sensor.SkeletonStream.ChooseSkeletons
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Sunday, August 19, 2012 6:48 AM
hi dier friends
my programing and english are poor. sorry!
i want kinect show just one person skeleton
a part of my cod (from microsoft samples):
public partial class MainWindow : Window
{
/// <summary>
/// Width of output drawing
/// </summary>
private const float RenderWidth = 640.0f;
/// <summary>
/// Height of our output drawing
/// </summary>
private const float RenderHeight = 480.0f;
/// <summary>
/// Thickness of drawn joint lines
/// </summary>
private const double JointThickness = 3;
/// <summary>
/// Thickness of body center ellipse
/// </summary>
private const double BodyCenterThickness = 10;
/// <summary>
/// Thickness of clip edge rectangles
/// </summary>
private const double ClipBoundsThickness = 10;
/// <summary>
/// Brush used to draw skeleton center point
/// </summary>
private readonly Brush centerPointBrush = Brushes.Blue;
/// <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 tracked
/// </summary>
private readonly Pen trackedBonePen = new Pen(Brushes.Green, 6);
/// <summary>
/// Pen used for drawing bones that are currently inferred
/// </summary>
private readonly Pen inferredBonePen = new Pen(Brushes.Gray, 1);
/// <summary>
/// Active Kinect sensor
/// </summary>
private KinectSensor sensor;
/// <summary>
/// Drawing group for skeleton rendering output
/// </summary>
private DrawingGroup drawingGroup;
/// <summary>
/// Drawing image that we will display
/// </summary>
private DrawingImage imageSource;
/// <summary>
/// Initializes a new instance of the MainWindow class.
/// </summary>
public MainWindow()
{
InitializeComponent();
}
/// <summary>
/// Draws indicators to show which edges are clipping skeleton data
/// </summary>
/// <param name="skeleton">skeleton to draw clipping information for</param>
/// <param name="drawingContext">drawing context to draw to</param>
private static void RenderClippedEdges(Skeleton skeleton, DrawingContext drawingContext)
{
if (skeleton.ClippedEdges.HasFlag(FrameEdges.Bottom))
{
drawingContext.DrawRectangle(
Brushes.Red,
null,
new Rect(0, RenderHeight - ClipBoundsThickness, RenderWidth, ClipBoundsThickness));
}
if (skeleton.ClippedEdges.HasFlag(FrameEdges.Top))
{
drawingContext.DrawRectangle(
Brushes.Red,
null,
new Rect(0, 0, RenderWidth, ClipBoundsThickness));
}
if (skeleton.ClippedEdges.HasFlag(FrameEdges.Left))
{
drawingContext.DrawRectangle(
Brushes.Red,
null,
new Rect(0, 0, ClipBoundsThickness, RenderHeight));
}
if (skeleton.ClippedEdges.HasFlag(FrameEdges.Right))
{
drawingContext.DrawRectangle(
Brushes.Red,
null,
new Rect(RenderWidth - ClipBoundsThickness, 0, ClipBoundsThickness, RenderHeight));
}
}
/// <summary>
/// Execute startup tasks
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void WindowLoaded(object sender, RoutedEventArgs e)
{
// Hide();
// 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);
// Display the drawing using our image control
Image.Source = this.imageSource;
// Look through all sensors and start the first connected one.
// This requires that a Kinect is connected at the time of app startup.
// To make your app robust against plug/unplug,
// it is recommended to use KinectSensorChooser provided in Microsoft.Kinect.Toolkit
foreach (var potentialSensor in KinectSensor.KinectSensors)
{
if (potentialSensor.Status == KinectStatus.Connected)
{
this.sensor = potentialSensor;
break;
}
}
if (null != this.sensor)
{
// Turn on the skeleton stream to receive skeleton frames
this.sensor.SkeletonStream.Enable();
// Add an event handler to be called whenever there is new color frame data
this.sensor.SkeletonFrameReady += this.SensorSkeletonFrameReady;
// Start the sensor!
try
{
this.sensor.Start();
}
catch (IOException)
{
this.sensor = null;
}
}
if (null == this.sensor)
{
this.statusBarText.Text = Properties.Resources.NoKinectReady;
}
}
/// <summary>
/// Execute shutdown tasks
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void WindowClosing(object sender, System.ComponentModel.CancelEventArgs e)
{
if (null != this.sensor)
{
this.sensor.Stop();
}
}
/// <summary>
/// Event handler for Kinect sensor's SkeletonFrameReady event
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private int CurrentTrackingId = 0;
private void SensorSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
Skeleton[] skeletons = new Skeleton[0];
using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
{
// Skeleton[] Skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
// int firstSkeleton = Skeletons[0].TrackingId;
// sensor.SkeletonStream.ChooseSkeletons(firstSkeleton);
if (skeletonFrame != null)
{
// sensor.SkeletonStream.AppChoosesSkeletons = true;
// sensor.SkeletonStream.ChooseSkeletons(skeletons[0].TrackingId);
skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
skeletonFrame.CopySkeletonDataTo(skeletons);
// int firstSkeleton = skeletons[0].TrackingId;
}
}
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, RenderWidth, RenderHeight));
if (skeletons.Length != 0)
{
foreach (Skeleton skel in skeletons)
{
RenderClippedEdges(skel, dc);
if (skel.TrackingState == SkeletonTrackingState.Tracked)
{
this.DrawBonesAndJoints(skel, dc);
}
else if (skel.TrackingState == SkeletonTrackingState.PositionOnly)
{
dc.DrawEllipse(
this.centerPointBrush,
null,
this.SkeletonPointToScreen(skel.Position),
BodyCenterThickness,
BodyCenterThickness);
}
}
}
// prevent drawing outside of our render area
this.drawingGroup.ClipGeometry = new RectangleGeometry(new Rect(0.0, 0.0, RenderWidth, RenderHeight));
}
}
/// <summary>
/// Draws a skeleton's bones and joints
/// </summary>
/// <param name="skeleton">skeleton to draw</param>
/// <param name="drawingContext">drawing context to draw to</param>
private void DrawBonesAndJoints(Skeleton skeleton, DrawingContext drawingContext)
{
// Render Torso
this.DrawBone(skeleton, drawingContext, JointType.Head, JointType.ShoulderCenter);
this.DrawBone(skeleton, drawingContext, JointType.ShoulderCenter, JointType.ShoulderLeft);
this.DrawBone(skeleton, drawingContext, JointType.ShoulderCenter, JointType.ShoulderRight);
this.DrawBone(skeleton, drawingContext, JointType.ShoulderCenter, JointType.Spine);
this.DrawBone(skeleton, drawingContext, JointType.Spine, JointType.HipCenter);
this.DrawBone(skeleton, drawingContext, JointType.HipCenter, JointType.HipLeft);
this.DrawBone(skeleton, drawingContext, JointType.HipCenter, JointType.HipRight);
// Left Arm
this.DrawBone(skeleton, drawingContext, JointType.ShoulderLeft, JointType.ElbowLeft);
this.DrawBone(skeleton, drawingContext, JointType.ElbowLeft, JointType.WristLeft);
this.DrawBone(skeleton, drawingContext, JointType.WristLeft, JointType.HandLeft);
// Right Arm
this.DrawBone(skeleton, drawingContext, JointType.ShoulderRight, JointType.ElbowRight);
this.DrawBone(skeleton, drawingContext, JointType.ElbowRight, JointType.WristRight);
this.DrawBone(skeleton, drawingContext, JointType.WristRight, JointType.HandRight);
// Left Leg
this.DrawBone(skeleton, drawingContext, JointType.HipLeft, JointType.KneeLeft);
this.DrawBone(skeleton, drawingContext, JointType.KneeLeft, JointType.AnkleLeft);
this.DrawBone(skeleton, drawingContext, JointType.AnkleLeft, JointType.FootLeft);
// Right Leg
this.DrawBone(skeleton, drawingContext, JointType.HipRight, JointType.KneeRight);
this.DrawBone(skeleton, drawingContext, JointType.KneeRight, JointType.AnkleRight);
this.DrawBone(skeleton, drawingContext, JointType.AnkleRight, JointType.FootRight);
// Render Joints
foreach (Joint joint in skeleton.Joints)
{
Brush drawBrush = null;
if (joint.TrackingState == JointTrackingState.Tracked)
{
drawBrush = this.trackedJointBrush;
}
else if (joint.TrackingState == JointTrackingState.Inferred)
{
drawBrush = this.inferredJointBrush;
}
if (drawBrush != null)
{
drawingContext.DrawEllipse(drawBrush, null, this.SkeletonPointToScreen(joint.Position), JointThickness, JointThickness);
}
}
}
/// <summary>
/// Maps a SkeletonPoint to lie within our render space and converts to Point
/// </summary>
/// <param name="skelpoint">point to map</param>
/// <returns>mapped point</returns>
private Point SkeletonPointToScreen(SkeletonPoint skelpoint)
{
// Convert point to depth space.
// We are not using depth directly, but we do want the points in our 640x480 output resolution.
DepthImagePoint depthPoint = this.sensor.MapSkeletonPointToDepth(
skelpoint,
DepthImageFormat.Resolution640x480Fps30);
return new Point(depthPoint.X, depthPoint.Y);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////please edit code to solve my problem
thanks
All Replies
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Monday, August 20, 2012 3:10 PM
What you need to do is this:
1) The first time you see the skeleton you want to track in your code, capture the skeleton TrackingId into an integer variable and store it. In the case of the code below, I have a variable called PlayerId where I store the variable like this:
PlayerId = skeletonFrame.TrackingId;
2) The next time you want to get that skeleton by its trackingID use this selection code
using (SkeletonFrame skeletonFrameData = e.OpenSkeletonFrame())
{
if (skeletonFrameData == null)
{
return;
}
var allSkeletons = new Skeleton[skeletonFrameData.SkeletonArrayLength];
skeletonFrameData.CopySkeletonDataTo(allSkeletons);
var sd = (from s in allSkeletons
where s.TrackingState == SkeletonTrackingState.Tracked && s.TrackingId == PlayerId
select s).FirstOrDefault();
if (sd != null)
{... Do whatever you like
}
}
Hope this helps you out.
Walt Smith Senior Architect
- Proposed As Answer by Gary_Lewis Friday, August 24, 2012 3:50 PM

