//------------------------------------------------------------------------------
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
//------------------------------------------------------------------------------
// System includes
//#include "stdafx.h"
#include
#define _USE_MATH_DEFINES
#include
#include
#include
#include
#include
#include
#pragma warning(push)
#pragma warning(disable:6255)
#pragma warning(disable:6263)
#pragma warning(disable:4995)
#include "ppl.h"
#pragma warning(pop)
// Project includes
#include "KinectFusionHelper.h"
///
/// Set Identity in a Matrix4
///
/// The matrix to set to identity
void SetIdentityMatrix(Matrix4 &mat)
{
mat.M11 = 1; mat.M12 = 0; mat.M13 = 0; mat.M14 = 0;
mat.M21 = 0; mat.M22 = 1; mat.M23 = 0; mat.M24 = 0;
mat.M31 = 0; mat.M32 = 0; mat.M33 = 1; mat.M34 = 0;
mat.M41 = 0; mat.M42 = 0; mat.M43 = 0; mat.M44 = 1;
}
///
/// Extract translation Vector3 from the Matrix4 4x4 transformation in M41,M42,M43
///
/// The transform matrix.
/// Array of 3 floating point values for translation.
void ExtractVector3Translation(const Matrix4 &transform, _Out_cap_c_(3) float *translation)
{
translation[0] = transform.M41;
translation[1] = transform.M42;
translation[2] = transform.M43;
}
///
/// Extract translation Vector3 from the 4x4 Matrix in M41,M42,M43
///
/// The transform matrix.
/// Returns a Vector3 containing the translation.
Vector3 ExtractVector3Translation(const Matrix4 &transform)
{
Vector3 translation;
translation.x = transform.M41;
translation.y = transform.M42;
translation.z = transform.M43;
return translation;
}
///
/// Extract 3x3 rotation from the 4x4 Matrix and return in new Matrix4
///
/// The transform matrix.
/// Returns a Matrix4 containing the rotation.
Matrix4 Extract3x3Rotation(const Matrix4 &transform)
{
Matrix4 rotation;
rotation.M11 = transform.M11;
rotation.M12 = transform.M12;
rotation.M13 = transform.M13;
rotation.M14 = 0;
rotation.M21 = transform.M21;
rotation.M22 = transform.M22;
rotation.M23 = transform.M23;
rotation.M24 = 0;
rotation.M31 = transform.M31;
rotation.M32 = transform.M32;
rotation.M33 = transform.M33;
rotation.M34 = 0;
rotation.M41 = 0;
rotation.M42 = 0;
rotation.M43 = 0;
rotation.M44 = 1;
return rotation;
}
///
/// Extract 3x3 rotation matrix from the Matrix4 4x4 transformation:
/// Then convert to Euler angles.
///
/// The transform matrix.
/// Array of 3 floating point values for euler angles.
void ExtractRot2Euler(const Matrix4 &transform, _Out_cap_c_(3) float *rotation)
{
float phi = atan2f(transform.M23, transform.M33);
float theta = asinf(-transform.M13);
float psi = atan2f(transform.M12, transform.M11);
rotation[0] = phi; // This is rotation about x,y,z, or pitch, yaw, roll respectively
rotation[1] = theta;
rotation[2] = psi;
}
///
/// Test whether the camera moved too far between sequential frames by looking at starting and end transformation matrix.
/// We assume that if the camera moves or rotates beyond a reasonable threshold, that we have lost track.
/// Note that on lower end machines, if the processing frame rate decreases below 30Hz, this limit will potentially have
/// to be increased as frames will be dropped and hence there will be a greater motion between successive frames.
///
/// The transform matrix from the previous frame.
/// The transform matrix from the current frame.
/// The maximum translation in meters we expect per x,y,z component between frames under normal motion.
/// The maximum rotation in degrees we expect about the x,y,z axes between frames under normal motion.
/// true if camera transformation is greater than the threshold, otherwise false
bool CameraTransformFailed(const Matrix4 &T_initial, const Matrix4 &T_final, float maxTrans, float maxRotDegrees)
{
// Check if the transform is too far out to be reasonable
float deltaTrans = maxTrans;
float angDeg = maxRotDegrees;
float deltaRot = (angDeg * (float)M_PI) / 180.0f;
// Calculate the deltas
float eulerInitial[3];
float eulerFinal[3];
ExtractRot2Euler(T_initial, eulerInitial);
ExtractRot2Euler(T_final, eulerFinal);
float transInitial[3];
float transFinal[3];
ExtractVector3Translation(T_initial, transInitial);
ExtractVector3Translation(T_final, transFinal);
bool failRot = false;
bool failTrans = false;
float rDeltas[3];
float tDeltas[3];
static const float pi = static_cast(M_PI);
for (int i = 0; i < 3; i++)
{
// Handle when one angle is near PI, and the other is near -PI.
if (eulerInitial[i] >= (pi - deltaRot) && eulerFinal[i] < (deltaRot - pi))
{
eulerInitial[i] -= pi * 2;
}
else if (eulerFinal[i] >= (pi - deltaRot) && eulerInitial[i] < (deltaRot - pi))
{
eulerFinal[i] -= pi * 2;
}
rDeltas[i] = eulerInitial[i] - eulerFinal[i];
tDeltas[i] = transInitial[i] - transFinal[i];
if (fabs(rDeltas[i]) > deltaRot)
{
failRot = true;
break;
}
if (fabs(tDeltas[i]) > deltaTrans)
{
failTrans = true;
break;
}
}
return failRot || failTrans;
}
///
/// Invert/Transpose the 3x3 Rotation Matrix Component of a 4x4 matrix
///
/// The rotation matrix to invert.
void InvertRotation(Matrix4 &rot)
{
// Invert equivalent to a transpose for 3x3 rotation rotrices when orthogonal
float tmp = rot.M12;
rot.M12 = rot.M21;
rot.M21 = tmp;
tmp = rot.M13;
rot.M13 = rot.M31;
rot.M31 = tmp;
tmp = rot.M23;
rot.M23 = rot.M32;
rot.M32 = tmp;
}
///
/// Negate the 3x3 Rotation Matrix Component of a 4x4 matrix
///
/// The rotation matrix to negate.
void NegateRotation(Matrix4 &rot)
{
rot.M11 = -rot.M11;
rot.M12 = -rot.M12;
rot.M13 = -rot.M13;
rot.M21 = -rot.M21;
rot.M22 = -rot.M22;
rot.M23 = -rot.M23;
rot.M31 = -rot.M31;
rot.M32 = -rot.M32;
rot.M33 = -rot.M33;
}
///
/// Rotate a vector with the 3x3 Rotation Matrix Component of a 4x4 matrix
///
/// The Vector3 to rotate.
/// Rotation matrix.
Vector3 RotateVector(const Vector3 &vec, const Matrix4 & rot)
{
// we only use the rotation component here
Vector3 result;
result.x = (rot.M11 * vec.x) + (rot.M21 * vec.y) + (rot.M31 * vec.z);
result.y = (rot.M12 * vec.x) + (rot.M22 * vec.y) + (rot.M32 * vec.z);
result.z = (rot.M13 * vec.x) + (rot.M23 * vec.y) + (rot.M33 * vec.z);
return result;
}
///
/// Invert Matrix4 Pose either from WorldToCameraTransform (view) matrix to CameraToWorldTransform camera pose matrix (world/SE3) or vice versa
///
/// The camera pose transform matrix.
/// Returns a Matrix4 containing the inverted camera pose.
Matrix4 InvertMatrix4Pose(const Matrix4 &transform)
{
// Given the SE3 world transform transform T = [R|t], the inverse view transform matrix is simply:
// T^-1 = [R^T | -R^T . t ]
// This also works the opposite way to get the world transform, given the view transform matrix.
Matrix4 rotation = Extract3x3Rotation(transform);
Matrix4 invRotation = rotation;
InvertRotation(invRotation); // invert(transpose) 3x3 rotation
Matrix4 negRotation = invRotation;
NegateRotation(negRotation); // negate 3x3 rotation
Vector3 translation = ExtractVector3Translation(transform);
Vector3 invTranslation = RotateVector(translation, negRotation);
// Add the translation back in
invRotation.M41 = invTranslation.x;
invRotation.M42 = invTranslation.y;
invRotation.M43 = invTranslation.z;
return invRotation;
}
///
/// Write Binary .STL file
/// see http://en.wikipedia.org/wiki/STL_(file_format) for STL format
///
/// The Kinect Fusion mesh object.
/// The full path and filename of the file to save.
/// Flag to determine whether the Y and Z values are flipped on save.
/// indicates success or failure
HRESULT WriteBinarySTLMeshFile(INuiFusionColorMesh *mesh, LPOLESTR lpOleFileName, bool flipYZ)
{
HRESULT hr = S_OK;
if (NULL == mesh)
{
return E_INVALIDARG;
}
unsigned int numVertices = mesh->VertexCount();
unsigned int numTriangleIndices = mesh->TriangleVertexIndexCount();
unsigned int numTriangles = numVertices / 3;
if (0 == numVertices || 0 == numTriangleIndices || 0 != numVertices % 3 || numVertices != numTriangleIndices)
{
return E_INVALIDARG;
}
const Vector3 *vertices = NULL;
hr = mesh->GetVertices(&vertices);
if (FAILED(hr))
{
return hr;
}
const Vector3 *normals = NULL;
hr = mesh->GetNormals(&normals);
if (FAILED(hr))
{
return hr;
}
const int *triangleIndices = NULL;
hr = mesh->GetTriangleIndices(&triangleIndices);
if (FAILED(hr))
{
return hr;
}
// Open File
std::string filename = std::wstring_convert>().to_bytes(lpOleFileName);
FILE *meshFile = NULL;
errno_t err = fopen_s(&meshFile, filename.c_str(), "wb");
// Could not open file for writing - return
if (0 != err || NULL == meshFile)
{
return E_ACCESSDENIED;
}
// Write the header line
const unsigned char header[80] = {0}; // initialize all values to 0
fwrite(&header, sizeof(unsigned char), ARRAYSIZE(header), meshFile);
// Write number of triangles
fwrite(&numTriangles, sizeof(int), 1, meshFile);
// Sequentially write the normal, 3 vertices of the triangle and attribute, for each triangle
for (unsigned int t=0; t < numTriangles; ++t)
{
Vector3 normal = normals[t*3];
if (flipYZ)
{
normal.y = -normal.y;
normal.z = -normal.z;
}
// Write normal
fwrite(&normal, sizeof(float), 3, meshFile);
// Write vertices
for (unsigned int v=0; v<3; v++)
{
Vector3 vertex = vertices[(t*3) + v];
if (flipYZ)
{
vertex.y = -vertex.y;
vertex.z = -vertex.z;
}
fwrite(&vertex, sizeof(float), 3, meshFile);
}
unsigned short attribute = 0;
fwrite(&attribute, sizeof(unsigned short), 1, meshFile);
}
fflush(meshFile);
fclose(meshFile);
return hr;
}
///
/// Write ASCII Wavefront .OBJ file
/// See http://en.wikipedia.org/wiki/Wavefront_.obj_file for .OBJ format
///
/// The Kinect Fusion mesh object.
/// The full path and filename of the file to save.
/// Flag to determine whether the Y and Z values are flipped on save.
/// indicates success or failure
HRESULT WriteAsciiObjMeshFile(INuiFusionColorMesh *mesh, LPOLESTR lpOleFileName, bool flipYZ)
{
HRESULT hr = S_OK;
if (NULL == mesh)
{
return E_INVALIDARG;
}
unsigned int numVertices = mesh->VertexCount();
unsigned int numTriangleIndices = mesh->TriangleVertexIndexCount();
unsigned int numTriangles = numVertices / 3;
if (0 == numVertices || 0 == numTriangleIndices || 0 != numVertices % 3 || numVertices != numTriangleIndices)
{
return E_INVALIDARG;
}
const Vector3 *vertices = NULL;
hr = mesh->GetVertices(&vertices);
if (FAILED(hr))
{
return hr;
}
const Vector3 *normals = NULL;
hr = mesh->GetNormals(&normals);
if (FAILED(hr))
{
return hr;
}
const int *triangleIndices = NULL;
hr = mesh->GetTriangleIndices(&triangleIndices);
if (FAILED(hr))
{
return hr;
}
// Open File
std::string filename = std::wstring_convert>().to_bytes(lpOleFileName);
FILE *meshFile = NULL;
errno_t err = fopen_s(&meshFile, filename.c_str(), "wt");
// Could not open file for writing - return
if (0 != err || NULL == meshFile)
{
return E_ACCESSDENIED;
}
// Write the header line
std::string header = "#\n# OBJ file created by Microsoft Kinect Fusion\n#\n";
fwrite(header.c_str(), sizeof(char), header.length(), meshFile);
const unsigned int bufSize = MAX_PATH*3;
char outStr[bufSize];
int written = 0;
if (flipYZ)
{
// Sequentially write the 3 vertices of the triangle, for each triangle
for (unsigned int t=0, vertexIndex=0; t < numTriangles; ++t, vertexIndex += 3)
{
written = sprintf_s(outStr, bufSize, "v %f %f %f\nv %f %f %f\nv %f %f %f\n",
vertices[vertexIndex].x, -vertices[vertexIndex].y, -vertices[vertexIndex].z,
vertices[vertexIndex+1].x, -vertices[vertexIndex+1].y, -vertices[vertexIndex+1].z,
vertices[vertexIndex+2].x, -vertices[vertexIndex+2].y, -vertices[vertexIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
// Sequentially write the 3 normals of the triangle, for each triangle
for (unsigned int t=0, normalIndex=0; t < numTriangles; ++t, normalIndex += 3)
{
written = sprintf_s(outStr, bufSize, "n %f %f %f\nn %f %f %f\nn %f %f %f\n",
normals[normalIndex].x, -normals[normalIndex].y, -normals[normalIndex].z,
normals[normalIndex+1].x, -normals[normalIndex+1].y, -normals[normalIndex+1].z,
normals[normalIndex+2].x, -normals[normalIndex+2].y, -normals[normalIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
}
else
{
// Sequentially write the 3 vertices of the triangle, for each triangle
for (unsigned int t=0, vertexIndex=0; t < numTriangles; ++t, vertexIndex += 3)
{
written = sprintf_s(outStr, bufSize, "v %f %f %f\nv %f %f %f\nv %f %f %f\n",
vertices[vertexIndex].x, vertices[vertexIndex].y, vertices[vertexIndex].z,
vertices[vertexIndex+1].x, vertices[vertexIndex+1].y, vertices[vertexIndex+1].z,
vertices[vertexIndex+2].x, vertices[vertexIndex+2].y, vertices[vertexIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
// Sequentially write the 3 normals of the triangle, for each triangle
for (unsigned int t=0, normalIndex=0; t < numTriangles; ++t, normalIndex += 3)
{
written = sprintf_s(outStr, bufSize, "n %f %f %f\nn %f %f %f\nn %f %f %f\n",
normals[normalIndex].x, normals[normalIndex].y, normals[normalIndex].z,
normals[normalIndex+1].x, normals[normalIndex+1].y, normals[normalIndex+1].z,
normals[normalIndex+2].x, normals[normalIndex+2].y, normals[normalIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
}
// Sequentially write the 3 vertex indices of the triangle face, for each triangle
// Note this is typically 1-indexed in an OBJ file when using absolute referencing!
for (unsigned int t=0, baseIndex=1; t < numTriangles; ++t, baseIndex += 3) // Start at baseIndex=1 for the 1-based indexing.
{
written = sprintf_s(outStr, bufSize, "f %u//%u %u//%u %u//%u\n",
baseIndex, baseIndex, baseIndex+1, baseIndex+1, baseIndex+2, baseIndex+2);
fwrite(outStr, sizeof(char), written, meshFile);
}
// Note: we do not have texcoords to store, if we did, we would put the index of the texcoords between the vertex and normal indices (i.e. between the two slashes //) in the string above
fflush(meshFile);
fclose(meshFile);
return hr;
}
///
/// Write ASCII .PLY file
/// See http://paulbourke.net/dataformats/ply/ for .PLY format
///
/// The Kinect Fusion mesh object.
/// The full path and filename of the file to save.
/// Flag to determine whether the Y and Z values are flipped on save.
/// Set this true to write out the surface color to the file when it has been captured.
/// indicates success or failure
HRESULT WriteAsciiPlyMeshFile(INuiFusionColorMesh *mesh, LPOLESTR lpOleFileName, bool flipYZ, bool outputColor)
{
HRESULT hr = S_OK;
if (NULL == mesh)
{
return E_INVALIDARG;
}
unsigned int numVertices = mesh->VertexCount();
unsigned int numTriangleIndices = mesh->TriangleVertexIndexCount();
unsigned int numTriangles = numVertices / 3;
unsigned int numColors = mesh->ColorCount();
if (0 == numVertices || 0 == numTriangleIndices || 0 != numVertices % 3
|| numVertices != numTriangleIndices || (outputColor && numVertices != numColors))
{
return E_INVALIDARG;
}
const Vector3 *vertices = NULL;
hr = mesh->GetVertices(&vertices);
if (FAILED(hr))
{
return hr;
}
const int *triangleIndices = NULL;
hr = mesh->GetTriangleIndices(&triangleIndices);
if (FAILED(hr))
{
return hr;
}
const int *colors = NULL;
if (outputColor)
{
hr = mesh->GetColors(&colors);
if (FAILED(hr))
{
return hr;
}
}
// Open File
std::string filename = std::wstring_convert>().to_bytes(lpOleFileName);
FILE *meshFile = NULL;
errno_t err = fopen_s(&meshFile, filename.c_str(), "wt");
// Could not open file for writing - return
if (0 != err || NULL == meshFile)
{
return E_ACCESSDENIED;
}
// Write the header line
std::string header = "ply\nformat ascii 1.0\ncomment file created by Microsoft Kinect Fusion\n";
fwrite(header.c_str(), sizeof(char), header.length(), meshFile);
const unsigned int bufSize = MAX_PATH*3;
char outStr[bufSize];
int written = 0;
if (outputColor)
{
// Elements are: x,y,z, r,g,b
written = sprintf_s(outStr, bufSize, "element vertex %u\nproperty float x\nproperty float y\nproperty float z\nproperty uchar red\nproperty uchar green\nproperty uchar blue\n", numVertices);
fwrite(outStr, sizeof(char), written, meshFile);
}
else
{
// Elements are: x,y,z
written = sprintf_s(outStr, bufSize, "element vertex %u\nproperty float x\nproperty float y\nproperty float z\n", numVertices);
fwrite(outStr, sizeof(char), written, meshFile);
}
written = sprintf_s(outStr, bufSize, "element face %u\nproperty list uchar int vertex_index\nend_header\n", numTriangles);
fwrite(outStr, sizeof(char), written, meshFile);
if (flipYZ)
{
if (outputColor)
{
// Sequentially write the 3 vertices of the triangle, for each triangle
for (unsigned int t=0, vertexIndex=0; t < numTriangles; ++t, vertexIndex += 3)
{
unsigned int color0 = colors[vertexIndex];
unsigned int color1 = colors[vertexIndex+1];
unsigned int color2 = colors[vertexIndex+2];
written = sprintf_s(outStr, bufSize, "%f %f %f %u %u %u\n%f %f %f %u %u %u\n%f %f %f %u %u %u\n",
vertices[vertexIndex].x, -vertices[vertexIndex].y, -vertices[vertexIndex].z,
((color0 >> 16) & 255), ((color0 >> 8) & 255), (color0 & 255),
vertices[vertexIndex+1].x, -vertices[vertexIndex+1].y, -vertices[vertexIndex+1].z,
((color1 >> 16) & 255), ((color1 >> 8) & 255), (color1 & 255),
vertices[vertexIndex+2].x, -vertices[vertexIndex+2].y, -vertices[vertexIndex+2].z,
((color2 >> 16) & 255), ((color2 >> 8) & 255), (color2 & 255));
fwrite(outStr, sizeof(char), written, meshFile);
}
}
else
{
// Sequentially write the 3 vertices of the triangle, for each triangle
for (unsigned int t=0, vertexIndex=0; t < numTriangles; ++t, vertexIndex += 3)
{
written = sprintf_s(outStr, bufSize, "%f %f %f\n%f %f %f\n%f %f %f\n",
vertices[vertexIndex].x, -vertices[vertexIndex].y, -vertices[vertexIndex].z,
vertices[vertexIndex+1].x, -vertices[vertexIndex+1].y, -vertices[vertexIndex+1].z,
vertices[vertexIndex+2].x, -vertices[vertexIndex+2].y, -vertices[vertexIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
}
}
else
{
if (outputColor)
{
// Sequentially write the 3 vertices of the triangle, for each triangle
for (unsigned int t=0, vertexIndex=0; t < numTriangles; ++t, vertexIndex += 3)
{
unsigned int color0 = colors[vertexIndex];
unsigned int color1 = colors[vertexIndex+1];
unsigned int color2 = colors[vertexIndex+2];
written = sprintf_s(outStr, bufSize, "%f %f %f %u %u %u\n%f %f %f %u %u %u\n%f %f %f %u %u %u\n",
vertices[vertexIndex].x, vertices[vertexIndex].y, vertices[vertexIndex].z,
((color0 >> 16) & 255), ((color0 >> 8) & 255), (color0 & 255),
vertices[vertexIndex+1].x, vertices[vertexIndex+1].y, vertices[vertexIndex+1].z,
((color1 >> 16) & 255), ((color1 >> 8) & 255), (color1 & 255),
vertices[vertexIndex+2].x, vertices[vertexIndex+2].y, vertices[vertexIndex+2].z,
((color2 >> 16) & 255), ((color2 >> 8) & 255), (color2 & 255));
fwrite(outStr, sizeof(char), written, meshFile);
}
}
else
{
// Sequentially write the 3 vertices of the triangle, for each triangle
for (unsigned int t=0, vertexIndex=0; t < numTriangles; ++t, vertexIndex += 3)
{
written = sprintf_s(outStr, bufSize, "%f %f %f\n%f %f %f\n%f %f %f\n",
vertices[vertexIndex].x, vertices[vertexIndex].y, vertices[vertexIndex].z,
vertices[vertexIndex+1].x, vertices[vertexIndex+1].y, vertices[vertexIndex+1].z,
vertices[vertexIndex+2].x, vertices[vertexIndex+2].y, vertices[vertexIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
}
}
// Sequentially write the 3 vertex indices of the triangle face, for each triangle (0-referenced in PLY)
for (unsigned int t=0, baseIndex=0; t < numTriangles; ++t, baseIndex += 3)
{
written = sprintf_s(outStr, bufSize, "3 %u %u %u\n", baseIndex, baseIndex+1, baseIndex+2);
fwrite(outStr, sizeof(char), written, meshFile);
}
fflush(meshFile);
fclose(meshFile);
return hr;
}
///
/// Write ASCII Wavefront .OBJ file with bitmap texture and material file
/// See http://en.wikipedia.org/wiki/Wavefront_.obj_file for .OBJ format
///
/// The Kinect Fusion mesh object.
/// The full path and filename of the file to save.
/// Flag to determine whether the Y and Z values are flipped on save.
/// The Kinect Fusion color texture image.
/// Three Vector3 texture coordinates per mesh triangle, normalized by the image size.
/// S_OK on success, otherwise failure code
HRESULT WriteTexturedeAsciiObjMeshFile(INuiFusionColorMesh *mesh, LPOLESTR lpOleFileName, bool flipYZ, NUI_FUSION_IMAGE_FRAME *pTexture, const std::vector &texcoords)
{
HRESULT hr = S_OK;
if (nullptr == mesh || nullptr == pTexture)
{
return E_INVALIDARG;
}
unsigned int numVertices = mesh->VertexCount();
unsigned int numTriangleIndices = mesh->TriangleVertexIndexCount();
unsigned int numTriangles = numVertices / 3;
if (0 == numVertices || 0 == numTriangleIndices || 0 != numVertices % 3 || numVertices != numTriangleIndices)
{
return E_INVALIDARG;
}
const Vector3 *vertices = NULL;
hr = mesh->GetVertices(&vertices);
if (FAILED(hr))
{
return hr;
}
const Vector3 *normals = NULL;
hr = mesh->GetNormals(&normals);
if (FAILED(hr))
{
return hr;
}
const int *triangleIndices = NULL;
hr = mesh->GetTriangleIndices(&triangleIndices);
if (FAILED(hr))
{
return hr;
}
// Open File
std::string filename = std::wstring_convert>().to_bytes(lpOleFileName);
FILE *meshFile = NULL;
errno_t err = fopen_s(&meshFile, filename.c_str(), "wt");
// Could not open file for writing - return
if (0 != err || NULL == meshFile)
{
return E_ACCESSDENIED;
}
// Split the name and extension
std::string mtlfilename = filename + ".mtl";
// Open the material file
FILE *mtlFile = NULL;
err = fopen_s(&mtlFile, mtlfilename.c_str(), "wt");
// Could not open file for writing - return
if (0 != err || NULL == mtlFile)
{
if (meshFile)
{
fclose(meshFile);
}
return E_ACCESSDENIED;
}
// Write the header line
std::string header = "#\n# OBJ file created by Microsoft Kinect Fusion\n#\n";
fwrite(header.c_str(), sizeof(char), header.length(), meshFile);
// Split to extract path
std::string::size_type pos = filename.find_last_of("\\", filename.length());
std::string filenamePath = filename.substr(0,pos+1);
std::string filenameRelative = filename.substr(pos+1);
// Write that we have an accompanying material file
std::string mtlfile = "mtllib " + filenameRelative + ".mtl\n";
fwrite(mtlfile.c_str(), sizeof(char), mtlfile.length(), meshFile);
const unsigned int bufSize = MAX_PATH*3;
char outStr[bufSize];
int written = 0;
if (flipYZ)
{
// Sequentially write the 3 vertices of the triangle, for each triangle
for (unsigned int t=0, vertexIndex=0; t < numTriangles; ++t, vertexIndex += 3)
{
written = sprintf_s(outStr, bufSize, "v %f %f %f\nv %f %f %f\nv %f %f %f\n",
vertices[vertexIndex].x, -vertices[vertexIndex].y, -vertices[vertexIndex].z,
vertices[vertexIndex+1].x, -vertices[vertexIndex+1].y, -vertices[vertexIndex+1].z,
vertices[vertexIndex+2].x, -vertices[vertexIndex+2].y, -vertices[vertexIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
// Sequentially write the 3 normals of the triangle, for each triangle
for (unsigned int t=0, normalIndex=0; t < numTriangles; ++t, normalIndex += 3)
{
written = sprintf_s(outStr, bufSize, "n %f %f %f\nn %f %f %f\nn %f %f %f\n",
normals[normalIndex].x, -normals[normalIndex].y, -normals[normalIndex].z,
normals[normalIndex+1].x, -normals[normalIndex+1].y, -normals[normalIndex+1].z,
normals[normalIndex+2].x, -normals[normalIndex+2].y, -normals[normalIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
}
else
{
// Sequentially write the 3 vertices of the triangle, for each triangle
for (unsigned int t=0, vertexIndex=0; t < numTriangles; ++t, vertexIndex += 3)
{
written = sprintf_s(outStr, bufSize, "v %f %f %f\nv %f %f %f\nv %f %f %f\n",
vertices[vertexIndex].x, vertices[vertexIndex].y, vertices[vertexIndex].z,
vertices[vertexIndex+1].x, vertices[vertexIndex+1].y, vertices[vertexIndex+1].z,
vertices[vertexIndex+2].x, vertices[vertexIndex+2].y, vertices[vertexIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
// Sequentially write the 3 normals of the triangle, for each triangle
for (unsigned int t=0, normalIndex=0; t < numTriangles; ++t, normalIndex += 3)
{
written = sprintf_s(outStr, bufSize, "n %f %f %f\nn %f %f %f\nn %f %f %f\n",
normals[normalIndex].x, normals[normalIndex].y, normals[normalIndex].z,
normals[normalIndex+1].x, normals[normalIndex+1].y, normals[normalIndex+1].z,
normals[normalIndex+2].x, normals[normalIndex+2].y, normals[normalIndex+2].z);
fwrite(outStr, sizeof(char), written, meshFile);
}
}
// Sequentially write the 3 texture coordinates of the triangle, for each triangle
for (unsigned int t=0, texcoordIndex=0; t < numTriangles; ++t, texcoordIndex += 3)
{
written = sprintf_s(outStr, bufSize, "vt %f %f\nvt %f %f\nvt %f %f\n",
texcoords[texcoordIndex].x, texcoords[texcoordIndex].y,
texcoords[texcoordIndex+1].x, texcoords[texcoordIndex+1].y,
texcoords[texcoordIndex+2].x, texcoords[texcoordIndex+2].y);
fwrite(outStr, sizeof(char), written, meshFile);
}
// Write that we are using material0 (i.e. the texture)
std::string material = "usemtl material0\n";
fwrite(material.c_str(), sizeof(char), material.length(), meshFile);
// Sequentially write the 3 vertex indices of the triangle face, for each triangle
// Note this is typically 1-indexed in an OBJ file when using absolute referencing!
for (unsigned int t=0, baseIndex=1; t < numTriangles; ++t, baseIndex += 3) // Start at baseIndex=1 for the 1-based indexing.
{
written = sprintf_s(outStr, bufSize, "f %u/%u/%u %u/%u/%u %u/%u/%u\n",
baseIndex, baseIndex, baseIndex, baseIndex+1, baseIndex+1, baseIndex+1, baseIndex+2, baseIndex+2, baseIndex+2);
fwrite(outStr, sizeof(char), written, meshFile);
}
fflush(meshFile);
fclose(meshFile);
// Write the material description file
header = "#\n# OBJ file created by Microsoft Kinect Fusion\n#\n";
fwrite(header.c_str(), sizeof(char), header.length(), mtlFile);
material = "newmtl material0\n";
fwrite(material.c_str(), sizeof(char), material.length(), mtlFile);
// Create the texture filename
std::string textureFilename = filenameRelative + ".bmp";
// Write the generic materials definition together with the texture filename.
std::string mtldescription ="Ka 1.000000 1.000000 1.000000\n"
"Kd 1.000000 1.000000 1.000000\n"
"Ks 0.000000 0.000000 0.000000\n"
"Tr 1.000000\n"
"illum 1\n"
"Ns 0.000000\n"
"map_Kd " + textureFilename + "\n";
fwrite(mtldescription.c_str(), sizeof(char), mtldescription.length(), mtlFile);
fflush(mtlFile);
fclose(mtlFile);
std::string textureFilenamePath = filenamePath + textureFilename;
CA2W pszW( textureFilenamePath.c_str() );
// Write out the texture
NUI_FUSION_BUFFER *fusionColorBuffer = pTexture->pFrameBuffer;
if (fusionColorBuffer->Pitch == 0)
{
return E_FAIL;
}
// Save the texture
hr = SaveBMPFile(pszW, fusionColorBuffer->pBits, pTexture->width, pTexture->height);
return hr;
}
///
/// Returns whether this is running as a 32 or 64bit application.
///
/// TRUE indicates a 64bit app.
BOOL Is64BitApp()
{
#if defined(_WIN64)
// If _WIN64 is defined, we are a 64-bit version as
// this will only be defined on Win64
return TRUE;
#else
// 32-bit programs run on both 32-bit and 64-bit Windows with WOW64,
// however the restrictions are the same for our application.
return FALSE;
#endif
}
///
/// Write 32bit BMP image file
///
/// The full path and filename of the file to save.
/// A pointer to the image bytes to save.
/// The width of the image to save.
/// The width of the image to save.
/// indicates success or failure
HRESULT SaveBMPFile(LPCWSTR pszFile, const byte *pImageBytes, unsigned int width, unsigned int height)
{
// Each pixel is 8 bits per color, 4 values interleaved (R,G,B,A) = 32 bits total
const WORD cBitsPerColor = 8;
const WORD cColorValues = 4;
WORD cColorBits = cBitsPerColor * cColorValues;
// No need to pad the array as we already have 32bit pixels.
DWORD imageByteSize = static_cast(width) * static_cast(height) * static_cast(cColorBits/8);
// However, we may need to swap R and B byte ordering.
// Set headers
BITMAPFILEHEADER bmfh;
BITMAPINFOHEADER info;
memset (&bmfh, 0, sizeof(BITMAPFILEHEADER));
memset (&info, 0, sizeof(BITMAPINFOHEADER));
bmfh.bfType = 0x4d42; // Magic number "BM"
bmfh.bfReserved1 = 0;
bmfh.bfReserved2 = 0;
bmfh.bfSize = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + imageByteSize;
bmfh.bfOffBits = 0x36;
info.biSize = sizeof(BITMAPINFOHEADER);
info.biWidth = width;
info.biHeight = height;
info.biPlanes = 1;
info.biBitCount = cColorBits;
info.biCompression = BI_RGB;
info.biSizeImage = 0;
info.biXPelsPerMeter = 0x0ec4;
info.biYPelsPerMeter = 0x0ec4;
info.biClrUsed = 0;
info.biClrImportant = 0;
// Open file and write
HANDLE file = CreateFileW(pszFile, GENERIC_WRITE, FILE_SHARE_READ, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (INVALID_HANDLE_VALUE == file)
{
return E_INVALIDARG;
}
unsigned long bytesWritten = 0;
if (FALSE == WriteFile(file, &bmfh, sizeof(BITMAPFILEHEADER), &bytesWritten, NULL))
{
CloseHandle(file);
return E_FAIL;
}
if (FALSE == WriteFile(file, &info, sizeof(BITMAPINFOHEADER), &bytesWritten, NULL))
{
CloseHandle(file);
return E_FAIL;
}
if (FALSE == WriteFile(file, pImageBytes, imageByteSize, &bytesWritten, NULL))
{
CloseHandle(file);
return E_FAIL;
}
CloseHandle(file);
return S_OK;
}
///
/// Copy an image with identical sizes and parameters.
///
/// A pointer to the source image.
/// A pointer to the destination image.
/// indicates success or failure
HRESULT CopyImageFrame(const NUI_FUSION_IMAGE_FRAME *pSrc, const NUI_FUSION_IMAGE_FRAME *pDest)
{
HRESULT hr = S_OK;
if (nullptr == pSrc || nullptr == pSrc->pFrameBuffer || nullptr == pDest || nullptr == pDest->pFrameBuffer)
{
return E_INVALIDARG;
}
if (pSrc->imageType != pDest->imageType)
{
return E_INVALIDARG;
}
if (0 == pSrc->width || 0 == pSrc->height || pSrc->width != pDest->width || pSrc->height != pDest->height)
{
return E_NOINTERFACE;
}
NUI_FUSION_BUFFER *srcImageFrameBuffer = pSrc->pFrameBuffer;
// Make sure we've received valid data
if (srcImageFrameBuffer->Pitch != 0)
{
NUI_FUSION_BUFFER *destImageFrameBuffer = pDest->pFrameBuffer;
// Make sure we've received valid data
if (destImageFrameBuffer->Pitch != 0)
{
// Copy
errno_t err = memcpy_s(
destImageFrameBuffer->pBits,
destImageFrameBuffer->Pitch * pDest->height,
srcImageFrameBuffer->pBits,
srcImageFrameBuffer->Pitch * pSrc->height);
if (0 != err)
{
hr = E_FAIL;
}
}
}
return hr;
}
///
/// Color the residual/delta image from the AlignDepthFloatToReconstruction call
///
/// A pointer to the source FloatDeltaFromReference image.
/// A pointer to the destination color ShadedDeltaFromReference image.
/// S_OK on success, otherwise failure code
HRESULT ColorResiduals(const NUI_FUSION_IMAGE_FRAME *pFloatDeltaFromReference, const NUI_FUSION_IMAGE_FRAME *pShadedDeltaFromReference)
{
if (nullptr == pShadedDeltaFromReference ||
nullptr == pFloatDeltaFromReference)
{
return E_FAIL;
}
if (nullptr == pShadedDeltaFromReference->pFrameBuffer ||
nullptr == pFloatDeltaFromReference->pFrameBuffer)
{
return E_NOINTERFACE;
}
if (pFloatDeltaFromReference->imageType != NUI_FUSION_IMAGE_TYPE_FLOAT || pShadedDeltaFromReference->imageType != NUI_FUSION_IMAGE_TYPE_COLOR)
{
return E_INVALIDARG;
}
unsigned int width = pShadedDeltaFromReference->width;
unsigned int height = pShadedDeltaFromReference->height;
if (width != pFloatDeltaFromReference->width
|| height != pFloatDeltaFromReference->height)
{
return E_INVALIDARG;
}
if (pShadedDeltaFromReference->pFrameBuffer->Pitch == 0
|| pFloatDeltaFromReference->pFrameBuffer->Pitch == 0)
{
return E_INVALIDARG;
}
unsigned int *pColorBuffer = reinterpret_cast(pShadedDeltaFromReference->pFrameBuffer->pBits);
const float *pFloatBuffer = reinterpret_cast(pFloatDeltaFromReference->pFrameBuffer->pBits);
Concurrency::parallel_for(0u, height, [&](unsigned int y)
{
unsigned int* pColorRow = reinterpret_cast(reinterpret_cast(pColorBuffer) + (y * pShadedDeltaFromReference->pFrameBuffer->Pitch));
const float* pFloatRow = reinterpret_cast(reinterpret_cast(pFloatBuffer) + (y * pFloatDeltaFromReference->pFrameBuffer->Pitch));
for (unsigned int x = 0; x < width; ++x)
{
float residue = pFloatRow[x];
unsigned int color = 0;
if (residue <= 1.0f) // Pixel byte ordering: ARGB
{
color |= (255 << 24); // a
color |= (static_cast(255.0f * clamp(1.0f + residue, 0.0f, 1.0f)) << 16); // r
color |= (static_cast(255.0f * clamp(1.0f - std::abs(residue), 0.0f, 1.0f)) << 8); // g
color |= (static_cast(255.0f * clamp(1.0f - residue, 0.0f, 1.0f))); // b
}
pColorRow[x] = color;
}
});
return S_OK;
}
///
/// Calculate statistics on the residual/delta image from the AlignDepthFloatToReconstruction call.
///
/// A pointer to the source FloatDeltaFromReference image.
/// S_OK on success, otherwise failure code
HRESULT CalculateResidualStatistics(const NUI_FUSION_IMAGE_FRAME *pFloatDeltaFromReference, DeltaFromReferenceImageStatistics *stats)
{
if (nullptr == pFloatDeltaFromReference || nullptr == stats)
{
return E_INVALIDARG;
}
if (nullptr == pFloatDeltaFromReference->pFrameBuffer)
{
return E_NOINTERFACE;
}
unsigned int width = pFloatDeltaFromReference->width;
unsigned int height = pFloatDeltaFromReference->height;
if (0 == width || 0 == height || pFloatDeltaFromReference->pFrameBuffer->Pitch == 0)
{
return E_INVALIDARG;
}
const float *pFloatBuffer = reinterpret_cast(pFloatDeltaFromReference->pFrameBuffer->pBits);
// Measurement stats
std::vector zeroPixelsRow;
std::vector validPixelsRow;
std::vector invalidDepthOutsideVolumePixelsRow;
std::vector validPixelDistanceRow;
zeroPixelsRow.resize(height, 0);
validPixelsRow.resize(height, 0);
invalidDepthOutsideVolumePixelsRow.resize(height, 0);
validPixelDistanceRow.resize(height, 0);
Concurrency::parallel_for(0u, height, [&](unsigned int y)
{
const float* pFloatRow = reinterpret_cast(reinterpret_cast(pFloatBuffer) + (y * pFloatDeltaFromReference->pFrameBuffer->Pitch));
for (unsigned int x = 0; x < width; ++x)
{
float residue = pFloatRow[x];
// If the depth was invalid or the depth back-projected outside the volume, the residual is set to 2.0f
// However, if the voxel contents are 0 the residual will also return 0 here.
if (residue == 0.0f)
{
++zeroPixelsRow[y];
}
else if (residue == 2.0f)
{
++invalidDepthOutsideVolumePixelsRow[y];
}
else if (residue <= 1.0f) // Pixel byte ordering: ARGB
{
++validPixelsRow[y];
validPixelDistanceRow[y] += residue;
}
}
});
stats->validPixels = stats->zeroPixels = stats->invalidDepthOutsideVolumePixels = 0;
stats->totalValidPixelsDistance = 0;
stats->totalPixels = width * height;
for (unsigned int y=0; yzeroPixels += zeroPixelsRow[y];
stats->validPixels += validPixelsRow[y];
stats->invalidDepthOutsideVolumePixels += invalidDepthOutsideVolumePixelsRow[y];
stats->totalValidPixelsDistance += validPixelDistanceRow[y];
}
return S_OK;
}
///
/// Horizontally mirror a 32bit (color/float) image in-place.
///
/// A pointer to the image to mirror.
/// S_OK on success, otherwise failure code
HRESULT HorizontalMirror32bitImageInPlace(const NUI_FUSION_IMAGE_FRAME *pImage)
{
if (nullptr == pImage || !(pImage->imageType == NUI_FUSION_IMAGE_TYPE_COLOR || pImage->imageType == NUI_FUSION_IMAGE_TYPE_FLOAT))
{
return E_INVALIDARG;
}
if (nullptr == pImage->pFrameBuffer)
{
return E_NOINTERFACE;
}
unsigned int width = pImage->width;
unsigned int height = pImage->height;
if (0 == width || 0 == height || pImage->pFrameBuffer->Pitch == 0)
{
return E_INVALIDARG;
}
unsigned int *rawPixels = reinterpret_cast(pImage->pFrameBuffer->pBits);
Concurrency::parallel_for(0u, height, [&](unsigned int y)
{
unsigned int index = y * width;
unsigned int mirrorIndex = index + width - 1;
for (unsigned int x = 0; x < (width / 2); ++x, ++index, --mirrorIndex)
{
// In-place swap to mirror
unsigned int temp = rawPixels[index];
rawPixels[index] = rawPixels[mirrorIndex];
rawPixels[mirrorIndex] = temp;
}
});
return S_OK;
}
///
/// Horizontally mirror a 32bit (color/float) image.
///
/// A pointer to the image to mirror.
/// A pointer to the destination mirrored image.
/// S_OK on success, otherwise failure code
HRESULT HorizontalMirror32bitImage(const NUI_FUSION_IMAGE_FRAME *pSrcImage, const NUI_FUSION_IMAGE_FRAME *pDestImage)
{
if (nullptr == pSrcImage || nullptr == pDestImage)
{
return E_INVALIDARG;
}
if (nullptr == pSrcImage->pFrameBuffer || nullptr == pDestImage->pFrameBuffer)
{
return E_NOINTERFACE;
}
if (!(pSrcImage->imageType == NUI_FUSION_IMAGE_TYPE_FLOAT || pSrcImage->imageType == NUI_FUSION_IMAGE_TYPE_COLOR)
|| pSrcImage->imageType != pDestImage->imageType)
{
return E_INVALIDARG;
}
unsigned int width = pSrcImage->width;
unsigned int height = pSrcImage->height;
if (width != pDestImage->width || height != pDestImage->height)
{
return E_INVALIDARG;
}
if (pSrcImage->pFrameBuffer->Pitch == 0 || pDestImage->pFrameBuffer->Pitch == 0)
{
return E_INVALIDARG;
}
const unsigned int *pSrcBuffer = reinterpret_cast(pSrcImage->pFrameBuffer->pBits);
unsigned int *pDestBuffer = reinterpret_cast(pDestImage->pFrameBuffer->pBits);
Concurrency::parallel_for(0u, height, [&](unsigned int y)
{
const unsigned int *pSrcRow = reinterpret_cast(reinterpret_cast(pSrcBuffer) + (y * pSrcImage->pFrameBuffer->Pitch));
unsigned int *pDestRow = reinterpret_cast(reinterpret_cast(pDestBuffer) + (y * pDestImage->pFrameBuffer->Pitch));
for (unsigned int x = 0, flippedX = width-1; x < width; ++x, --flippedX)
{
pDestRow[flippedX] = pSrcRow[x];
}
});
return S_OK;
}
///
/// Tests whether a resampling factor is valid.
///
/// The resampling factor.
/// true if a valid resampling factor, otherwise false.
///
/// Valid resampling factors are powers of two between 1 and 16, inclusive.
///
static inline bool IsValidResampleFactor(unsigned int factor)
{
return (1 == factor || 2 == factor || 4 == factor || 8 == factor || 16 == factor);
}
///
/// Down sample color frame with nearest neighbor to the depth frame resolution
///
/// The source color image.
/// The destination down sampled image.
/// S_OK on success, otherwise failure code
HRESULT DownsampleColorFrameToDepthResolution(NUI_FUSION_IMAGE_FRAME *src, NUI_FUSION_IMAGE_FRAME *dest)
{
if (nullptr == src || nullptr == dest)
{
return E_INVALIDARG;
}
if (src->imageType != NUI_FUSION_IMAGE_TYPE_COLOR || src->imageType != dest->imageType
|| src->width != 1920 || src->height != 1080 || dest->width != NUI_DEPTH_RAW_WIDTH || dest->height != NUI_DEPTH_RAW_HEIGHT)
{
return E_INVALIDARG;
}
NUI_FUSION_BUFFER *srcFrameBuffer = src->pFrameBuffer;
NUI_FUSION_BUFFER *downsampledFloatFrameBuffer = dest->pFrameBuffer;
float factor = 1080.0f / NUI_DEPTH_RAW_HEIGHT;
// Make sure we've received valid data
if (srcFrameBuffer->Pitch == 0 || downsampledFloatFrameBuffer->Pitch == 0)
{
return E_NOINTERFACE;
}
HRESULT hr = S_OK;
float *srcValues = (float *)srcFrameBuffer->pBits;
float *downsampledDestValues = (float *)downsampledFloatFrameBuffer->pBits;
const unsigned int filledZeroMargin = 0;
const unsigned int downsampledWidth = dest->width;
const unsigned int srcImageWidth = src->width;
ZeroMemory(downsampledDestValues, downsampledFloatFrameBuffer->Pitch * dest->height);
Concurrency::parallel_for(filledZeroMargin, dest->height - filledZeroMargin, [=, &downsampledDestValues, &srcValues](unsigned int y)
{
unsigned int index = dest->width * y;
for (unsigned int x=0; x < downsampledWidth; ++x, ++index)
{
int srcX = (int)(x * factor);
int srcY = (int)(y * factor);
int srcIndex = srcY * srcImageWidth + srcX;
downsampledDestValues[index] = srcValues[srcIndex];
}
});
return hr;
}
///
/// Down sample color, depth float or point cloud frame with nearest neighbor
///
/// The source depth float or pointcloud image.
/// The destination down sampled depth float or pointcloud image.
/// The down sample factor (1=just copy, 2=x/2,y/2, 4=x/4,y/4).
/// S_OK on success, otherwise failure code
HRESULT DownsampleFrameNearestNeighbor(NUI_FUSION_IMAGE_FRAME *src, NUI_FUSION_IMAGE_FRAME *dest, unsigned int factor)
{
if (nullptr == src || nullptr == dest)
{
return E_INVALIDARG;
}
if (!(src->imageType == NUI_FUSION_IMAGE_TYPE_COLOR || src->imageType == NUI_FUSION_IMAGE_TYPE_FLOAT || src->imageType == NUI_FUSION_IMAGE_TYPE_POINT_CLOUD)
|| src->imageType != dest->imageType)
{
return E_INVALIDARG;
}
if (!IsValidResampleFactor(factor))
{
return E_INVALIDARG;
}
NUI_FUSION_BUFFER *srcFrameBuffer = src->pFrameBuffer;
NUI_FUSION_BUFFER *downsampledFloatFrameBuffer = dest->pFrameBuffer;
unsigned int downsampledWidth = src->width / factor;
unsigned int downsampleHeight = src->height / factor;
if (1 == factor && srcFrameBuffer->Pitch * src->height != downsampledFloatFrameBuffer->Pitch * dest->height)
{
return E_INVALIDARG;
}
else if (dest->width != downsampledWidth || dest->height != downsampleHeight)
{
return E_INVALIDARG;
}
// Make sure we've received valid data
if (srcFrameBuffer->Pitch == 0 || downsampledFloatFrameBuffer->Pitch == 0)
{
return E_NOINTERFACE;
}
HRESULT hr = S_OK;
float *srcValues = (float *)srcFrameBuffer->pBits;
float *downsampledDestValues = (float *)downsampledFloatFrameBuffer->pBits;
const unsigned int srcImageWidth = src->width;
if (1 == factor)
{
errno_t err = memcpy_s(downsampledDestValues, downsampledFloatFrameBuffer->Pitch * dest->height, srcValues, srcFrameBuffer->Pitch * src->height);
if (0 != err)
{
hr = E_FAIL;
}
}
else
{
// Adjust for point cloud image size (6 floats per pixel)
unsigned int step = (src->imageType == NUI_FUSION_IMAGE_TYPE_POINT_CLOUD) ? 6 : 1;
unsigned int factorStep = factor * step;
Concurrency::parallel_for(0u, downsampleHeight, [=, &downsampledDestValues, &srcValues](unsigned int y)
{
unsigned int index = downsampledWidth * y * step;
unsigned int srcIndex = srcImageWidth * y * factorStep;
for (unsigned int x=0; x
/// Up sample color or depth float (32bits/pixel) frame with nearest neighbor - replicates pixels
///
/// The source color image.
/// The destination up-sampled color image.
/// The up sample factor (1=just copy, 2=x*2,y*2, 4=x*4,y*4).
/// S_OK on success, otherwise failure code
HRESULT UpsampleFrameNearestNeighbor(NUI_FUSION_IMAGE_FRAME *src, NUI_FUSION_IMAGE_FRAME *dest, unsigned int factor)
{
if (nullptr == src || nullptr == dest)
{
return E_INVALIDARG;
}
if (src->imageType != dest->imageType || !(src->imageType == NUI_FUSION_IMAGE_TYPE_COLOR || src->imageType == NUI_FUSION_IMAGE_TYPE_FLOAT))
{
return E_INVALIDARG;
}
if (!IsValidResampleFactor(factor))
{
return E_INVALIDARG;
}
NUI_FUSION_BUFFER *srcFrameBuffer = src->pFrameBuffer;
NUI_FUSION_BUFFER *upsampledDestFrameBuffer = dest->pFrameBuffer;
unsigned int upsampledWidth = src->width * factor;
unsigned int upsampleHeight = src->height * factor;
if (1 == factor && srcFrameBuffer->Pitch * src->height != upsampledDestFrameBuffer->Pitch * dest->height)
{
return E_INVALIDARG;
}
else if (dest->width != upsampledWidth || dest->height != upsampleHeight)
{
return E_INVALIDARG;
}
// Make sure we've received valid data
if (srcFrameBuffer->Pitch == 0 || upsampledDestFrameBuffer->Pitch == 0)
{
return E_NOINTERFACE;
}
HRESULT hr = S_OK;
unsigned int *srcValues = (unsigned int *)srcFrameBuffer->pBits;
unsigned int *upsampledDestValues = (unsigned int *)upsampledDestFrameBuffer->pBits;
const unsigned int srcImageWidth = src->width;
const unsigned int srcImageHeight = src->height;
if (1 == factor)
{
errno_t err = memcpy_s(upsampledDestValues, upsampledDestFrameBuffer->Pitch * dest->height, srcValues, srcFrameBuffer->Pitch * src->height);
if (0 != err)
{
hr = E_FAIL;
}
}
else
{
unsigned int upsampleRowMultiplier = upsampledWidth * factor;
// Note we run this only for the source image height pixels to sparsely fill the destination with rows
Concurrency::parallel_for(0u, srcImageHeight, [=, &upsampledDestValues, &srcValues](unsigned int y)
{
unsigned int index = upsampleRowMultiplier * y;
unsigned int srcIndex = srcImageWidth * y;
// Fill row
for (unsigned int x=0; x