Created
August 17, 2011 09:36
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Processing sketch to make a 3D printable STL file from the Kinect (in progress)
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import processing.opengl.*; | |
import unlekker.util.*; | |
import unlekker.modelbuilder.*; | |
import SimpleOpenNI.*; | |
SimpleOpenNI kinect; | |
boolean scanning = false; | |
boolean scanned = false; | |
int maxZ = 2000; | |
UGeometry model; | |
UVertexList vertexList; | |
void setup() { | |
size(1024, 768, OPENGL); | |
kinect = new SimpleOpenNI(this); | |
kinect.enableDepth(); | |
model = new UGeometry(); | |
vertexList = new UVertexList(); | |
} | |
void draw() { | |
background(0); | |
kinect.update(); | |
translate(width/2, height/2, -1000); | |
rotateX(radians(180)); | |
if (scanned) { | |
lights(); | |
fill(200); | |
model.draw(this); | |
} | |
else { | |
if (scanning) { | |
model.beginShape(TRIANGLES); | |
} | |
PVector[] depthPoints = kinect.depthMapRealWorld(); | |
int spacing = 3; | |
// cleanup pass | |
for (int y = 0; y < 480; y+=spacing) { | |
for (int x = 0; x < 640; x+= spacing) { | |
int i = y * 640 + x; | |
PVector p = depthPoints[i]; | |
if (p.z < 10 || p.z > maxZ) { | |
PVector realWorld = new PVector(); | |
PVector projective = new PVector(x, y, maxZ); | |
kinect.convertProjectiveToRealWorld(projective, realWorld); | |
depthPoints[i] = realWorld; | |
} | |
} | |
} | |
for (int y = 0; y < 480 -spacing; y+=spacing) { | |
for (int x = 0; x < 640 -spacing; x+= spacing) { | |
int i = y * 640 + x; | |
int nw = i; | |
int ne = nw + spacing; | |
int sw = i + 640 * spacing; | |
int se = sw + spacing; | |
if (scanning) { | |
if (!allZero(depthPoints[nw]) && !allZero(depthPoints[ne]) && !allZero(depthPoints[sw]) && !allZero(depthPoints[se])) { | |
model.addFace(new UVec3(depthPoints[nw].x, depthPoints[nw].y, depthPoints[nw].z), | |
new UVec3(depthPoints[ne].x, depthPoints[ne].y, depthPoints[ne].z), | |
new UVec3(depthPoints[sw].x, depthPoints[sw].y, depthPoints[sw].z)); | |
model.addFace(new UVec3(depthPoints[ne].x, depthPoints[ne].y, depthPoints[ne].z), | |
new UVec3(depthPoints[se].x, depthPoints[se].y, depthPoints[se].z), | |
new UVec3(depthPoints[sw].x, depthPoints[sw].y, depthPoints[sw].z)); | |
} | |
} | |
else { | |
stroke(255); | |
PVector currentPoint = depthPoints[i]; | |
if (currentPoint.z < maxZ) { | |
point(currentPoint.x, currentPoint.y, currentPoint.z); | |
} | |
} | |
} | |
} | |
if (scanning) { | |
model.endShape(); | |
scanning = false; | |
model.writeSTL(this, "scan_"+random(1000)+".stl"); | |
scanned = true; | |
} | |
} | |
} | |
boolean allZero(PVector p) { | |
return (p.x == 0 && p.y == 0 && p.z == 0); | |
} | |
void keyPressed() { | |
println(maxZ); | |
if (key == '.') { | |
maxZ += 100; | |
} | |
else if (key ==',') { | |
maxZ -= 100; | |
} | |
else if (key == 'r') { | |
scanned = false; | |
scanning = false; | |
model.reset(); | |
} | |
else { | |
scanning = !scanning; | |
} | |
} |
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Hi Dear, how are you?
This code look like amazing, I have tried run in Processing IDE and after many times I give up ...
Now I got this error:
The method addFace(UVec3[]) in the type UGeometry is not applicable for the arguments (UVec3, UVec3, UVec3)
Do you know what i did wrong?
Thanks million !