Body(関節)
        | KinectV2DataType::Infrared    // 赤外線画像
        | KinectV2DataType::AudioBeam;  // 音源方向

    if (!KinectV2::Start(dataTypeFlag))
    {
        MessageBox::Show(L"Kinect v2 の起動に失敗しました。");

        return;
    }

    DynamicTexture colorTexture, depthTexture, bodyIndexTexture, infraredTexture;

    std::array<Optional<KinectV2Body>, 6> bodies;

    KinectV2AudioBeam audioBeam;

    const Font font(30, Typeface::Heavy), font2(20);

    const double rgbScaling = 424.0 / 1080.0;

    while (System::Update())
    {
        if (KinectV2::HasNewColorFrame())
        {
            KinectV2::GetColorFrame(colorTexture);
        }

        if (KinectV2::HasNewDepthFrame())
        {
            KinectV2::GetDepthFrame(depthTexture, CustomDepthColoring);
        }

        if (KinectV2::HasNewBodyIndexFrame())
        {
            KinectV2::GetBodyIndexFrame(bodyIndexTexture);
        }

        if (KinectV2::HasNewBodyFrame())
        {
            KinectV2::GetBodyFrame(bodies);
        }

        if (KinectV2::HasNewInfraredFrame())
        {
            KinectV2::GetInfraredFrame(infraredTexture);
        }

        if (KinectV2::HasNewAudioBeamFrame())
        {
            KinectV2::GetAudioBeamFrame(audioBeam);
        }

        depthTexture.draw(0, 0);

        colorTexture.scale(rgbScaling).draw(512, 0);

        bodyIndexTexture.draw(0, 424);

        infraredTexture.draw(512, 424);

        for (uint32 i = 0; i < bodies.size(); ++i)
        {
            const auto& body = bodies[i];

            if (!body)
            {
                continue;
            }

            for (const auto& joint : body->joints)
            {
                Circle(joint.depthSpacePos, 15).drawFrame(6.0, 0.0, HSV(i * 60));

                Circle(joint.colorSpacePos * rgbScaling + Point(512, 0), 10).drawFrame(6.0, 0.0, HSV(i * 60));
            }

            font(ToString(body->leftHand)).drawCenter(body->joints[V2JointType::HandLeft].depthSpacePos);

            font(ToString(body->rightHand)).drawCenter(body->joints[V2JointType::HandRight].depthSpacePos);

            font(L"傾き:", 2_dp, body->lean).drawCenter(body->joints[V2JointType::Head].depthSpacePos + Point(0, -40));
        }

        font2(L"音源方向: ", 1_dp, Degrees(audioBeam.angle), L"°").draw(1040, 460);

        const Vec2 center(1152, 520);

        Circle(center, 160).drawArc(Radians(90 + 40), Radians(100), 100, 0, Color(120));

        Line(center, (center + Vec2(0, 160).rotate(-audioBeam.angle))).drawArrow(6, { 20, 20 });

        Window::SetTitle(Profiler::FPS(), L"fps");
    }
}
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