Transfert de la gestion Kinect pour utiliser la classe GestionKinect
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@ -25,7 +25,9 @@ namespace JeuHoy_WPF_Natif.Model {
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private WriteableBitmap _bitmap;
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private byte[] _picPixels = null;
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public GestionKinect() {
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public GestionKinect(Image img, Canvas cnv) {
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Image = img;
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Canvas = cnv;
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_sensor = KinectSensor.GetDefault();
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if (_sensor != null) {
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_sensor.Open();
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@ -15,11 +15,13 @@ namespace JeuHoy_WPF_Natif.Presenter
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{
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private IwEntrainement _vue;
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private GestionPerceptrons _gestionnairePerceptron;
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private GestionKinect _gestionnaireKinect;
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public PresentateurWEntrainement(IwEntrainement vue)
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{
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_vue = vue;
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_gestionnairePerceptron = new GestionPerceptrons();
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_gestionnaireKinect = new GestionKinect(_vue.Image, _vue.Canvas);
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_vue.EntrainementEvt += _vue_EntrainementEvt;
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}
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@ -33,192 +33,19 @@ namespace JeuHoy_WPF.View
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public string Console { get => txtConsole.Text; set => txtConsole.Text = value; }
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public Canvas Canvas { get => pDessinSquelette; set => pDessinSquelette = value; }
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private KinectSensor _sensor;
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private MultiSourceFrameReader _multiSourceFrameReader;
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private BodyFrameReader _bodyFrameReader;
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private WriteableBitmap _bitmap;
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private Body _currentBody;
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//private DisplayFrameType _displayFrameType = DisplayFrameType.Color;
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private byte[] _picPixels = null;
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/// <summary>
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/// Constructeur
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/// </summary>
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public wEntrainement()
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{
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_presentateur = new PresentateurWEntrainement(this);
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InitializeComponent();
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_presentateur = new PresentateurWEntrainement(this);
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_sensor = KinectSensor.GetDefault();
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if (_sensor != null)
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{
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_sensor.Open();
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//Lecture des images
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_multiSourceFrameReader = _sensor.OpenMultiSourceFrameReader(FrameSourceTypes.Color);
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_multiSourceFrameReader.MultiSourceFrameArrived += MultiSourceFrameReader_MultiSourceFrameArrived;
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FrameDescription frameDescription = _sensor.ColorFrameSource.FrameDescription;
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_picPixels = new byte[frameDescription.Width * frameDescription.Height * 4];
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//Lecture des squelettes détectés
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_bodyFrameReader = _sensor.BodyFrameSource.OpenReader();
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_bodyFrameReader.FrameArrived += BodyFrameReader_FrameArrived;
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}
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for (int i = 1; i <= CstApplication.NBFIGURE; i++)
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{
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Uri uriSource = new Uri(AppDomain.CurrentDomain.BaseDirectory + @"./HoyContent/fig" + i + ".png", UriKind.Absolute);
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_dicImgFigure.Add("fig" + i, new BitmapImage(uriSource));
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}
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lblNbPositions.Content = "/ " + CstApplication.NBFIGURE.ToString();
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ChargerFigure();
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_son.JouerSonAsync(@"./HoyContent/hoy.wav");
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}
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private void MultiSourceFrameReader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
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{
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MultiSourceFrame multiSource = e.FrameReference.AcquireFrame();
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if (multiSource == null)
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return;
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using (ColorFrame colorFrame = multiSource.ColorFrameReference.AcquireFrame())
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{
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if (colorFrame != null)
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{
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FrameDescription frameDescription = colorFrame.FrameDescription;
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if (_bitmap == null)
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_bitmap = new WriteableBitmap(frameDescription.Width,
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frameDescription.Height,
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96.0,
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96.0,
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PixelFormats.Bgra32,
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null);
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colorFrame.CopyConvertedFrameDataToArray(_picPixels, ColorImageFormat.Bgra);
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_bitmap.Lock();
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Marshal.Copy(_picPixels, 0, _bitmap.BackBuffer, _picPixels.Length);
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_bitmap.AddDirtyRect(new Int32Rect(0, 0, _bitmap.PixelWidth, _bitmap.PixelHeight));
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_bitmap.Unlock();
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picKinect.Source = _bitmap;
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}
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}
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}
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private void BodyFrameReader_FrameArrived(object sender, BodyFrameArrivedEventArgs e)
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{
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using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame())
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{
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if (bodyFrame == null)
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return;
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Body[] bodies = new Body[bodyFrame.BodyCount];
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bodyFrame.GetAndRefreshBodyData(bodies);
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Body body = bodies.FirstOrDefault(b => b.IsTracked);
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if (body != null)
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{
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_currentBody = body;
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DessinerSquelette(body, _sensor);
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}
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}
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}
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/// <summary>
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/// Dessine un ellipse pour chacune des jointure du squelette détecté.
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/// </summary>
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/// <param name="joueur">Le joueur détecté</param>
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/// <param name="sensor">Le sensor Kinect</param>
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private void DessinerSquelette(Body body, KinectSensor sensor)
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{
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try
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{
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if (body != null)
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{
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pDessinSquelette.Children.Clear();
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Joint[] joints = body.Joints.Values.ToArray();
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for (int i = 0; i < joints.Count(); i++)
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DrawJoint(sensor, joints[i], CstApplication.BODY_ELLIPSE_SIZE, pDessinSquelette);
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}
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}
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catch (Exception ex)
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{
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txtConsole.Text = ex.Message;
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}
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}
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/// <summary>
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/// Dessine le joint d'un squellete d'un senseur Kinect sur le canvas passé en paramètre
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/// </summary>
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/// <param name="sensor"></param>
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/// <param name="joint"></param>
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/// <param name="size"></param>
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/// <param name="canvas"></param>
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private void DrawJoint(KinectSensor sensor, Joint joint, int size, Canvas canvas)
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{
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if (joint.Position.X != 0 && joint.Position.Y != 0 && joint.Position.Z != 0)
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{
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// Convertir la position du joint en coordonnées d'écran
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System.Windows.Point point = GetPoint(sensor, joint.Position, canvas.Height, canvas.Width);
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// Créer un cercle à la position du joint
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Ellipse ellipse = new Ellipse();
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ellipse.Fill = new SolidColorBrush(Colors.Yellow);
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ellipse.Width = size;
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ellipse.Height = size;
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// Positionner le cercle sur l'élément de dessin Canvas
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Canvas.SetLeft(ellipse, point.X - size / 2);
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Canvas.SetTop(ellipse, point.Y - size / 2);
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// Ajouter le cercle à l'élément de dessin Canvas
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canvas.Children.Add(ellipse);
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}
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}
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/// <summary>
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/// Retourne le point x,y d'un joint par rapport à la taille d'un canvas.
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/// J'ai permis de dépasser le canvas car je trouvais ça drole :-)
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/// </summary>
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/// <param name="sensor"></param>
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/// <param name="position"></param>
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/// <param name="iCanvasHeight"></param>
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/// <param name="iCanvasWidth"></param>
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/// <returns></returns>
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public System.Windows.Point GetPoint(KinectSensor sensor, CameraSpacePoint position, double iCanvasHeight, double iCanvasWidth)
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{
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System.Windows.Point point = new System.Windows.Point();
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DepthSpacePoint depthPoint = sensor.CoordinateMapper.MapCameraPointToDepthSpace(position);
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point.X = float.IsInfinity(depthPoint.X) ? 0.0 : depthPoint.X;
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point.Y = float.IsInfinity(depthPoint.Y) ? 0.0 : depthPoint.Y;
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// La Kinect pour Xbox One utilise également le SDK 2 de Microsoft, et sa résolution de profondeur est de 512x424 pixels.
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//// Ainsi, la résolution de la carte de profondeur pour la Kinect pour Xbox One est également de 512x424 pixels.
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point.X = point.X / 512 * iCanvasHeight;
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point.Y = point.Y / 424 * iCanvasWidth;
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return point;
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}
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/// <summary>
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/// Charger la figure de danse en cours.
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/// </summary>
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