Beispiel #1
0
        private void RecognizeMotion(Skeleton[] skeletons)
        {
            Point pt = new Point(0, 0);

            foreach (Skeleton skeleton in skeletons)
            {
                // 动作进行识别
                _featureData.SetRelativeJoints(skeleton);
                int rec = _motion.HandleDataEx(_featureData);
                switch (rec)
                {
                case -1:
                    break;   //未识别直接返回

                case 34:     // 左手向上
                    pt.X = SystemParameters.PrimaryScreenWidth / 2;
                    pt.Y = SystemParameters.PrimaryScreenHeight / 2;
                    Mouse.MoveTo(pt);
                    Mouse.Click(MouseButton.Left);
                    break;

                //case 35: // 右手向上
                //    break;
                case 36:     // 左手向下
                    break;

                case 37:     // 右手向下
                    isHandDown = true;
                    Keyboard.Press(Key.Tab);
                    Keyboard.Release(Key.Tab);
                    HighlightSkeleton(skeleton);
                    break;

                case 21:     // 水平展开
                    if (isHandDown == false)
                    {
                        break;
                    }
                    isHandMiddle = true;
                    Keyboard.Press(Key.Enter);
                    Keyboard.Release(Key.Enter);

                    Keyboard.Press(Key.Left);
                    Keyboard.Release(Key.Left);

                    Keyboard.Press(Key.Enter);
                    Keyboard.Release(Key.Enter);

                    HighlightSkeleton(skeleton);

                    Thread.Sleep(1000);

                    pt.X = SystemParameters.PrimaryScreenWidth / 2;
                    pt.Y = SystemParameters.PrimaryScreenHeight / 2;
                    Mouse.MoveTo(pt);
                    Mouse.DoubleClick(MouseButton.Left);
                    break;

                case 35:     // 水平收缩
                    if (isHandMiddle == false)
                    {
                        break;
                    }
                    Keyboard.Press(Key.Escape);
                    Keyboard.Release(Key.Escape);

                    Thread.Sleep(500);
                    Keyboard.Press(Key.LeftAlt);
                    Keyboard.Press(Key.F4);
                    Keyboard.Release(Key.LeftAlt);
                    Keyboard.Release(Key.F4);

                    HighlightSkeleton(skeleton);
                    isHandDown   = false;
                    isHandMiddle = false;

                    break;

                default:
                    break;
                }
            }
        }
Beispiel #2
0
    // Process the skeleton data
    void ProcessSkeleton()
    {
        List <uint> lostUsers = new List <uint>();

        lostUsers.AddRange(allUsers);

        for (int i = 0; i < KinectWrapper.Constants.NuiSkeletonCount; i++)
        {
            KinectWrapper.NuiSkeletonData skeletonData = skeletonFrame.SkeletonData[i];
            uint userId = skeletonData.dwTrackingID;

            if (skeletonData.eTrackingState == KinectWrapper.NuiSkeletonTrackingState.SkeletonTracked)
            {
                if (!AllPlayersCalibrated)
                {
                    CalibrateUser(userId);
                }

                int stateNotTracked = (int)KinectWrapper.NuiSkeletonPositionTrackingState.NotTracked;

                if (userId == Player1ID)
                {
                    //Debug.Log("user yes:" + userId.ToString()); //Waterstrong
                    // get player position
                    player1Pos   = kinectToWorld.MultiplyPoint3x4(skeletonData.Position);
                    player1Pos.z = -player1Pos.z;

                    //Debug.Log(String.Format("({0}, {1}, {2})", player1Pos.x, player1Pos.y, player1Pos.z));
                    //CalibrationText.guiText.text = String.Format("({0:F1}, {1:F1}, {2:F1})", player1Pos.x, player1Pos.y, player1Pos.z);

                    // get joints rotation
                    for (int j = 0; j < (int)KinectWrapper.NuiSkeletonPositionIndex.Count; j++)
                    {
                        player1JointsTracked[j] = (int)skeletonData.eSkeletonPositionTrackingState[j] != stateNotTracked;

                        if (player1JointsTracked[j])
                        {
                            player1JointsPos[j]   = kinectToWorld.MultiplyPoint3x4(skeletonData.SkeletonPositions[j]);
                            player1JointsPos[j].z = -player1JointsPos[j].z;
                        }
                    }

                    // get joint orientations
                    KinectWrapper.GetSkeletonJointOrientation(ref player1JointsPos, ref player1JointsTracked, ref player1JointsOri);

                    // get player rotation
                    player1Ori = player1JointsOri[(int)KinectWrapper.NuiSkeletonPositionIndex.HipCenter];



                    // Waterstrong Add UI
                    //_adaptiveUi.SetUiCenter(player1JointsPos[(int)KinectWrapper.NuiSkeletonPositionIndex.Head], player1JointsPos[(int)KinectWrapper.NuiSkeletonPositionIndex.HandLeft], player1JointsPos[(int)KinectWrapper.NuiSkeletonPositionIndex.HandRight]);

                    // Waterstrong Add
                    FeatureData featureData = new FeatureData();
                    featureData.SetRelativeJoints(player1JointsPos);
                    MotionType mt = _motion.HandleDataEx(featureData);
                    switch (mt)
                    {
                    case MotionType.Jump:
                        Debug.Log("jump");
                        //SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
                        break;

                    //case MotionType.Left:
                    //    Debug.Log("left");
                    //    break;
                    //case MotionType.Right:
                    //    Debug.Log("right");
                    //    break;
                    default: break;
                    }
                }
                else if (userId == Player2ID)
                {
                    // get player position
                    player2Pos   = kinectToWorld.MultiplyPoint3x4(skeletonData.Position);
                    player2Pos.z = -player2Pos.z;

                    // get joints rotation
                    for (int j = 0; j < (int)KinectWrapper.NuiSkeletonPositionIndex.Count; j++)
                    {
                        player2JointsTracked[j] = (int)skeletonData.eSkeletonPositionTrackingState[j] != stateNotTracked;

                        if (player2JointsTracked[j])
                        {
                            player2JointsPos[j]   = kinectToWorld.MultiplyPoint3x4(skeletonData.SkeletonPositions[j]);
                            player2JointsPos[j].z = -player2JointsPos[j].z;
                        }
                    }

                    // get joint orientations
                    KinectWrapper.GetSkeletonJointOrientation(ref player2JointsPos, ref player2JointsTracked, ref player2JointsOri);

                    // get player rotation
                    player2Ori = player2JointsOri[(int)KinectWrapper.NuiSkeletonPositionIndex.HipCenter];
                }

                lostUsers.Remove(userId);
            }
        }

        // remove the lost users if any
        if (lostUsers.Count > 0)
        {
            foreach (uint userId in lostUsers)
            {
                RemoveUser(userId);
            }

            lostUsers.Clear();
        }
    }
Beispiel #3
0
    private void MotionRecognition()
    {
        if (nuiElementPress.IsGestureCtrolling)
        {
            return;
        }

        if (handWave.Recognise(sw, player))
        {
            nuiElementPress.OnSwitchInteractionPress();
        }

        FeatureData feature = new FeatureData();

        feature.SetRelativeJoints(sw.rawBonePos, player);

        MotionType mt = motion.HandleDataEx(feature);

        switch (mt)
        {
        case MotionType.None:
            break;

        case MotionType.Jump:     // 起跳
            nuiElementPress.TurnOver(1);
            Debug.Log("Jump");
            break;

        case MotionType.HandLeftSlide:     // 左滑动
            Debug.Log("LeftSlide");
            nuiElementPress.Rotate(1);
            break;

        case MotionType.HandRightSlide:     // 右滑动
            Debug.Log("RightSlide");
            nuiElementPress.Rotate(-1);
            break;

        case MotionType.HandsUp:     // 举手
            Debug.Log("HandsUp");
            break;

        case MotionType.HandsMiddle:     // 双手水平展开
            //promptUiCtrl.Show("双手水平展开");
            nuiElementPress.Zoom(1);
            Debug.Log("HandsMiddle");
            break;

        case MotionType.HandsFold:     // 双手水平收缩
            //promptUiCtrl.Show("双手水平收缩");
            nuiElementPress.Zoom(-1);
            Debug.Log("HandsFold");
            break;

        case MotionType.HandLeftUp:     // 左手向上
            nuiElementPress.TurnOver(-1);
            break;

        case MotionType.HandRightUp:     // 右手向上
            Debug.Log("Hand L&R Up");
            nuiElementPress.StopRotate();
            break;

        case MotionType.HandLeftCircle:     // 左手划圆
        case MotionType.HandRightCircle:    // 右手划圆
            nuiElementPress.OnSwitchInteractionPress();
            Debug.Log("HandRightCircle");
            break;

        case MotionType.HandLeftDown:
            Debug.Log("HandLeftDown");
            break;

        case MotionType.HandRightDown:
            Debug.Log("HandRightDown");
            break;

        default:
            break;
        }
    }