sketch Kinect error While loop help someone can check it?

edited February 2014 in Kinect
// Kinect Flow Example by Amnon Owed (15/09/12)

// import libraries
import processing.opengl.*; // opengl
import SimpleOpenNI.*; // kinect
import blobDetection.*; // blobs

// this is a regular java import so we can use and extend the polygon class (see PolygonBlob)
import java.awt.Polygon;

// declare SimpleOpenNI object
SimpleOpenNI context;
// declare BlobDetection object
BlobDetection theBlobDetection;
// declare custom PolygonBlob object (see class for more info)
PolygonBlob poly = new PolygonBlob();

// 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 color
color bgColor;
// 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",
"-16711663,-13888933,-9029017,-5213092,-1787063,-11375744,-2167516,-15713402,-5389468,-2064585"
};

// an array called flow of 2250 Particle objects (see Particle class)
Particle[] flow = new Particle[2250];
// global variables to influence the movement of all particles
float globalX, globalY;

void setup() {
// it's possible to customize this, for example 1920x1080
size(1280, 720, OPENGL);
// initialize SimpleOpenNI object
context = new SimpleOpenNI(this);
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);
setupFlowfield();
}
}

void draw() {
// fading background
noStroke();
fill(bgColor, 65);
rect(0, 0, width, height);
// 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);
// detect the blobs
theBlobDetection.computeBlobs(blobs.pixels);
// clear the polygon (original functionality)
poly.reset();
// create the polygon from the blobs (custom functionality, see class)
poly.createPolygon();
drawFlowfield();
}

void setupFlowfield() {
// set stroke weight (for particle display) to 2.5
strokeWeight(2.5);
// initialize all particles in the flow
for(int i=0; i<0; i++) {flow[i] = new Particle(i/10000.0);
}
// set all colors randomly now
setRandomColors(1);
}

void drawFlowfield() {
// center and reScale from Kinect to custom dimensions
translate(0, (height-kinectHeight*reScale)/2);
scale(reScale);
// set global variables that influence the particle flow's movement
globalX = noise(frameCount * 0.01) * width/2 + width/4;
globalY = noise(frameCount * 0.005 + 5) * height;
// update and display all particles in the flow
for (Particle p : flow) {
p.updateAndDisplay();
}
// set the colors randomly every 240th frame
setRandomColors(240);
}

// 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
color[] colorPalette = new color[paletteStrings.length];
for (int i=0; i<0; i++){ colorPalette[i] = int(paletteStrings[i]);
}
// set background color to first color from palette
bgColor = colorPalette[0];
// set all particle colors randomly to color from palette (excluding first aka background color)
for (int i=0; i<0;i++){ flow[i].col = colorPalette[int(random(1, colorPalette.length))];
}
}
}




// a basic noise-based moving particle
class Particle {
// unique id, (previous) position, speed
float id, x, y, xp, yp, s, d;
color col; // color

Particle(float id) {
this.id = id;
s = random(2, 6); // speed
}

void updateAndDisplay() {
// let it flow, end with a new x and y position
id += 0.01;
d = (noise(id, x/globalY, y/globalY)-0.5)*globalX;
x += cos(radians(d))*s;
y += sin(radians(d))*s;

// constrain to boundaries
if (x<-10) x=xp=kinectWidth+10;
if (x>kinectWidth+10) x=xp=-10;
if (y<-10) y=yp=kinectHeight+10;
if (y>kinectHeight+10) y=yp=-10;

// if there is a polygon (more than 0 points)
if (poly.npoints > 0) {
// if this particle is outside the polygon
if (!poly.contains(x, y)) {
// while it is outside the polygon
while(!poly.contains(x, y)) {
// randomize x and y
x = random(kinectWidth);
y = random(kinectHeight);
}
// set previous x and y, to this x and y
xp=x;
yp=y;
}
}

// individual particle color
stroke(col);
// line from previous to current position
line(xp, yp, x, y);

// set previous to current position
xp=x;
yp=y;
}
}



// an extended polygon class with my own customized createPolygon() method (feel free to improve!)
class PolygonBlob extends Polygon {

// took me some time to make this method fully self-sufficient
// now it works quite well in creating a correct polygon from a person's blob
// of course many thanks to v3ga, because the library already does a lot of the work
void createPolygon() {
// an arrayList... of arrayLists... of PVectors
// the arrayLists of PVectors are basically the person's contours (almost but not completely in a polygon-correct order)
ArrayList contours = new ArrayList();
// helpful variables to keep track of the selected contour and point (start/end point)
int selectedContour = 0;
int selectedPoint = 0;

// create contours from blobs
// go over all the detected blobs
for (int n=0 ; n<theBlobDetection.getBlobNb(); n++){ Blob b = theBlobDetection.getBlob(n);
// for each substantial blob...
if (b != null && b.getEdgeNb() > 100) {
// create a new contour arrayList of PVectors
ArrayList contour = new ArrayList();
// go over all the edges in the blob
for (int m=0; m<b.getEdgeNb(); m++) // get the edgeVertices of the edge
EdgeVertex eA = b.getEdgeVertexA(m);
EdgeVertex eB = b.getEdgeVertexB(m);
// if both ain't null...
if (eA != null && eB != null) {
// get next and previous edgeVertexA
EdgeVertex fn = b.getEdgeVertexA((m+1) % b.getEdgeNb());
EdgeVertex fp = b.getEdgeVertexA((max(0, m-1)));
// calculate distance between vertexA and next and previous edgeVertexA respectively
// positions are multiplied by kinect dimensions because the blob library returns normalized values
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 either distance is bigger than 15
if (dn > 15 || dp > 15) {
// if the current contour size is bigger than zero
if (contour.size() > 0) {
// add final point
contour.add(new PVector(eB.x*kinectWidth, eB.y*kinectHeight));
// add current contour to the arrayList
contours.add(contour);
// start a new contour arrayList
contour = new ArrayList();
// if the current contour size is 0 (aka it's a new list)
} else {
// add the point to the list
contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight));
}
// if both distance are smaller than 15 (aka the points are close)
} else {
// add the point to the list
contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight));
}
}
}
}
}

// at this point in the code we have a list of contours (aka an arrayList of arrayLists of PVectors)
// now we need to sort those contours into a correct polygon. To do this we need two things:
// 1. The correct order of contours
// 2. The correct direction of each contour

// as long as there are contours left...
/*while (contours.size() > 0) {

// find next contour
float distance = 999999999;
// if there are already points in the polygon
if (npoints > 0) {
// use the polygon's last point as a starting point
PVector lastPoint = new PVector(xpoints[npoints-1], ypoints[npoints-1]);
// go over all contours
for (int i=0; i<contours.size(); i++) {
ArrayList <PVector> c = contours.get(i);
// get the contour's first point
PVector fp = c.get(0);
// get the contour's last point
PVector lp = c.get(c.size()-1);
// if the distance between the current contour's first point and the polygon's last point is smaller than distance
if (fp.dist(lastPoint) < distance) {
// set distance to this distance
distance = fp.dist(lastPoint);
// set this as the selected contour
selectedContour = i;
// set selectedPoint to 0 (which signals first point)
selectedPoint = 0;
}
// if the distance between the current contour's last point and the polygon's last point is smaller than distance
if (lp.dist(lastPoint) < distance) {
// set distance to this distance
distance = lp.dist(lastPoint);
// set this as the selected contour
selectedContour = i;
// set selectedPoint to 1 (which signals last point)
selectedPoint = 1;

}
}
// if the polygon is still empty
 else {
// use a starting point in the lower-right
PVector closestPoint = new PVector(width, height);
// go over all contours
for (int i=0; i<contours.size(); i++) {ArrayList c = contours.get(i);
// get the contour's first point
PVector fp = c.get(0);
// get the contour's last point
PVector lp = c.get(c.size()-1);
// if the first point is in the lowest 5 pixels of the (kinect) screen and more to the left than the current closestPoint
if (fp.y > kinectHeight-5 && fp.x < closestPoint.x) {
// set closestPoint to first point
closestPoint = fp;
// set this as the selected contour
selectedContour = i;
// set selectedPoint to 0 (which signals first point)
selectedPoint = 0;
}
// if the last point is in the lowest 5 pixels of the (kinect) screen and more to the left than the current closestPoint
if (lp.y > kinectHeight-5 && lp.x < closestPoint.y) {
// set closestPoint to last point
closestPoint = lp;
// set this as the selected contour
selectedContour = i;
// set selectedPoint to 1 (which signals last point)
selectedPoint = 1;
}
}
}

// add contour to polygon
ArrayList <PVector> contour = contours.get(selectedContour);
// if selectedPoint is bigger than zero (aka last point) then reverse the arrayList of points
if (selectedPoint > 0) { Collections.reverse(contour); }
// add all the points in the contour to the polygon
for (PVector p : contour) {
addPoint(int(p.x), int(p.y));
}*/

 while (contours.size() > 0) {

      // find next contour
      float distance = 999999999;
      // if there are already points in the polygon
      if (npoints > 0) {
        // use the polygon's last point as a starting point
        PVector lastPoint = new PVector(xpoints[npoints-1], ypoints[npoints-1]);
        // go over all contours
        for (int i=0; i<contours.size(); i++) {
          ArrayList<PVector> c = contours.get(i);
          // get the contour's first point
          PVector fp = c.get(0);
          // get the contour's last point
          PVector lp = c.get(c.size()-1);
          // if the distance between the current contour's first point and the polygon's last point is smaller than distance
          if (fp.dist(lastPoint) < distance) {
            // set distance to this distance
            distance = fp.dist(lastPoint);
            // set this as the selected contour
            selectedContour = i;
            // set selectedPoint to 0 (which signals first point)
            selectedPoint = 0;
          }
          // if the distance between the current contour's last point and the polygon's last point is smaller than distance
          if (lp.dist(lastPoint) < distance) {
            // set distance to this distance
            distance = lp.dist(lastPoint);
            // set this as the selected contour
            selectedContour = i;
            // set selectedPoint to 1 (which signals last point)
            selectedPoint = 1;
          }
        }
      // if the polygon is still empty
      } 
      else {
        // use a starting point in the lower-right
        PVector closestPoint = new PVector(width, height);
        // go over all contours
        for (int i=0; i<contours.size(); i++) {
          ArrayList<PVector> c = contours.get(i);
          // get the contour's first point
          PVector fp = c.get(0);
          // get the contour's last point
          PVector lp = c.get(c.size()-1);
          // if the first point is in the lowest 5 pixels of the (kinect) screen and more to the left than the current closestPoint
          if (fp.y > kinectHeight-5 && fp.x < closestPoint.x) {
            // set closestPoint to first point
            closestPoint = fp;
            // set this as the selected contour
            selectedContour = i;
            // set selectedPoint to 0 (which signals first point)
            selectedPoint = 0;
          }
          // if the last point is in the lowest 5 pixels of the (kinect) screen and more to the left than the current closestPoint
          if (lp.y > kinectHeight-5 && lp.x < closestPoint.y) {
            // set closestPoint to last point
            closestPoint = lp;
            // set this as the selected contour
            selectedContour = i;
            // set selectedPoint to 1 (which signals last point)
            selectedPoint = 1;
          }
        }
      }

      // add contour to polygon
      ArrayList<PVector> contour = contours.get(selectedContour);
      // if selectedPoint is bigger than zero (aka last point) then reverse the arrayList of points
      if (selectedPoint > 0) { Collections.reverse(contour); }
      // add all the points in the contour to the polygon
      for (PVector p : contour) {
        addPoint(int(p.x), int(p.y));
      }
      // remove this contour from the list of contours
      contours.remove(selectedContour);
      // the while loop above makes all of this code loop until the number of contours is zero
      // at that time all the points in all the contours have been added to the polygon... in the correct order (hopefully)
    }



// remove this contour from the list of contours
contours.remove(selectedContour);
// the while loop above makes all of this code loop until the number of contours is zero
// at that time all the points in all the contours have been added to the polygon... in the correct order (hopefully)
}
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