Changeing a point into an elipse
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Contributed Library Questions
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11 months ago
Hopefully a simple question but I have this code for hand tracking and I'm trying to make it into a painting game, a good place to start would be able to change the point into a ellipse so I have control over the size colour and I guess this has a decay rate?
This code is an example from the openNI library called Hands3d
I'm new at code so I'm trying to work out what does what in the code.
/* --------------------------------------------------------------------------
* SimpleOpenNI Hands3d Test
* --------------------------------------------------------------------------
* Processing Wrapper for the OpenNI/Kinect library
* --------------------------------------------------------------------------
* prog: Max Rheiner / Interaction Design / zhdk /
http://iad.zhdk.ch/
* date: 02/27/2011 (m/d/y)
* ----------------------------------------------------------------------------
* This demos shows how to use the gesture/hand generator.
* It's not the most reliable yet, a two hands example will follow
* ----------------------------------------------------------------------------
*/
import SimpleOpenNI.*;
//import processing.opengl.*;
SimpleOpenNI context;
float zoomF =0.5f;
float rotX = radians(180); // by default rotate the hole scene 180deg around the x-axis,
// the data from openni comes upside down
float rotY = radians(0);
boolean handsTrackFlag = false;
PVector handVec = new PVector();
ArrayList handVecList = new ArrayList();
int handVecListSize = 30;
String lastGesture = "";
void setup()
{
size(1024,768,P3D); // strange, get drawing error in the cameraFrustum if i use P3D, in opengl there is no problem
//size(1024,768,OPENGL);
context = new SimpleOpenNI(this);
// disable mirror
context.setMirror(false);
// enable depthMap generation
if(context.enableDepth() == false)
{
println("Can't open the depthMap, maybe the camera is not connected!");
exit();
return;
}
// enable hands + gesture generation
context.enableGesture();
context.enableHands();
// add focus gestures / here i do have some problems on the mac, i only recognize raiseHand ? Maybe cpu performance ?
context.addGesture("Wave");
context.addGesture("Click");
context.addGesture("RaiseHand");
// set how smooth the hand capturing should be
//context.setSmoothingHands(.5);
stroke(255,255,255);
smooth();
perspective(radians(45),
float(width)/float(height),
10.0f,150000.0f);
}
void draw()
{
// update the cam
context.update();
background(0,0,0);
// set the scene pos
translate(width/2, height/2, 0);
rotateX(rotX);
rotateY(rotY);
scale(zoomF);
// draw the 3d point depth map
int[] depthMap = context.depthMap();
int steps = 3; // to speed up the drawing, draw every third point
int index;
PVector realWorldPoint;
translate(0,0,-1000); // set the rotation center of the scene 1000 infront of the camera
stroke(200);
for(int y=0;y < context.depthHeight();y+=steps)
{
for(int x=0;x < context.depthWidth();x+=steps)
{
index = x + y * context.depthWidth();
if(depthMap[index] > 0)
{
// draw the projected point
realWorldPoint = context.depthMapRealWorld()[index];
point(realWorldPoint.x,realWorldPoint.y,realWorldPoint.z);
}
}
}
// draw the tracked hand
if(handsTrackFlag)
{
pushStyle();
stroke(255,0,0,200);
noFill();
Iterator itr = handVecList.iterator();
beginShape();
while( itr.hasNext() )
{
PVector p = (PVector) itr.next();
vertex(p.x,p.y,p.z);
}
endShape();
stroke(255,0,0);
strokeWeight(4);
point(handVec.x,handVec.y,handVec.z);
popStyle();
}
// draw the kinect cam
context.drawCamFrustum();
}
// -----------------------------------------------------------------
// hand events
void onCreateHands(int handId,PVector pos,float time)
{
println("onCreateHands - handId: " + handId + ", pos: " + pos + ", time:" + time);
handsTrackFlag = true;
handVec = pos;
handVecList.clear();
handVecList.add(pos);
}
void onUpdateHands(int handId,PVector pos,float time)
{
//println("onUpdateHandsCb - handId: " + handId + ", pos: " + pos + ", time:" + time);
handVec = pos;
handVecList.add(0,pos);
if(handVecList.size() >= handVecListSize)
{ // remove the last point
handVecList.remove(handVecList.size()-1);
}
}
void onDestroyHands(int handId,float time)
{
println("onDestroyHandsCb - handId: " + handId + ", time:" + time);
handsTrackFlag = false;
context.addGesture(lastGesture);
}
// -----------------------------------------------------------------
// gesture events
void onRecognizeGesture(String strGesture, PVector idPosition, PVector endPosition)
{
println("onRecognizeGesture - strGesture: " + strGesture + ", idPosition: " + idPosition + ", endPosition:" + endPosition);
lastGesture = strGesture;
context.removeGesture(strGesture);
context.startTrackingHands(endPosition);
}
void onProgressGesture(String strGesture, PVector position,float progress)
{
//println("onProgressGesture - strGesture: " + strGesture + ", position: " + position + ", progress:" + progress);
}
// -----------------------------------------------------------------
// Keyboard event
void keyPressed()
{
switch(key)
{
case ' ':
context.setMirror(!context.mirror());
break;
}
switch(keyCode)
{
case LEFT:
rotY += 0.1f;
break;
case RIGHT:
rotY -= 0.1f;
break;
case UP:
if(keyEvent.isShiftDown())
zoomF += 0.01f;
else
rotX += 0.1f;
break;
case DOWN:
if(keyEvent.isShiftDown())
{
zoomF -= 0.01f;
if(zoomF < 0.01)
zoomF = 0.01;
}
else
rotX -= 0.1f;
break;
}
}
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