功能简介:
1,开始(二种手势:石头,布)
1.1 点击开始按钮或者当手势“布” 时开始抽奖,即手势为绿色。
1.2 当手势为石头时停止抽奖,即手势为红色。
2 关于左右两个轴
2.1 左边一个轴调整下边图片的转速
2.2 右边调节的是上边图片的速度
3 最上边可以动态加载图片的名称
4 点击退出系统,结束抽奖!
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All rights reserved. // </copyright> //------------------------------------------------------------------------------ namespace Microsoft.Samples.Kinect.BodyBasics { using System; using System.Collections.Generic; using System.ComponentModel; using System.Diagnostics; using System.Globalization; using System.IO; using System.Windows; using System.Windows.Media; using System.Windows.Media.Imaging; using Microsoft.Kinect; /// <summary> /// Interaction logic for MainWindow /// </summary> public partial class MainWindow : Window, INotifyPropertyChanged { /// <summary> /// Radius of drawn hand circles /// </summary> private const double HandSize = 30; /// <summary> /// Thickness of drawn joint lines /// </summary> private const double JointThickness = 3; /// <summary> /// Thickness of clip edge rectangles /// </summary> private const double ClipBoundsThickness = 10; /// <summary> /// Constant for clamping Z values of camera space points from being negative /// </summary> private const float InferredZPositionClamp = 0.1f; /// <summary> /// Brush used for drawing hands that are currently tracked as closed /// </summary> private readonly Brush handClosedBrush = new SolidColorBrush(Color.FromArgb(128, 255, 0, 0)); /// <summary> /// Brush used for drawing hands that are currently tracked as opened /// </summary> private readonly Brush handOpenBrush = new SolidColorBrush(Color.FromArgb(128, 0, 255, 0)); /// <summary> /// Brush used for drawing hands that are currently tracked as in lasso (pointer) position /// </summary> private readonly Brush handLassoBrush = new SolidColorBrush(Color.FromArgb(128, 0, 0, 255)); /// <summary> /// Brush used for drawing joints that are currently tracked /// </summary> private readonly Brush trackedJointBrush = new SolidColorBrush(Color.FromArgb(255, 68, 192, 68)); /// <summary> /// Brush used for drawing joints that are currently inferred /// </summary> private readonly Brush inferredJointBrush = Brushes.Yellow; /// <summary> /// Pen used for drawing bones that are currently inferred /// </summary> private readonly Pen inferredBonePen = new Pen(Brushes.Gray, 1); /// <summary> /// Drawing group for body rendering output /// </summary> private DrawingGroup drawingGroup; /// <summary> /// Drawing image that we will display /// </summary> private DrawingImage imageSource; /// <summary> /// Active Kinect sensor /// </summary> private KinectSensor kinectSensor = null ; /// <summary> /// Coordinate mapper to map one type of point to another /// </summary> private CoordinateMapper coordinateMapper = null ; /// <summary> /// Reader for body frames /// </summary> private BodyFrameReader bodyFrameReader = null ; /// <summary> /// Array for the bodies /// </summary> private Body[] bodies = null ; /// <summary> /// definition of bones /// </summary> private List<Tuple<JointType, JointType>> bones; /// <summary> /// Width of display (depth space) /// </summary> private int displayWidth; /// <summary> /// Height of display (depth space) /// </summary> private int displayHeight; /// <summary> /// List of colors for each body tracked /// </summary> private List<Pen> bodyColors; /// <summary> /// Current status text to display /// </summary> private string statusText = null ; //1 // private LTPPTBox2 pptBox = null; private PsyLife showerName= null ; private PsyLife shower = null ; /// <summary> /// Initializes a new instance of the MainWindow class. /// </summary> public MainWindow() { // one sensor is currently supported this .kinectSensor = KinectSensor.GetDefault(); // get the coordinate mapper this .coordinateMapper = this .kinectSensor.CoordinateMapper; // get the depth (display) extents FrameDescription frameDescription = this .kinectSensor.DepthFrameSource.FrameDescription; // get size of joint space this .displayWidth = frameDescription.Width; this .displayHeight = frameDescription.Height; // open the reader for the body frames this .bodyFrameReader = this .kinectSensor.BodyFrameSource.OpenReader(); // a bone defined as a line between two joints this .bones = new List<Tuple<JointType, JointType>>(); // Torso this .bones.Add( new Tuple<JointType, JointType>(JointType.Head, JointType.Neck)); this .bones.Add( new Tuple<JointType, JointType>(JointType.Neck, JointType.SpineShoulder)); this .bones.Add( new Tuple<JointType, JointType>(JointType.SpineShoulder, JointType.SpineMid)); this .bones.Add( new Tuple<JointType, JointType>(JointType.SpineMid, JointType.SpineBase)); this .bones.Add( new Tuple<JointType, JointType>(JointType.SpineShoulder, JointType.ShoulderRight)); this .bones.Add( new Tuple<JointType, JointType>(JointType.SpineShoulder, JointType.ShoulderLeft)); this .bones.Add( new Tuple<JointType, JointType>(JointType.SpineBase, JointType.HipRight)); this .bones.Add( new Tuple<JointType, JointType>(JointType.SpineBase, JointType.HipLeft)); // Right Arm this .bones.Add( new Tuple<JointType, JointType>(JointType.ShoulderRight, JointType.ElbowRight)); this .bones.Add( new Tuple<JointType, JointType>(JointType.ElbowRight, JointType.WristRight)); this .bones.Add( new Tuple<JointType, JointType>(JointType.WristRight, JointType.HandRight)); this .bones.Add( new Tuple<JointType, JointType>(JointType.HandRight, JointType.HandTipRight)); this .bones.Add( new Tuple<JointType, JointType>(JointType.WristRight, JointType.ThumbRight)); // Left Arm this .bones.Add( new Tuple<JointType, JointType>(JointType.ShoulderLeft, JointType.ElbowLeft)); this .bones.Add( new Tuple<JointType, JointType>(JointType.ElbowLeft, JointType.WristLeft)); this .bones.Add( new Tuple<JointType, JointType>(JointType.WristLeft, JointType.HandLeft)); this .bones.Add( new Tuple<JointType, JointType>(JointType.HandLeft, JointType.HandTipLeft)); this .bones.Add( new Tuple<JointType, JointType>(JointType.WristLeft, JointType.ThumbLeft)); // Right Leg this .bones.Add( new Tuple<JointType, JointType>(JointType.HipRight, JointType.KneeRight)); this .bones.Add( new Tuple<JointType, JointType>(JointType.KneeRight, JointType.AnkleRight)); this .bones.Add( new Tuple<JointType, JointType>(JointType.AnkleRight, JointType.FootRight)); // Left Leg this .bones.Add( new Tuple<JointType, JointType>(JointType.HipLeft, JointType.KneeLeft)); this .bones.Add( new Tuple<JointType, JointType>(JointType.KneeLeft, JointType.AnkleLeft)); this .bones.Add( new Tuple<JointType, JointType>(JointType.AnkleLeft, JointType.FootLeft)); // populate body colors, one for each BodyIndex this .bodyColors = new List<Pen>(); this .bodyColors.Add( new Pen(Brushes.Red, 6)); this .bodyColors.Add( new Pen(Brushes.Orange, 6)); this .bodyColors.Add( new Pen(Brushes.Green, 6)); this .bodyColors.Add( new Pen(Brushes.Blue, 6)); this .bodyColors.Add( new Pen(Brushes.Indigo, 6)); this .bodyColors.Add( new Pen(Brushes.Violet, 6)); // set IsAvailableChanged event notifier this .kinectSensor.IsAvailableChanged += this .Sensor_IsAvailableChanged; // open the sensor this .kinectSensor.Open(); // set the status text this .StatusText = this .kinectSensor.IsAvailable ? Properties.Resources.RunningStatusText : Properties.Resources.NoSensorStatusText; // Create the drawing group we'll use for drawing this .drawingGroup = new DrawingGroup(); // Create an image source that we can use in our image control this .imageSource = new DrawingImage( this .drawingGroup); // use the window object as the view model in this simple example this .DataContext = this ; // initialize the components (controls) of the window this .InitializeComponent(); //2 // this.pptBox = new LTPPTBox2(); // this.pptBox.Show(); this .showerName = new PsyLife(); this .showerName.Show(); this .shower = new PsyLife(); this .shower.Show(); } /// <summary> /// INotifyPropertyChangedPropertyChanged event to allow window controls to bind to changeable data /// </summary> public event PropertyChangedEventHandler PropertyChanged; /// <summary> /// Gets the bitmap to display /// </summary> public ImageSource ImageSource { get { return this .imageSource; } } /// <summary> /// Gets or sets the current status text to display /// </summary> public string StatusText { get { return this .statusText; } set { if ( this .statusText != value) { this .statusText = value; // notify any bound elements that the text has changed if ( this .PropertyChanged != null ) { this .PropertyChanged( this , new PropertyChangedEventArgs( "StatusText" )); } } } } /// <summary> /// Execute start up tasks /// </summary> /// <param name="sender">object sending the event</param> /// <param name="e">event arguments</param> private void MainWindow_Loaded( object sender, RoutedEventArgs e) { if ( this .bodyFrameReader != null ) { this .bodyFrameReader.FrameArrived += this .Reader_FrameArrived; } } /// <summary> /// Execute shutdown tasks /// </summary> /// <param name="sender">object sending the event</param> /// <param name="e">event arguments</param> private void MainWindow_Closing( object sender, CancelEventArgs e) { if ( this .bodyFrameReader != null ) { // BodyFrameReader is IDisposable this .bodyFrameReader.Dispose(); this .bodyFrameReader = null ; } if ( this .kinectSensor != null ) { this .kinectSensor.Close(); this .kinectSensor = null ; } } /// <summary> /// Handles the body frame data arriving from the sensor /// </summary> /// <param name="sender">object sending the event</param> /// <param name="e">event arguments</param> private void Reader_FrameArrived( object sender, BodyFrameArrivedEventArgs e) { bool dataReceived = false ; using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame()) { if (bodyFrame != null ) { if ( this .bodies == null ) { this .bodies = new Body[bodyFrame.BodyCount]; } // The first time GetAndRefreshBodyData is called, Kinect will allocate each Body in the array. // As long as those body objects are not disposed and not set to null in the array, // those body objects will be re-used. bodyFrame.GetAndRefreshBodyData( this .bodies); dataReceived = true ; } } if (dataReceived) { using (DrawingContext dc = this .drawingGroup.Open()) { // Draw a transparent background to set the render size dc.DrawRectangle(Brushes.Black, null , new Rect(0.0, 0.0, this .displayWidth, this .displayHeight)); int penIndex = 0; foreach (Body body in this .bodies) { Pen drawPen = this .bodyColors[penIndex++]; if (body.IsTracked) { this .DrawClippedEdges(body, dc); IReadOnlyDictionary<JointType, Joint> joints = body.Joints; // convert the joint points to depth (display) space Dictionary<JointType, Point> jointPoints = new Dictionary<JointType, Point>(); foreach (JointType jointType in joints.Keys) { // sometimes the depth(Z) of an inferred joint may show as negative // clamp down to 0.1f to prevent coordinatemapper from returning (-Infinity, -Infinity) CameraSpacePoint position = joints[jointType].Position; if (position.Z < 0) { position.Z = InferredZPositionClamp; } DepthSpacePoint depthSpacePoint = this .coordinateMapper.MapCameraPointToDepthSpace(position); jointPoints[jointType] = new Point(depthSpacePoint.X, depthSpacePoint.Y); } this .DrawBody(joints, jointPoints, dc, drawPen); this .DrawHand(body.HandLeftState, jointPoints[JointType.HandLeft], dc); this .DrawHand(body.HandRightState, jointPoints[JointType.HandRight], dc); } } // prevent drawing outside of our render area this .drawingGroup.ClipGeometry = new RectangleGeometry( new Rect(0.0, 0.0, this .displayWidth, this .displayHeight)); } } } /// <summary> /// Draws a body /// </summary> /// <param name="joints">joints to draw</param> /// <param name="jointPoints">translated positions of joints to draw</param> /// <param name="drawingContext">drawing context to draw to</param> /// <param name="drawingPen">specifies color to draw a specific body</param> private void DrawBody(IReadOnlyDictionary<JointType, Joint> joints, IDictionary<JointType, Point> jointPoints, DrawingContext drawingContext, Pen drawingPen) { // Draw the bones foreach ( var bone in this .bones) { this .DrawBone(joints, jointPoints, bone.Item1, bone.Item2, drawingContext, drawingPen); } // Draw the joints foreach (JointType jointType in joints.Keys) { Brush drawBrush = null ; TrackingState trackingState = joints[jointType].TrackingState; if (trackingState == TrackingState.Tracked) { drawBrush = this .trackedJointBrush; } else if (trackingState == TrackingState.Inferred) { drawBrush = this .inferredJointBrush; } if (drawBrush != null ) { drawingContext.DrawEllipse(drawBrush, null , jointPoints[jointType], JointThickness, JointThickness); } } } /// <summary> /// Draws one bone of a body (joint to joint) /// </summary> /// <param name="joints">joints to draw</param> /// <param name="jointPoints">translated positions of joints to draw</param> /// <param name="jointType0">first joint of bone to draw</param> /// <param name="jointType1">second joint of bone to draw</param> /// <param name="drawingContext">drawing context to draw to</param> /// /// <param name="drawingPen">specifies color to draw a specific bone</param> private void DrawBone(IReadOnlyDictionary<JointType, Joint> joints, IDictionary<JointType, Point> jointPoints, JointType jointType0, JointType jointType1, DrawingContext drawingContext, Pen drawingPen) { Joint joint0 = joints[jointType0]; Joint joint1 = joints[jointType1]; // If we can't find either of these joints, exit if (joint0.TrackingState == TrackingState.NotTracked || joint1.TrackingState == TrackingState.NotTracked) { return ; } // We assume all drawn bones are inferred unless BOTH joints are tracked Pen drawPen = this .inferredBonePen; if ((joint0.TrackingState == TrackingState.Tracked) && (joint1.TrackingState == TrackingState.Tracked)) { drawPen = drawingPen; } drawingContext.DrawLine(drawPen, jointPoints[jointType0], jointPoints[jointType1]); } /// <summary> /// Draws a hand symbol if the hand is tracked: red circle = closed, green circle = opened; blue circle = lasso /// </summary> /// <param name="handState">state of the hand</param> /// <param name="handPosition">position of the hand</param> /// <param name="drawingContext">drawing context to draw to</param> private void DrawHand(HandState handState, Point handPosition, DrawingContext drawingContext) { switch (handState) { case HandState.Closed: drawingContext.DrawEllipse( this .handClosedBrush, null , handPosition, HandSize, HandSize); break ; case HandState.Open: drawingContext.DrawEllipse( this .handOpenBrush, null , handPosition, HandSize, HandSize); // 3 图片切换事件 // this.pptBox.changePpt(); this .shower.btnStart_Click(shower, null ); this .showerName.btnStart_Click(showerName, null ); break ; case HandState.Lasso: drawingContext.DrawEllipse( this .handLassoBrush, null , handPosition, HandSize, HandSize); break ; } if (lastState != handState && handPosition.X>300) { Console.WriteLine( " " + lastState + " " + handState + " " + (lastState != handState)); lastState = handState; } } static HandState lastState; /// <summary> /// Draws indicators to show which edges are clipping body data /// </summary> /// <param name="body">body to draw clipping information for</param> /// <param name="drawingContext">drawing context to draw to</param> private void DrawClippedEdges(Body body, DrawingContext drawingContext) { FrameEdges clippedEdges = body.ClippedEdges; if (clippedEdges.HasFlag(FrameEdges.Bottom)) { drawingContext.DrawRectangle( Brushes.Red, null , new Rect(0, this .displayHeight - ClipBoundsThickness, this .displayWidth, ClipBoundsThickness)); } if (clippedEdges.HasFlag(FrameEdges.Top)) { drawingContext.DrawRectangle( Brushes.Red, null , new Rect(0, 0, this .displayWidth, ClipBoundsThickness)); } if (clippedEdges.HasFlag(FrameEdges.Left)) { drawingContext.DrawRectangle( Brushes.Red, null , new Rect(0, 0, ClipBoundsThickness, this .displayHeight)); } if (clippedEdges.HasFlag(FrameEdges.Right)) { drawingContext.DrawRectangle( Brushes.Red, null , new Rect( this .displayWidth - ClipBoundsThickness, 0, ClipBoundsThickness, this .displayHeight)); } } /// <summary> /// Handles the event which the sensor becomes unavailable (E.g. paused, closed, unplugged). /// </summary> /// <param name="sender">object sending the event</param> /// <param name="e">event arguments</param> private void Sensor_IsAvailableChanged( object sender, IsAvailableChangedEventArgs e) { // on failure, set the status text this .StatusText = this .kinectSensor.IsAvailable ? Properties.Resources.RunningStatusText : Properties.Resources.SensorNotAvailableStatusText; } } } |