您可以捕获 SkeletonFrameReady 事件并将最后捕获的骨架保存到全局变量中,您可以从按钮单击事件中访问该变量。
例如:
private Skeleton[] skeletons = new Skeleton[0];
private void SensorSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
Skeleton[] skeletons = new Skeleton[0];
using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
{
if (skeletonFrame != null)
{
skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
skeletonFrame.CopySkeletonDataTo(skeletons);
}
}
}
现在您有了最后一个 SkeletonFrameReady 事件的数组(骨架)。
根据下面的评论,您需要升级到 SDK 的 v1.6 并查看 Microsoft 提供的示例。尽管他们可能不会完全按照您的当前项目所需做,但他们会教您使用 Microsoft Kinect for Windows 的基本基础知识,并让您了解如何使用传感器。
对于您的当前情况,您最想查看的示例是SkeletonBasics-WPF示例。这将向您展示如何跟踪骨架并从中提取数据。它还向您展示了如何在跟踪点上以及在跟踪点之间绘制项目。
对于您的情况,最相关的部分是DrawBonesAndJoints函数:
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);
}
}
}
因为您不关心骨骼,所以可以删除绘制它们的函数调用:
private void DrawBonesAndJoints(Skeleton skeleton, DrawingContext drawingContext)
{
// 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);
}
}
}
现在你有一个程序可以在所有关节上画点。如果你想要的只是双手...
private void DrawBonesAndJoints(Skeleton skeleton, DrawingContext drawingContext)
{
drawingContext.DrawEllipse(trackedJointBrush, null, SkeletonPointToScreen(skeleton.Joints[JointType.HandLeft].Position), JointThickness, JointThickness);
drawingContext.DrawEllipse(trackedJointBrush, null, SkeletonPointToScreen(skeleton.Joints[JointType.HandRight].Position), JointThickness, JointThickness);
}
现在你的手周围会有两个小点。