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kinect-to-ableton.py
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from pykinect2 import PyKinectV2
from pykinect2.PyKinectV2 import *
from pykinect2 import PyKinectRuntime
import numpy as np
from sklearn import linear_model
import ctypes
import _ctypes
import pygame
import sys
import keyboard
import csv
import argparse
from pythonosc import osc_message_builder
from pythonosc import osc_bundle_builder
from pythonosc import udp_client
if sys.hexversion >= 0x03000000:
import _thread as thread
else:
import thread
# colors for drawing different bodies
SKELETON_COLORS = [pygame.color.THECOLORS["red"],
pygame.color.THECOLORS["blue"],
pygame.color.THECOLORS["green"],
pygame.color.THECOLORS["orange"],
pygame.color.THECOLORS["purple"],
pygame.color.THECOLORS["yellow"],
pygame.color.THECOLORS["violet"]]
listening = False
reg = None
positionBuffer = []
class BodyGameRuntime(object):
def __init__(self):
global reg
pygame.init()
trainingFiles = ["test-c.csv", "test-o.csv"];
outputVectors = [[[0.30, 0.90, 0.10]], [[0.90, 0.20, 0.90]]]
self.prepare_training_data(trainingFiles, outputVectors)
# Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
# Set the width and height of the screen [width, height]
self._infoObject = pygame.display.Info()
self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1),
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
pygame.display.set_caption("Kinect for Windows v2 Body Game")
# Loop until the user clicks the close button.
self._done = False
# Kinect runtime object, we want only color and body frames
self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body)
# back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size
self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32)
# here we will store skeleton data
self._bodies = None
def draw_body_bone(self, joints, jointPoints, color, joint0, joint1):
joint0State = joints[joint0].TrackingState;
joint1State = joints[joint1].TrackingState;
# both joints are not tracked
if (joint0State == PyKinectV2.TrackingState_NotTracked) or (joint1State == PyKinectV2.TrackingState_NotTracked):
return
# both joints are not *really* tracked
if (joint0State == PyKinectV2.TrackingState_Inferred) and (joint1State == PyKinectV2.TrackingState_Inferred):
return
# ok, at least one is good
start = (jointPoints[joint0].x, jointPoints[joint0].y)
end = (jointPoints[joint1].x, jointPoints[joint1].y)
try:
pygame.draw.line(self._frame_surface, color, start, end, 8)
except: # need to catch it due to possible invalid positions (with inf)
pass
def draw_body(self, joints, jointPoints, color):
# Torso
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_Head, PyKinectV2.JointType_Neck);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_Neck, PyKinectV2.JointType_SpineShoulder);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_SpineMid);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineMid, PyKinectV2.JointType_SpineBase);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_ShoulderRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineShoulder, PyKinectV2.JointType_ShoulderLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineBase, PyKinectV2.JointType_HipRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_SpineBase, PyKinectV2.JointType_HipLeft);
# Right Arm
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_ShoulderRight, PyKinectV2.JointType_ElbowRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_ElbowRight, PyKinectV2.JointType_WristRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_WristRight, PyKinectV2.JointType_HandRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_HandRight, PyKinectV2.JointType_HandTipRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_WristRight, PyKinectV2.JointType_ThumbRight);
# Left Arm
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_ShoulderLeft, PyKinectV2.JointType_ElbowLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_ElbowLeft, PyKinectV2.JointType_WristLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_WristLeft, PyKinectV2.JointType_HandLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_HandLeft, PyKinectV2.JointType_HandTipLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_WristLeft, PyKinectV2.JointType_ThumbLeft);
# Right Leg
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_HipRight, PyKinectV2.JointType_KneeRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_KneeRight, PyKinectV2.JointType_AnkleRight);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_AnkleRight, PyKinectV2.JointType_FootRight);
# Left Leg
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_HipLeft, PyKinectV2.JointType_KneeLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_KneeLeft, PyKinectV2.JointType_AnkleLeft);
self.draw_body_bone(joints, jointPoints, color, PyKinectV2.JointType_AnkleLeft, PyKinectV2.JointType_FootLeft);
def draw_color_frame(self, frame, target_surface):
target_surface.lock()
address = self._kinect.surface_as_array(target_surface.get_buffer())
ctypes.memmove(address, frame.ctypes.data, frame.size)
del address
target_surface.unlock()
def fetch_skeleton_data(self, joints, timer):
print ("reading skeleton data...")
global reg, positionBuffer
'''
print("x: " + str(round(joints[PyKinectV2.JointType_Head].Position.x, 2)) +
", y: " + str(round(joints[PyKinectV2.JointType_Head].Position.y, 2)) +
", z: " + str(round(joints[PyKinectV2.JointType_Head].Position.z, 2)) )
'''
#Selecting which joints to train our algorithm on
jointTypes = [PyKinectV2.JointType_Head, #3
PyKinectV2.JointType_SpineShoulder, #20
PyKinectV2.JointType_ElbowLeft, #5
PyKinectV2.JointType_WristLeft, #6
PyKinectV2.JointType_ElbowRight, #9
PyKinectV2.JointType_WristRight, #10
PyKinectV2.JointType_SpineBase, #0
PyKinectV2.JointType_KneeLeft, #13
PyKinectV2.JointType_AnkleLeft, #14
PyKinectV2.JointType_KneeRight, #17
PyKinectV2.JointType_AnkleRight] #18
positionLst = []
for jointType in jointTypes:
relJoint = PyKinectV2.JointType_SpineMid #the joint we use to normalise our data with
normPosX = joints[jointType].Position.x - joints[relJoint].Position.x;
normPosY = joints[jointType].Position.y - joints[relJoint].Position.y;
normPosZ = joints[jointType].Position.z - joints[relJoint].Position.z;
#normPos = np.subtract(joints[jointType].Position, joints[PyKinectV2.JointType_SpineBase].Position)
positionLst.append(round(normPosX, 4))
positionLst.append(round(normPosY, 4))
positionLst.append(round(normPosZ, 4))
if not positionBuffer:
positionBuffer = positionLst
return
velocityLst = []
for i, pos in enumerate(positionLst):
velocity = abs(float(1000*(pos - positionBuffer[i])/timer)) #velocity in /s
velocityLst.append(velocity)
output = reg.predict([positionLst]) #predicted output
print("predicted output: " + str(output))
for i, out in enumerate(output[0]):
self.send_msg_over_osc(round(output[0][i], 4), "/cc/" + str(i+1))
## self.send_msg_over_osc_alt(output[0], "/cc")
positionBuffer = positionLst
def train_model(self, train_data, train_target):
global reg
#machine learning
reg = linear_model.Ridge (alpha = .5) #create regressioner
reg = reg.fit(train_data, train_target) #train regressioner
print("model trained")
def prepare_training_data(self, fileNames, outputVectors):
#LOAD DATA
data = [[] for x in range(len(fileNames))]
print(data)
out = [[] for x in range(len(outputVectors))]
print(out)
for j, fileName in enumerate(fileNames):
with open(fileName, "r") as f:
for line in f:
test = line[:-1]
example = [float(i) for i in test.split(',')]
data[j].append(example)
for i, outputVector in enumerate(outputVectors):
out[i] = outputVector * len(data[i])
#set dataset by flattening both lists
train_data = [item for sublist in data for item in sublist]
train_target = [item for sublist in out for item in sublist]
self.train_model(train_data, train_target)
def send_msg_over_osc(self, msg, path):
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("--ip", default="192.168.10.6",
help="The ip of the OSC server")
parser.add_argument("--port", type=int, default=5005,
help="The port the OSC server is listening on")
args = parser.parse_args()
client = udp_client.SimpleUDPClient(args.ip, args.port)
client.send_message(path, msg)
print("message sent")
def send_msg_over_osc_alt(self, arguments, path):
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("--ip", default="192.168.10.6",
help="The ip of the OSC server")
parser.add_argument("--port", type=int, default=5005,
help="The port the OSC server is listening on")
args = parser.parse_args()
client = udp_client.SimpleUDPClient(args.ip, args.port)
bundle = osc_bundle_builder.OscBundleBuilder(osc_bundle_builder.IMMEDIATELY)
msg = osc_message_builder.OscMessageBuilder(address=path)
for i in range(0, arguments.size):
msg.add_arg(arguments[i])
bundle.add_content(msg.build())
sub_bundle = bundle.build()
bundle.add_content(sub_bundle)
bundle = bundle.build()
client.send(bundle)
print("message sent")
def run(self):
global listening, positionBuffer
timer = 0
# -------- Main Program Loop -----------
while not self._done:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
self._done = True # Flag that we are done so we exit this loop
elif event.type == pygame.VIDEORESIZE: # window resized
self._screen = pygame.display.set_mode(event.dict['size'],
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
listening = not listening
positionBuffer = [] #empties the positionbuffer before and after listening
# --- Game logic should go here
# --- Getting frames and drawing
# --- Woohoo! We've got a color frame! Let's fill out back buffer surface with frame's data
if self._kinect.has_new_color_frame():
frame = self._kinect.get_last_color_frame()
self.draw_color_frame(frame, self._frame_surface)
frame = None
# --- Cool! We have a body frame, so can get skeletons
if self._kinect.has_new_body_frame():
self._bodies = self._kinect.get_last_body_frame()
# --- draw skeletons to _frame_surface
if self._bodies is not None:
timer += self._clock.get_time()
for i in range(0, self._kinect.max_body_count):
body = self._bodies.bodies[i]
if not body.is_tracked:
continue
joints = body.joints
if listening and timer > 300:
self.fetch_skeleton_data(joints, timer)
timer = 0
# convert joint coordinates to color space
joint_points = self._kinect.body_joints_to_color_space(joints)
self.draw_body(joints, joint_points, SKELETON_COLORS[i])
# --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio
# --- (screen size may be different from Kinect's color frame size)
h_to_w = float(self._frame_surface.get_height()) / self._frame_surface.get_width()
target_height = int(h_to_w * self._screen.get_width())
surface_to_draw = pygame.transform.scale(self._frame_surface, (self._screen.get_width(), target_height));
self._screen.blit(surface_to_draw, (0,0))
surface_to_draw = None
pygame.display.update()
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 30 frames per second
self._clock.tick(30)
# Close our Kinect sensor, close the window and quit.
self._kinect.close()
pygame.quit()
__main__ = "Kinect v2 Body Game"
game = BodyGameRuntime();
game.run();
'''
JOINT TYPES ENUM
JointType_SpineBase = 0
JointType_SpineMid = 1
JointType_Neck = 2
JointType_Head = 3
JointType_ShoulderLeft = 4
JointType_ElbowLeft = 5
JointType_WristLeft = 6
JointType_HandLeft = 7
JointType_ShoulderRight = 8
JointType_ElbowRight = 9
JointType_WristRight = 10
JointType_HandRight = 11
JointType_HipLeft = 12
JointType_KneeLeft = 13
JointType_AnkleLeft = 14
JointType_FootLeft = 15
JointType_HipRight = 16
JointType_KneeRight = 17
JointType_AnkleRight = 18
JointType_FootRight = 19
JointType_SpineShoulder = 20
JointType_HandTipLeft = 21
JointType_ThumbLeft = 22
JointType_HandTipRight = 23
JointType_ThumbRight = 24
JointType_Count = 25
'''