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2017-09-26 20:21:42 +02:00
parent e144bde202
commit 319ca0cbbb
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Demo1", "Demo1\Demo1.csproj", "{1D0066B4-E5EE-4F76-97E4-0372F1EFAE1E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x86 = Debug|x86
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{1D0066B4-E5EE-4F76-97E4-0372F1EFAE1E}.Debug|x86.ActiveCfg = Debug|x86
{1D0066B4-E5EE-4F76-97E4-0372F1EFAE1E}.Debug|x86.Build.0 = Debug|x86
{1D0066B4-E5EE-4F76-97E4-0372F1EFAE1E}.Release|x86.ActiveCfg = Release|x86
{1D0066B4-E5EE-4F76-97E4-0372F1EFAE1E}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
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<Application x:Class="Demo1.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>
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using System;
using System.Collections.Generic;
using System.Configuration;
using System.Data;
using System.Linq;
using System.Windows;
namespace Demo1
{
/// <summary>
/// Interaktionslogik für "App.xaml"
/// </summary>
public partial class App : Application
{
}
}
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{1D0066B4-E5EE-4F76-97E4-0372F1EFAE1E}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Demo1</RootNamespace>
<AssemblyName>Demo1</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{60dc8134-eba5-43b8-bcc9-bb4bc16c2548};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<PlatformTarget>x86</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Kinect, Version=1.7.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>C:\Program Files\Microsoft SDKs\Kinect\v1.7\Assemblies\Microsoft.Kinect.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Data" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Xaml">
<RequiredTargetFramework>4.0</RequiredTargetFramework>
</Reference>
<Reference Include="WindowsBase" />
<Reference Include="PresentationCore" />
<Reference Include="PresentationFramework" />
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</ApplicationDefinition>
<Compile Include="SkeletalCommonExtensions.cs" />
<Page Include="MainWindow.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</Page>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
<Compile Include="DepthFrameConverter.cs" />
<Compile Include="MainWindow.xaml.cs">
<DependentUpon>MainWindow.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<AppDesigner Include="Properties\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
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using Microsoft.Kinect;
using System.Drawing;
namespace KinectWorkshop
{
/*public class DepthFrameConverter
{
const int RED_IDX = 2;
const int GREEN_IDX = 1;
const int BLUE_IDX = 0;
byte[] depthFrame32 = new byte[320 * 240 * 4];
// Converts a 16-bit grayscale depth frame which includes player indexes into a 32-bit frame
// that displays different players in different colors
public byte[] ConvertDepthFrameWithUser(DepthImagePixel[] depthFrame, int width, int height)
{
Color c = Color.Empty;
byte[] ret = new byte[width * height * 4];
for (int x = 1; x < width; x++)
{
for (int y = 0; y < height; y++)
{
int i = ((y * width) + x) * 4;
short depth = (depthFrame[x + y * width]).Depth;
c = Color.Empty;
if(depth > 0 && depth <= 4000)
{
int depthdist = (int)((depth / 4090f) * 255f);
c = System.Drawing.Color.FromArgb((int)(depthdist / 2f), depthdist, (int)(depthdist * 0.7f));
}
ret[i] = c.B;
ret[i] = c.G;
ret[i] = c.R;
ret[i] = 255;
}
}
/* for (int i16 = 0, i32 = 0; i16 < depthFrame16.Length && i32 < depthFrame32.Length; i16 += 2, i32 += 4)
{
int player = depthFrame16[i16] & 0x07;
//if ((y - 1) * 320 + x * 4 == i16)
//{
// player = 8;
//}
int realDepth = (depthFrame16[i16 + 1] << 5) | (depthFrame16[i16] >> 3);
// transform 13-bit depth information into an 8-bit intensity appropriate
// for display (we disregard information in most significant bit)
byte intensity = (byte)(255 - (255 * realDepth / 0x0fff));
depthFrame32[i32 + RED_IDX] = 0;
depthFrame32[i32 + GREEN_IDX] = 0;
depthFrame32[i32 + BLUE_IDX] = 0;
// choose different display colors based on player
switch (player)
{
case 0:
depthFrame32[i32 + RED_IDX] = (byte)(intensity / 2);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity / 2);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity / 2);
break;
case 1:
depthFrame32[i32 + RED_IDX] = intensity;
break;
case 2:
depthFrame32[i32 + GREEN_IDX] = intensity;
break;
case 3:
depthFrame32[i32 + RED_IDX] = (byte)(intensity / 4);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity);
break;
case 4:
depthFrame32[i32 + RED_IDX] = (byte)(intensity);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity / 4);
break;
case 5:
depthFrame32[i32 + RED_IDX] = (byte)(intensity);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity / 4);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity);
break;
case 6:
depthFrame32[i32 + RED_IDX] = (byte)(intensity / 2);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity / 2);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity);
break;
case 7:
depthFrame32[i32 + RED_IDX] = (byte)(255 - intensity);
depthFrame32[i32 + GREEN_IDX] = (byte)(255 - intensity);
depthFrame32[i32 + BLUE_IDX] = (byte)(255 - intensity);
break;
case 8:
depthFrame32[i32 + RED_IDX] = 255;
depthFrame32[i32 + GREEN_IDX] = 0;
depthFrame32[i32 + BLUE_IDX] = 0;
break;
}
}
return depthFrame32;*
return ret;
}
internal byte[] ConvertDepthFrame(byte[] depthFrame16)
{
for (int i16 = 0, i32 = 0; i16 < depthFrame16.Length && i32 < depthFrame32.Length; i16 += 2, i32 += 4)
{
int realDepth = (depthFrame16[i16+1] << 8)|(depthFrame16[i16]);
//byte r = (byte)(realDepth >> 8);
//byte b = (byte)realDepth;
byte intensity = (byte)(255 - (255 * realDepth / 0x0fff));
depthFrame32[i32 + RED_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
depthFrame32[i32 + GREEN_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
depthFrame32[i32 + BLUE_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
}
return depthFrame32;
}
internal byte[] ConvertDepthFrameHiddenPlayer(byte[] depthFrame16)
{
for (int i16 = 0, i32 = 0; i16 < depthFrame16.Length && i32 < depthFrame32.Length; i16 += 2, i32 += 4)
{
int realDepth = (depthFrame16[i16 + 1] << 5) | (depthFrame16[i16] >> 3);
//byte r = (byte)(realDepth >> 8);
//byte b = (byte)realDepth;
byte intensity = (byte)(255 - (255 * realDepth / 0x0fff));
depthFrame32[i32 + RED_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
depthFrame32[i32 + GREEN_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
depthFrame32[i32 + BLUE_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
}
return depthFrame32;
}
}*/
}
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<Window x:Class="Demo1.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="520" Width="660" Loaded="Window_Loaded" KeyUp="Window_KeyUp">
<Grid>
<Image Name="imgDepth" Width="640" Height="480" />
<!-- <StackPanel Orientation="Vertical">
<Image Name="imgRgb" Width="320" Height="240" />
<Image Name="imgDepthPlayer" Width="320" Height="240" />
</StackPanel> -->
<Canvas Name="MainCanvas"/>
</Grid>
</Window>
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Kinect;
namespace Demo1
{
/// <summary>
/// Interaktionslogik für MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private KinectWorkshop.DepthFrameConverter cv = new KinectWorkshop.DepthFrameConverter();
private KinectSensor r;
//private DepthImagePixel[] depthPixels;
//private byte[] colorPixels;
//private DepthImageFormat DepthFormat = DepthImageFormat.Resolution320x240Fps30;
//private ColorImageFormat ColorFormat = ColorImageFormat.RgbResolution640x480Fps30;
//private ColorImagePoint[] colorCoordinates;
//private bool init = false;
public MainWindow()
{
InitializeComponent();
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
if (KinectSensor.KinectSensors.Count == 0)
{
MessageBox.Show("Keine Kinect");
return;
}
try
{
r = KinectSensor.KinectSensors[0];
r.Start();
//r.Initialize(RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseDepthAndPlayerIndex);
//r.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(r_VideoFrameReady);
//r.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color);
//r.DepthFrameReady += r_DepthFrameReady;
//r.DepthStream.Enable();
//r.DepthStream.Open(ImageStreamType.Depth, 2, ImageResolution.Resolution320x240, ImageType.DepthAndPlayerIndex);
//r.SkeletonFrameReady += r_SkeletonFrameReady;
r.SkeletonStream.Enable(new TransformSmoothParameters() { Smoothing = 0.1f });
//r.SkeletonEngine.TransformSmooth = true;
//r.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(r_SkeletonFrameReady);
//_cam = r.NuiCamera;
//r.AllFramesReady += R_AllFramesReady;
r.SkeletonFrameReady += this.r_SkeletonFrameReady;
}
catch (Exception ex)
{
MessageBox.Show(ex.ToString());
}
}
/*private void R_AllFramesReady(object sender, AllFramesReadyEventArgs e)
{
if(r == null)
{
return;
}
bool depthReceived = false;
bool colorReceived = false;
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (null != depthFrame)
{
// Copy the pixel data from the image to a temporary array
depthFrame.CopyDepthImagePixelDataTo(this.depthPixels);
depthReceived = true;
if(!init) {
this.colorCoordinates = new ColorImagePoint[r.DepthStream.FramePixelDataLength];
init = true;
}
}
}
using (ColorImageFrame colorFrame = e.OpenColorImageFrame())
{
if (null != colorFrame)
{
// Copy the pixel data from the image to a temporary array
colorFrame.CopyPixelDataTo(this.colorPixels);
colorReceived = true;
}
}
if (true == depthReceived)
{
r.CoordinateMapper.MapDepthFrameToColorFrame(
DepthFormat,
this.depthPixels,
ColorFormat,
this.colorCoordinates);
// ...
int depthIndex = x + (y * this.depthWidth);
DepthImagePixel depthPixel = this.depthPixels[depthIndex];
// scale color coordinates to depth resolution
int X = colorImagePoint.X / this.colorToDepthDivisor;
int Y = colorImagePoint.Y / this.colorToDepthDivisor;
// depthPixel is the depth for the (X,Y) pixel in the color frame
}
}*/
void r_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
SkeletonFrame skf = e.OpenSkeletonFrame();
if(skf == null)
{
return;
}
Skeleton[] sks = new Skeleton[skf.SkeletonArrayLength];
skf.CopySkeletonDataTo(sks);
this.MainCanvas.Children.Clear();
foreach (Skeleton sk in sks)
{
if (sk.TrackingState == SkeletonTrackingState.Tracked)
{
this.drawPlayer(sk);
}
}
}
private void drawPlayer(Skeleton sk)
{
this.SetPoints(sk);
this.SetLines(sk);
}
private void SetLines(Skeleton sk)
{
JointType[,] id = {
{ JointType.Head, JointType.ShoulderCenter },
{ JointType.ShoulderCenter, JointType.ShoulderLeft },
{ JointType.ShoulderCenter, JointType.ShoulderRight },
{ JointType.ShoulderLeft, JointType.ElbowLeft },
{ JointType.ShoulderRight, JointType.ElbowRight },
{ JointType.ElbowLeft, JointType.WristLeft },
{ JointType.ElbowRight, JointType.WristRight },
{ JointType.WristLeft, JointType.HandLeft },
{ JointType.WristRight, JointType.HandRight },
{ JointType.ShoulderCenter, JointType.Spine },
{ JointType.Spine, JointType.HipCenter },
{ JointType.HipCenter, JointType.HipLeft },
{ JointType.HipCenter, JointType.HipRight },
{ JointType.HipLeft, JointType.KneeLeft },
{ JointType.HipRight, JointType.KneeRight },
{ JointType.KneeLeft, JointType.AnkleLeft },
{ JointType.KneeRight, JointType.AnkleRight },
{ JointType.AnkleLeft, JointType.FootLeft },
{ JointType.AnkleRight, JointType.FootRight }
};
for (int i = 0; i < id.Length / 2; i++)
{
Joint r1 = sk.Joints[id[i, 0]].ScaleTo(640, 480);
Joint r2 = sk.Joints[id[i, 1]].ScaleTo(640, 480);
/**** */
Line l = new Line();
l.Stroke = Brushes.Blue;
l.StrokeThickness = 5.0;
l.Y1 = r1.Position.Y;
l.X1 = r1.Position.X;
l.Y2 = r2.Position.Y;
l.X2 = r2.Position.X;
/**** */
this.MainCanvas.Children.Add(l);
}
}
private void SetPoints(Skeleton sk)
{
foreach (Joint joint in sk.Joints)
{
Joint p = joint.ScaleTo(640, 480);
Ellipse e = new Ellipse();
e.Fill = Brushes.Red;
e.Stroke = Brushes.Black;
e.Height = 10;
e.Width = 10;
Canvas.SetLeft(e, p.Position.X - e.Width / 2);
Canvas.SetTop(e, p.Position.Y - e.Height / 2);
this.MainCanvas.Children.Add(e);
}
}
/*void r_DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
//PlanarImage img = e.ImageFrame.Image;
DepthImageFrame img = e.OpenDepthImageFrame();
if(img == null)
{
return;
}
DepthImagePixel[] bs = new DepthImagePixel[img.PixelDataLength];
img.CopyDepthImagePixelDataTo(bs);
byte[] bh = cv.ConvertDepthFrameWithUser(bs, img.Width, img.Height);
imgDepth.Source = BitmapSource.Create(img.Width, img.Height, 96, 96, PixelFormats.Bgr32, null, bh, img.Width * 4);
//bh = cv.ConvertDepthFrameHiddenPlayer(img.Bits);
//byte[] bh = cv.ConvertDepthFrame(img.Bits);
//imgDepthPlayer.Source = BitmapSource.Create(img.Width, img.Height,
// 96, 96, PixelFormats.Bgr32, null,
// bh, img.Width * 4);
}*/
private void Window_KeyUp(object sender, KeyEventArgs e)
{
try
{
if (e.Key == Key.Up)
{
int k = r.ElevationAngle;
k++;
r.ElevationAngle = k;
}
if (e.Key == Key.Down)
r.ElevationAngle -= 1;
}
catch (ArgumentOutOfRangeException outOfRangeException)
{
MessageBox.Show(outOfRangeException.Message);
}
catch (Exception) { }
}
/*void r_VideoFrameReady(object sender, ImageFrameReadyEventArgs e)
{
PlanarImage img = e.ImageFrame.Image;
imgRgb.Source = BitmapSource.Create(img.Width, img.Height,
96, 96, PixelFormats.Bgr32, null,
img.Bits, img.Width * img.BytesPerPixel);
}*/
}
}
@@ -0,0 +1,55 @@
using System.Reflection;
using System.Resources;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Windows;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die mit einer Assembly verknüpft sind.
[assembly: AssemblyTitle("Demo1")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Demo1")]
[assembly: AssemblyCopyright("Copyright © 2011")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Durch Festlegen von ComVisible auf "false" werden die Typen in dieser Assembly unsichtbar
// für COM-Komponenten. Wenn Sie auf einen Typ in dieser Assembly von
// COM zugreifen müssen, legen Sie das ComVisible-Attribut für diesen Typ auf "true" fest.
[assembly: ComVisible(false)]
//Um mit dem Erstellen lokalisierbarer Anwendungen zu beginnen, legen Sie
//<UICulture>ImCodeVerwendeteKultur</UICulture> in der .csproj-Datei
//in einer <PropertyGroup> fest. Wenn Sie in den Quelldateien beispielsweise Deutsch
//(Deutschland) verwenden, legen Sie <UICulture> auf \"de-DE\" fest. Heben Sie dann die Auskommentierung
//des nachstehenden NeutralResourceLanguage-Attributs auf. Aktualisieren Sie "en-US" in der nachstehenden Zeile,
//sodass es mit der UICulture-Einstellung in der Projektdatei übereinstimmt.
//[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
[assembly: ThemeInfo(
ResourceDictionaryLocation.None, //Speicherort der designspezifischen Ressourcenwörterbücher
//(wird verwendet, wenn eine Ressource auf der Seite
// oder in den Anwendungsressourcen-Wörterbüchern nicht gefunden werden kann.)
ResourceDictionaryLocation.SourceAssembly //Speicherort des generischen Ressourcenwörterbuchs
//(wird verwendet, wenn eine Ressource auf der Seite, in der Anwendung oder einem
// designspezifischen Ressourcenwörterbuch nicht gefunden werden kann.)
)]
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
//
// Hauptversion
// Nebenversion
// Buildnummer
// Revision
//
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
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//------------------------------------------------------------------------------
// <auto-generated>
// Dieser Code wurde von einem Tool generiert.
// Laufzeitversion:4.0.30319.239
//
// Änderungen an dieser Datei können fehlerhaftes Verhalten verursachen und gehen verloren, wenn
// der Code neu generiert wird.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Demo1.Properties
{
/// <summary>
/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
/// </summary>
// Diese Klasse wurde von der StronglyTypedResourceBuilder-Klasse
// über ein Tool wie ResGen oder Visual Studio automatisch generiert.
// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
// mit der Option /str erneut aus, oder erstellen Sie Ihr VS-Projekt neu.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Demo1.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
/// Ressourcenlookups, die diese stark typisierte Ressourcenklasse verwenden.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}
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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>
+30
View File
@@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.239
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Demo1.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "10.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}
@@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="uri:settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>
@@ -0,0 +1,41 @@
using Microsoft.Kinect;
using System.Windows;
namespace Demo1
{
internal static class SkeletalCommonExtensions
{
public static Joint ScaleTo(this Joint joint, int width, int height, float skeletonMaxX, float skeletonMaxY)
{
SkeletonPoint pos = new SkeletonPoint()
{
X = Scale(width, skeletonMaxX, joint.Position.X),
Y = Scale(height, skeletonMaxY, -joint.Position.Y),
Z = joint.Position.Z
};
Joint j = new Joint()
{
TrackingState = joint.TrackingState,
Position = pos
};
return j;
}
public static Joint ScaleTo(this Joint joint, int width, int height)
{
return ScaleTo(joint, width, height, 1.0f, 1.0f);
}
private static float Scale(int maxPixel, float maxSkeleton, float position)
{
float value = ((((maxPixel / maxSkeleton) / 2) * position) + (maxPixel / 2));
if (value > maxPixel)
return maxPixel;
if (value < 0)
return 0;
return value;
}
}
}