I’m doing a project with Kinect
here is the whole code
// import libraries
import processing.opengl.*; // opengl
import SimpleOpenNI.*; // kinect
import blobDetection.*; // blobs
import toxi.geom.*; // toxiclibs shapes and vectors
import toxi.processing.*; // toxiclibs display
import pbox2d.*; // shiffman's jbox2d helper library
import org.jbox2d.collision.shapes.*; // jbox2d
import org.jbox2d.common.*; // jbox2d
import org.jbox2d.dynamics.*; // jbox2d
// declare SimpleOpenNI object
SimpleOpenNI context;
// declare BlobDetection object
BlobDetection theBlobDetection;
// ToxiclibsSupport for displaying polygons
ToxiclibsSupport gfx;
// declare custom PolygonBlob object (see class for more info)
PolygonBlob poly;
// PImage to hold incoming imagery and smaller one for blob detection
PImage cam, blobs;
// the kinect's dimensions to be used later on for calculations
int kinectWidth = 640;
int kinectHeight = 480;
// to center and rescale from 640x480 to higher custom resolutions
float reScale;
// background and blob color
color bgColor, blobColor;
// three color palettes (artifact from me storing many interesting color palettes as strings in an external data file ;-)
String[] palettes = {
"-1117720,-13683658,-8410437,-9998215,-1849945,-5517090,-4250587,-14178341,-5804972,-3498634",
"-67879,-9633503,-8858441,-144382,-4996094,-16604779,-588031",
"-1978728,-724510,-15131349,-13932461,-4741770,-9232823,-3195858,-8989771,-2850983,-10314372"
};
color[] colorPalette;
// the main PBox2D object in which all the physics-based stuff is happening
PBox2D box2d;
// list to hold all the custom shapes (circles, polygons)
ArrayList polygons = new ArrayList();
void setup() {
// it's possible to customize this, for example 1920x1080
size(1280, 720, OPENGL);
context = new SimpleOpenNI(this);
// initialize SimpleOpenNI object
if (!context.enableScene()) {
// if context.enableScene() returns false
// then the Kinect is not working correctly
// make sure the green light is blinking
println("Kinect not connected!");
exit();
} else {
// mirror the image to be more intuitive
context.setMirror(true);
// calculate the reScale value
// currently it's rescaled to fill the complete width (cuts of top-bottom)
// it's also possible to fill the complete height (leaves empty sides)
reScale = (float) width / kinectWidth;
// create a smaller blob image for speed and efficiency
blobs = createImage(kinectWidth/3, kinectHeight/3, RGB);
// initialize blob detection object to the blob image dimensions
theBlobDetection = new BlobDetection(blobs.width, blobs.height);
theBlobDetection.setThreshold(0.2);
// initialize ToxiclibsSupport object
gfx = new ToxiclibsSupport(this);
// setup box2d, create world, set gravity
box2d = new PBox2D(this);
box2d.createWorld();
box2d.setGravity(0, -20);
// set random colors (background, blob)
setRandomColors(1);
}
}
void draw() {
background(bgColor);
// update the SimpleOpenNI object
context.update();
// put the image into a PImage
cam = context.sceneImage().get();
// copy the image into the smaller blob image
blobs.copy(cam, 0, 0, cam.width, cam.height, 0, 0, blobs.width, blobs.height);
// blur the blob image
blobs.filter(BLUR, 1);
// detect the blobs
theBlobDetection.computeBlobs(blobs.pixels);
// initialize a new polygon
poly = new PolygonBlob();
// create the polygon from the blobs (custom functionality, see class)
poly.createPolygon();
// create the box2d body from the polygon
poly.createBody();
// update and draw everything (see method)
updateAndDrawBox2D();
// destroy the person's body (important!)
poly.destroyBody();
// set the colors randomly every 240th frame
setRandomColors(240);
}
void updateAndDrawBox2D() {
// if frameRate is sufficient, add a polygon and a circle with a random radius
if (frameRate > 29) {
polygons.add(new CustomShape(kinectWidth/2, -50, -1));
polygons.add(new CustomShape(kinectWidth/2, -50, random(2.5, 20)));
}
// take one step in the box2d physics world
box2d.step();
// center and reScale from Kinect to custom dimensions
translate(0, (height-kinectHeight*reScale)/2);
scale(reScale);
// display the person's polygon
noStroke();
fill(blobColor);
gfx.polygon2D(poly);
// display all the shapes (circles, polygons)
// go backwards to allow removal of shapes
for (int i=polygons.size()-1; i>=0; i--) {
CustomShape cs = polygons.get(i);
// if the shape is off-screen remove it (see class for more info)
if (cs.done()) {
polygons.remove(i);
// otherwise update (keep shape outside person) and display (circle or polygon)
} else {
cs.update();
cs.display();
}
}
}
// sets the colors every nth frame
void setRandomColors(int nthFrame) {
if (frameCount % nthFrame == 0) {
// turn a palette into a series of strings
String[] paletteStrings = split(palettes[int(random(palettes.length))], ",");
// turn strings into colors
colorPalette = new color[paletteStrings.length];
for (int i=0; i<paletteStrings.length; i++) {
colorPalette[i] = int(paletteStrings[i]);
}
// set background color to first color from palette
bgColor = colorPalette[0];
// set blob color to second color from palette
blobColor = colorPalette[1];
// set all shape colors randomly
for (CustomShape cs: polygons) { cs.col = getRandomColor(); }
}
}
// returns a random color from the palette (excluding first aka background color)
color getRandomColor() {
return colorPalette[int(random(1, colorPalette.length))];
}
// usually one would probably make a generic Shape class and subclass different types (circle, polygon), but that
// would mean at least 3 instead of 1 class, so for this tutorial it's a combi-class CustomShape for all types of shapes
// to save some space and keep the code as concise as possible I took a few shortcuts to prevent repeating the same code
class CustomShape {
// to hold the box2d body
Body body;
// to hold the Toxiclibs polygon shape
Polygon2D toxiPoly;
// custom color for each shape
color col;
// radius (also used to distinguish between circles and polygons in this combi-class
float r;
CustomShape(float x, float y, float r) {
this.r = r;
// create a body (polygon or circle based on the r)
makeBody(x, y);
// get a random color
col = getRandomColor();
}
void makeBody(float x, float y) {
// define a dynamic body positioned at xy in box2d world coordinates,
// create it and set the initial values for this box2d body's speed and angle
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(box2d.coordPixelsToWorld(new Vec2(x, y)));
body = box2d.createBody(bd);
body.setLinearVelocity(new Vec2(random(-8, 8), random(2, 8)));
body.setAngularVelocity(random(-5, 5));
// depending on the r this combi-code creates either a box2d polygon or a circle
if (r == -1) {
// box2d polygon shape
PolygonShape sd = new PolygonShape();
// toxiclibs polygon creator (triangle, square, etc)
toxiPoly = new Circle(random(5, 20)).toPolygon2D(int(random(3, 6)));
// place the toxiclibs polygon's vertices into a vec2d array
Vec2[] vertices = new Vec2[toxiPoly.getNumPoints()];
for (int i=0; i<vertices.length; i++) {
Vec2D v = toxiPoly.vertices.get(i);
vertices[i] = box2d.vectorPixelsToWorld(new Vec2(v.x, v.y));
}
// put the vertices into the box2d shape
sd.set(vertices, vertices.length);
// create the fixture from the shape (deflect things based on the actual polygon shape)
body.createFixture(sd, 1);
} else {
// box2d circle shape of radius r
CircleShape cs = new CircleShape();
cs.m_radius = box2d.scalarPixelsToWorld(r);
// tweak the circle's fixture def a little bit
FixtureDef fd = new FixtureDef();
fd.shape = cs;
fd.density = 1;
fd.friction = 0.01;
fd.restitution = 0.3;
// create the fixture from the shape's fixture def (deflect things based on the actual circle shape)
body.createFixture(fd);
}
}
// method to loosely move shapes outside a person's polygon
// (alternatively you could allow or remove shapes inside a person's polygon)
void update() {
// get the screen position from this shape (circle of polygon)
Vec2 posScreen = box2d.getBodyPixelCoord(body);
// turn it into a toxiclibs Vec2D
Vec2D toxiScreen = new Vec2D(posScreen.x, posScreen.y);
// check if this shape's position is inside the person's polygon
boolean inBody = poly.containsPoint(toxiScreen);
// if a shape is inside the person
if (inBody) {
// find the closest point on the polygon to the current position
Vec2D closestPoint = toxiScreen;
float closestDistance = 9999999;
for (Vec2D v : poly.vertices) {
float distance = v.distanceTo(toxiScreen);
if (distance < closestDistance) { closestDistance = distance; closestPoint = v; } } // create a box2d position from the closest point on the polygon Vec2 contourPos = new Vec2(closestPoint.x, closestPoint.y); Vec2 posWorld = box2d.coordPixelsToWorld(contourPos); float angle = body.getAngle(); // set the box2d body's position of this CustomShape to the new position (use the current angle) body.setTransform(posWorld, angle); } } // display the customShape void display() { // get the pixel coordinates of the body Vec2 pos = box2d.getBodyPixelCoord(body); pushMatrix(); // translate to the position translate(pos.x, pos.y); noStroke(); // use the shape's custom color fill(col); // depending on the r this combi-code displays either a polygon or a circle if (r == -1) { // rotate by the body's angle float a = body.getAngle(); rotate(-a); // minus! gfx.polygon2D(toxiPoly); } else { ellipse(0, 0, r*2, r*2); } popMatrix(); } // if the shape moves off-screen, destroy the box2d body (important!) // and return true (which will lead to the removal of this CustomShape object) boolean done() { Vec2 posScreen = box2d.getBodyPixelCoord(body); boolean offscreen = posScreen.y > height;
if (offscreen) {
box2d.destroyBody(body);
return true;
}
return false;
}
}
// an extended polygon class quite similar to the earlier PolygonBlob class (but extending Toxiclibs' Polygon2D class instead)
// The main difference is that this one is able to create (and destroy) a box2d body from it's own shape
class PolygonBlob extends Polygon2D {
// to hold the box2d body
Body body;
// the createPolygon() method is nearly identical to the one presented earlier
// see the Kinect Flow Example for a more detailed description of this method (again, feel free to improve it)
void createPolygon() {
ArrayList<ArrayList> contours = new ArrayList<ArrayList>();
int selectedContour = 0;
int selectedPoint = 0;
// create contours from blobs
for (int n=0 ; n<theBlobDetection.getBlobNb(); n++) { Blob b = theBlobDetection.getBlob(n); if (b != null && b.getEdgeNb() > 100) {
ArrayList contour = new ArrayList();
for (int m=0; m<b.getEdgeNb(); m++) { EdgeVertex eA = b.getEdgeVertexA(m); EdgeVertex eB = b.getEdgeVertexB(m); if (eA != null && eB != null) { EdgeVertex fn = b.getEdgeVertexA((m+1) % b.getEdgeNb()); EdgeVertex fp = b.getEdgeVertexA((max(0, m-1))); float dn = dist(eA.x*kinectWidth, eA.y*kinectHeight, fn.x*kinectWidth, fn.y*kinectHeight); float dp = dist(eA.x*kinectWidth, eA.y*kinectHeight, fp.x*kinectWidth, fp.y*kinectHeight); if (dn > 15 || dp > 15) {
if (contour.size() > 0) {
contour.add(new PVector(eB.x*kinectWidth, eB.y*kinectHeight));
contours.add(contour);
contour = new ArrayList();
} else {
contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight));
}
} else {
contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight));
}
}
}
}
}
while (contours.size() > 0) {
// find next contour
float distance = 999999999;
if (getNumPoints() > 0) {
Vec2D vecLastPoint = vertices.get(getNumPoints()-1);
PVector lastPoint = new PVector(vecLastPoint.x, vecLastPoint.y);
for (int i=0; i<contours.size(); i++) {
ArrayList c = contours.get(i);
PVector fp = c.get(0);
PVector lp = c.get(c.size()-1);
if (fp.dist(lastPoint) < distance) {
distance = fp.dist(lastPoint);
selectedContour = i;
selectedPoint = 0;
}
if (lp.dist(lastPoint) < distance) {
distance = lp.dist(lastPoint);
selectedContour = i;
selectedPoint = 1;
}
}
} else {
PVector closestPoint = new PVector(width, height);
for (int i=0; i<contours.size(); i++) {
ArrayList c = contours.get(i);
PVector fp = c.get(0);
PVector lp = c.get(c.size()-1);
if (fp.y > kinectHeight-5 && fp.x < closestPoint.x) { closestPoint = fp; selectedContour = i; selectedPoint = 0; } if (lp.y > kinectHeight-5 && lp.x < closestPoint.y) {
closestPoint = lp;
selectedContour = i;
selectedPoint = 1;
}
}
}
// add contour to polygon
ArrayList contour = contours.get(selectedContour);
if (selectedPoint > 0) { Collections.reverse(contour); }
for (PVector p : contour) {
add(new Vec2D(p.x, p.y));
}
contours.remove(selectedContour);
}
}
// creates a shape-deflecting physics chain in the box2d world from this polygon
void createBody() {
// for stability the body is always created (and later destroyed)
BodyDef bd = new BodyDef();
body = box2d.createBody(bd);
// if there are more than 0 points (aka a person on screen)...
if (getNumPoints() > 0) {
// create a vec2d array of vertices in box2d world coordinates from this polygon
Vec2[] verts = new Vec2[getNumPoints()];
for (int i=0; i<getNumPoints(); i++) {
Vec2D v = vertices.get(i);
verts[i] = box2d.coordPixelsToWorld(v.x, v.y);
}
// create a chain from the array of vertices
ChainShape chain = new ChainShape();
chain.createChain(verts, verts.length);
// create fixture in body from the chain (this makes it actually deflect other shapes)
body.createFixture(chain, 1);
}
}
// destroy the box2d body (important!)
void destroyBody() {
box2d.destroyBody(body);
}
}