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for (int y = 0; y < depthHeight; ++y) | |
{ | |
for (int x = 0; x < depthWidth; ++x) | |
{ | |
int depthIndex = (y * depthWidth) + x; | |
byte player = bodyIndexBuffer[depthIndex]; | |
if (player != 0xff) | |
{ | |
ushort depth = depthBuffer[depthIndex]; | |
ColorSpacePoint colorPoint = this.coordinateMapper.MapDepthPointToColorSpace(x, y, depth); | |
// 値のチェックをここですべき | |
CameraSpacePoint worldPoint = this.coordinateMapper.MapDepthPointToCameraSpace(x, y, depth); | |
int colorX = (int)Math.Floor(colorPoint.X + 0.5); | |
int colorY = (int)Math.Floor(colorPoint.Y + 0.5); | |
// 境界値チェックすべき | |
int colorIndex = ((colorY * colorSize.Width) + colorX) * bytesPerPixel; // チャンネル数 | |
byte r = colorPixels[colorIndex + redOffset] | |
// .... | |
} | |
} | |
} |
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