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vigo.pde
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vigo.pde
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// Shows an image of Vigo the Carpathian, whose eyes remain closed until "he" (the Kinect) spots a moving target,
// at which point they snap open, and then follow the target until that target moves off frame.
// This uses no skeleton tracking, just passive user identification and tracking.
// It is not perfect; Vigo is known to become fixated on walls and pillars, though he seems to lose interest in them easily when a person walks in front.
// Created by Eric Mill for the Sunlight Foundation, October 2011.
// Code released under a CC Zero (public domain) license:
// http://creativecommons.org/publicdomain/zero/1.0/
// Included images derive from the wallpaper of Vigo the Carpathian found here, licensing status unclear:
// http://www.goodfon.com/wallpaper/92399.html
import SimpleOpenNI.*;
SimpleOpenNI kinect;
// display resolution of the screen (adjust for your own display)
int screenWidth = 1920;
int screenHeight = 1080;
// size of Kinect's depth map
int width = 640;
int height = 480;
boolean debug = false;
float kinectX = screenWidth - width;
float kinectY = screenHeight - height;
// width of eyes (size of pupil track, without accounting for buffer)
int eyeWidth = 100;
// buffer of pixels on either side of the eye to restrain and scale the pupil track
int pupilBufferLeft = 28;
int pupilBufferRight = 30;
// just used for debug eyes
int eyeHeight = 50;
int pupilSize = 30;
// absolute positions of eyelid images
int lidLeftX = 686;
int lidLeftY = 519;
int lidRightX = 950;
int lidRightY = 493;
// center point of iris for left and right eyes, in the context of the painting
float leftX = 770;
float leftY = 553;
float rightX = 1008;
float rightY = 528;
// center point of iris for left and right eyes, in the context of their respective image files
float leftEyeCenterX = 78;
float leftEyeCenterY = 61;
float rightEyeCenterX = 71;
float rightEyeCenterY = 62;
// position and user ID of target
PVector target;
int targetId;
PImage painting, leftEye, rightEye, leftLid, rightLid;
void setup() {
size(screenWidth, screenHeight);
painting = loadImage("data/vigo.png");
leftEye = loadImage("data/vigo-left.png");
rightEye = loadImage("data/vigo-right.png");
leftLid = loadImage("data/eye-left.png");
rightLid = loadImage("data/eye-right.png");
kinect = new SimpleOpenNI(this);
kinect.enableDepth();
// not using any skeleton tracking
kinect.enableUser(SimpleOpenNI.SKEL_PROFILE_NONE);
// mirror the data
kinect.setMirror(true);
}
void draw() {
background(0);
// tell the kinect to grab a new image
kinect.update();
// all available targets
IntVector userList = new IntVector();
kinect.getUsers(userList);
// if there's a target and they stayed in frame, get their new position
if (target != null) {
PVector center = centerFor(targetId);
if (center == null) {
println("Lost target: " + targetId);
target = null;
targetId = -1;
} else
target = center;
}
// if we don't have the target, or we lost it, find the next valid target
if (target == null) {
for (int i=0; i<userList.size(); i++) {
int userId = userList.get(i);
PVector center = centerFor(userId);
if (center != null) {
target = center;
targetId = userId;
println("Got target: " + userId);
}
}
}
// always draw eyes, even with no target
leftEye(target);
rightEye(target);
// then draw vigo
image(painting, 0, 0);
// then eye lids, if there's no target
if (target == null) {
image(leftLid, lidLeftX, lidLeftY);
image(rightLid, lidRightX, lidRightY);
}
// if debug is on, show kinect depth map with little eyes on targets,
// andthen redraw left and right eyes on top of everything, complete with red ovals
if (debug) {
PImage depth = kinect.depthImage();
image(depth, kinectX, kinectY);
if (target != null)
littleEye(kinectX + target.x, kinectY + target.y);
leftEye(target);
rightEye(target);
}
}
void leftEye(PVector target) {
float pupilPosition;
// if there's a target, map the person's position on the screen to the corresponding pupil position on the track
if (target != null)
pupilPosition = map(target.x, 0, width, 0 + pupilBufferLeft, eyeWidth - pupilBufferLeft);
// otherwise, just draw the eye centered
else
pupilPosition = eyeWidth / 2;
// convert pupilPosition within eye to an offset from the center
float pupilOffset = pupilPosition - (eyeWidth / 2);
// adjust pupil for size of eye image files
float pupilLeft = leftX - leftEyeCenterX;
float pupilTop = leftY - leftEyeCenterY;
// draw the eye in its final position
image(leftEye, pupilLeft + pupilOffset, pupilTop);
// if debug mode's on, draw the big red eye on top of all of this
if (debug)
bigEye(leftX, leftY, pupilOffset);
}
void rightEye(PVector target) {
float pupilPosition;
// if there's a target, map the person's position on the screen to the corresponding pupil position on the track
if (target != null)
pupilPosition = map(target.x, 0, width, 0 + pupilBufferRight, eyeWidth - pupilBufferRight);
// otherwise, just draw the eye centered
else
pupilPosition = eyeWidth / 2;
// convert pupilPosition within eye to an offset from the center
float pupilOffset = pupilPosition - (eyeWidth / 2);
// adjust pupil for size of eye image files
float pupilLeft = rightX - rightEyeCenterX;
float pupilTop = rightY - rightEyeCenterY;
// draw the eye in its final position
image(rightEye, pupilLeft + pupilOffset, pupilTop);
// if debug mode's on, draw the big red eye on top of all of this
if (debug)
bigEye(rightX, rightY, pupilOffset);
}
// draws a simple red eye with a simple red pupil, to better illustrate the motion of pupils.
// only drawn during debug mode.
void bigEye(float x, float y, float pupilOffset) {
fill(255, 0, 0);
ellipse(x, y, eyeWidth, eyeHeight);
fill(180, 0, 0);
ellipse(x + pupilOffset, y, pupilSize, pupilSize);
}
// draws a little eye over the target on the debug window
void littleEye(float x, float y) {
fill(255, 255, 255);
ellipse(x, y, 50, 25);
fill(180, 0, 0);
ellipse(x, y, 15, 15);
}
// looks to see if there's a center of mass for the given user ID, and one that is not on the edge of the frame
PVector centerFor(int userId) {
PVector position = new PVector();
kinect.getCoM(userId, position);
if (position == null)
return null;
PVector converted = new PVector();
kinect.convertRealWorldToProjective(position, converted);
if (converted == null)
return null;
// don't wait for the Kinect to decide the user isn't coming back - if someone goes off frame, they're out
if (!(converted.x > 0 && converted.x < width))
return null;
return converted;
}
// hitting the Up arrow toggles debug mode
void keyPressed() {
if (keyCode == UP)
debug = !debug;
}