// compute angle in measure unit
        private void ComputeJointAngle(Skeleton ske, MeasurementUnit unit, ref JointStatus status)
        {
            if (ske == null)
            {
                return;
            }

            if (unit.ifSingleJoint)
            {
                // compute bone-bone angle centered in single joint
                if (jointNeighbors.ContainsKey(unit.singleJoint) &&
                    jointNeighbors[unit.singleJoint].Count == 2)
                {
                    SkeletonPoint cur_joint_pos       = ske.Joints[unit.singleJoint].Position;
                    JointType     neighbor_jointtype1 = jointNeighbors[unit.singleJoint][0];
                    JointType     neighbor_jointtype2 = jointNeighbors[unit.singleJoint][1];
                    SkeletonPoint neighbor_joint_pos1 = ske.Joints[neighbor_jointtype1].Position;
                    SkeletonPoint neighbor_joint_pos2 = ske.Joints[neighbor_jointtype2].Position;

                    // compute bone-bone angle
                    Point3D vec1 = new Point3D(neighbor_joint_pos1.X - cur_joint_pos.X,
                                               neighbor_joint_pos1.Y - cur_joint_pos.Y,
                                               neighbor_joint_pos1.Z - cur_joint_pos.Z);
                    Point3D vec2 = new Point3D(neighbor_joint_pos2.X - cur_joint_pos.X,
                                               neighbor_joint_pos2.Y - cur_joint_pos.Y,
                                               neighbor_joint_pos2.Z - cur_joint_pos.Z);

                    status.angle = Tools.ComputeAngle(vec1, vec2);
                }
            }
            else
            {
                // compute bone angle
                SkeletonPoint cur_joint_pos       = ske.Joints[unit.boneJoint1].Position;
                SkeletonPoint neighbor_joint_pos1 = ske.Joints[unit.boneJoint2].Position;

                if (!status.planeAngles.ContainsKey(unit.boneJoint2))
                {
                    Dictionary <PlaneName, double> plane_temp = new Dictionary <PlaneName, double>();
                    plane_temp.Add(PlaneName.XYPlane, 0);
                    plane_temp.Add(PlaneName.YZPlane, 0);
                    plane_temp.Add(PlaneName.XZPlane, 0);
                    status.planeAngles.Add(unit.boneJoint2, plane_temp);
                }

                Point3D vec1 = new Point3D(neighbor_joint_pos1.X - cur_joint_pos.X,
                                           neighbor_joint_pos1.Y - cur_joint_pos.Y,
                                           neighbor_joint_pos1.Z - cur_joint_pos.Z);

                Point3D xyplane1 = new Point3D(vec1.X, vec1.Y, 0);  // projection of vec1 to xy plane
                status.planeAngles[unit.boneJoint2][PlaneName.XYPlane] = Tools.ComputeAngle(vec1, xyplane1);
                Point3D yzplane1 = new Point3D(0, vec1.Y, vec1.Z);
                status.planeAngles[unit.boneJoint2][PlaneName.YZPlane] = Tools.ComputeAngle(vec1, yzplane1);
                Point3D xzplane1 = new Point3D(vec1.X, 0, vec1.Z);
                status.planeAngles[unit.boneJoint2][PlaneName.XZPlane] = Tools.ComputeAngle(vec1, xzplane1);
            }
        }
Beispiel #2
0
        // compute angle in measure unit
        private void ComputeJointAngle(Skeleton ske, MeasurementUnit unit, ref JointStatus status)
        {
            if (ske == null)
                return;

            if (unit.ifSingleJoint)
            {
                // compute bone-bone angle centered in single joint
                if (jointNeighbors.ContainsKey(unit.singleJoint) &&
                    jointNeighbors[unit.singleJoint].Count == 2)
                {
                    SkeletonPoint cur_joint_pos = ske.Joints[unit.singleJoint].Position;
                    JointType neighbor_jointtype1 = jointNeighbors[unit.singleJoint][0];
                    JointType neighbor_jointtype2 = jointNeighbors[unit.singleJoint][1];
                    SkeletonPoint neighbor_joint_pos1 = ske.Joints[neighbor_jointtype1].Position;
                    SkeletonPoint neighbor_joint_pos2 = ske.Joints[neighbor_jointtype2].Position;

                    // compute bone-bone angle
                    Point3D vec1 = new Point3D(neighbor_joint_pos1.X - cur_joint_pos.X,
                            neighbor_joint_pos1.Y - cur_joint_pos.Y,
                            neighbor_joint_pos1.Z - cur_joint_pos.Z);
                    Point3D vec2 = new Point3D(neighbor_joint_pos2.X - cur_joint_pos.X,
                                neighbor_joint_pos2.Y - cur_joint_pos.Y,
                                neighbor_joint_pos2.Z - cur_joint_pos.Z);

                    status.angle = Tools.ComputeAngle(vec1, vec2);
                }
            }
            else
            {
                // compute bone angle
                SkeletonPoint cur_joint_pos = ske.Joints[unit.boneJoint1].Position;
                SkeletonPoint neighbor_joint_pos1 = ske.Joints[unit.boneJoint2].Position;

                if (!status.planeAngles.ContainsKey(unit.boneJoint2))
                {
                    Dictionary<PlaneName, double> plane_temp = new Dictionary<PlaneName, double>();
                    plane_temp.Add(PlaneName.XYPlane, 0);
                    plane_temp.Add(PlaneName.YZPlane, 0);
                    plane_temp.Add(PlaneName.XZPlane, 0);
                    status.planeAngles.Add(unit.boneJoint2, plane_temp);
                }

                Point3D vec1 = new Point3D(neighbor_joint_pos1.X - cur_joint_pos.X,
                        neighbor_joint_pos1.Y - cur_joint_pos.Y,
                        neighbor_joint_pos1.Z - cur_joint_pos.Z);

                Point3D xyplane1 = new Point3D(vec1.X, vec1.Y, 0);  // projection of vec1 to xy plane
                status.planeAngles[unit.boneJoint2][PlaneName.XYPlane] = Tools.ComputeAngle(vec1, xyplane1);
                Point3D yzplane1 = new Point3D(0, vec1.Y, vec1.Z);
                status.planeAngles[unit.boneJoint2][PlaneName.YZPlane] = Tools.ComputeAngle(vec1, yzplane1);
                Point3D xzplane1 = new Point3D(vec1.X, 0, vec1.Z);
                status.planeAngles[unit.boneJoint2][PlaneName.XZPlane] = Tools.ComputeAngle(vec1, xzplane1);
            }
        }
Beispiel #3
0
        // compute all angles associated with input joint (must have two neighbors)
        private void ComputeJointAllAngles(Skeleton ske, JointType type, ref JointStatus status)
        {
            if (ske == null)
                return;

            if (jointNeighbors.ContainsKey(type) && jointNeighbors[type].Count == 2)
            {
                SkeletonPoint cur_joint_pos = ske.Joints[type].Position;
                JointType neighbor_jointtype1 = jointNeighbors[type][0];
                JointType neighbor_jointtype2 = jointNeighbors[type][1];
                SkeletonPoint neighbor_joint_pos1 = ske.Joints[neighbor_jointtype1].Position;
                SkeletonPoint neighbor_joint_pos2 = ske.Joints[neighbor_jointtype2].Position;

                // compute bone-bone angle
                Point3D vec1 = new Point3D(neighbor_joint_pos1.X - cur_joint_pos.X,
                        neighbor_joint_pos1.Y - cur_joint_pos.Y,
                        neighbor_joint_pos1.Z - cur_joint_pos.Z);
                Point3D vec2 = new Point3D(neighbor_joint_pos2.X - cur_joint_pos.X,
                            neighbor_joint_pos2.Y - cur_joint_pos.Y,
                            neighbor_joint_pos2.Z - cur_joint_pos.Z);

                status.angle = Tools.ComputeAngle(vec1, vec2);

                // add items
                // axis
                Dictionary<AxisName, double> axis_temp = new Dictionary<AxisName, double>();
                axis_temp.Add(AxisName.XAxis, 0);
                axis_temp.Add(AxisName.YAsix, 0);
                axis_temp.Add(AxisName.ZAsix, 0);
                if (!status.axisAngles.ContainsKey(neighbor_jointtype1))
                    status.axisAngles.Add(neighbor_jointtype1, axis_temp);
                if (!status.axisAngles.ContainsKey(neighbor_jointtype2))
                    status.axisAngles.Add(neighbor_jointtype2, axis_temp);

                // plane
                Dictionary<PlaneName, double> plane_temp = new Dictionary<PlaneName, double>();
                plane_temp.Add(PlaneName.XYPlane, 0);
                plane_temp.Add(PlaneName.YZPlane, 0);
                plane_temp.Add(PlaneName.XZPlane, 0);
                if (!status.planeAngles.ContainsKey(neighbor_jointtype1))
                    status.planeAngles.Add(neighbor_jointtype1, plane_temp);
                if (!status.planeAngles.ContainsKey(neighbor_jointtype2))
                    status.planeAngles.Add(neighbor_jointtype2, plane_temp);

                // compute axis angle
                Point3D xaxis = new Point3D(1, 0, 0);
                status.axisAngles[neighbor_jointtype1][AxisName.XAxis] = Tools.ComputeAngle(vec1, xaxis);
                status.axisAngles[neighbor_jointtype2][AxisName.XAxis] = Tools.ComputeAngle(vec2, xaxis);
                Point3D yaxis = new Point3D(0, 1, 0);
                status.axisAngles[neighbor_jointtype1][AxisName.YAsix] = Tools.ComputeAngle(vec1, yaxis);
                status.axisAngles[neighbor_jointtype2][AxisName.YAsix] = Tools.ComputeAngle(vec2, yaxis);
                Point3D zaxis = new Point3D(0, 0, 1);
                status.axisAngles[neighbor_jointtype1][AxisName.ZAsix] = Tools.ComputeAngle(vec1, zaxis);
                status.axisAngles[neighbor_jointtype2][AxisName.ZAsix] = Tools.ComputeAngle(vec2, zaxis);

                // compute plane angle
                Point3D xyplane1 = new Point3D(vec1.X, vec1.Y, 0);  // projection of vec1 to xy plane
                status.planeAngles[neighbor_jointtype1][PlaneName.XYPlane] = Tools.ComputeAngle(vec1, xyplane1);
                Point3D xyplane2 = new Point3D(vec2.X, vec2.Y, 0);
                status.planeAngles[neighbor_jointtype2][PlaneName.XYPlane] = Tools.ComputeAngle(vec2, xyplane2);
                Point3D yzplane1 = new Point3D(0, vec1.Y, vec1.Z);
                status.planeAngles[neighbor_jointtype1][PlaneName.YZPlane] = Tools.ComputeAngle(vec1, yzplane1);
                Point3D yzplane2 = new Point3D(0, vec2.Y, vec2.Z);
                status.planeAngles[neighbor_jointtype2][PlaneName.YZPlane] = Tools.ComputeAngle(vec2, yzplane2);
                Point3D xzplane1 = new Point3D(vec1.X, 0, vec1.Z);
                status.planeAngles[neighbor_jointtype1][PlaneName.XZPlane] = Tools.ComputeAngle(vec1, xzplane1);
                Point3D xzplane2 = new Point3D(vec2.X, 0, vec2.Z);
                status.planeAngles[neighbor_jointtype2][PlaneName.XZPlane] = Tools.ComputeAngle(vec2, xzplane2);

            }
            else
                status.angle = -1;
        }
Beispiel #4
0
        /// <summary>
        /// given current skeleton, update status for each joint
        /// </summary>
        /// <param name="ske"></param>
        public void UpdateJointStatus(Skeleton ske, List<MeasurementUnit> toMeasureUnits)
        {
            if (ske == null)
            {
                // gradually remove buffer to track latest skeleton only
                if (jointStatusSeq.Count > 0)
                    jointStatusSeq.RemoveAt(0);

                return;
            }

            if (ske.TrackingState != SkeletonTrackingState.Tracked)
            {
                Debug.WriteLine("Input skeleton not tracked.");
                return;
            }

            // extract information for specified joint
            Dictionary<JointType, JointStatus> cur_joint_status = new Dictionary<JointType, JointStatus>();
            foreach (MeasurementUnit unit in toMeasureUnits)
            {
                JointStatus stat = null;

                if (unit.ifSingleJoint)
                {
                    if (cur_joint_status.ContainsKey(unit.singleJoint))
                        stat = cur_joint_status[unit.singleJoint];
                    else
                        stat = new JointStatus();

                    // position
                    stat.position.X = ske.Joints[unit.singleJoint].Position.X;
                    stat.position.Y = ske.Joints[unit.singleJoint].Position.Y;
                    stat.position.Z = ske.Joints[unit.singleJoint].Position.Z;

                    // angle
                    ComputeJointAngle(ske, unit, ref stat);

                    // speed
                    if (jointStatusSeq.Count > 0 &&
                        jointStatusSeq[jointStatusSeq.Count - 1].ContainsKey(unit.singleJoint))
                    {
                        stat.speed.X = stat.position.X -
                        jointStatusSeq[jointStatusSeq.Count - 1][unit.singleJoint].position.X;
                        stat.speed.Y = stat.position.Y -
                            jointStatusSeq[jointStatusSeq.Count - 1][unit.singleJoint].position.Y;
                        stat.speed.Z = stat.position.Z -
                            jointStatusSeq[jointStatusSeq.Count - 1][unit.singleJoint].position.Z;

                        stat.abs_speed = 30 * Math.Sqrt(Math.Pow(stat.speed.X, 2) +
                            Math.Pow(stat.speed.Y, 2) + Math.Pow(stat.speed.Z, 2));
                    }

                    // add to dict
                    cur_joint_status.Add(unit.singleJoint, stat);
                }
                else
                {
                    // centered at bonejoint1
                    if (cur_joint_status.ContainsKey(unit.boneJoint1))
                        stat = cur_joint_status[unit.boneJoint1];
                    else
                        stat = new JointStatus();

                    // position
                    stat.position.X = ske.Joints[unit.boneJoint1].Position.X;
                    stat.position.Y = ske.Joints[unit.boneJoint1].Position.Y;
                    stat.position.Z = ske.Joints[unit.boneJoint1].Position.Z;

                    // angle
                    ComputeJointAngle(ske, unit, ref stat);

                    // add to dict
                    cur_joint_status.Add(unit.boneJoint1, stat);
                }
            }

            //foreach (Joint joint in ske.Joints)
            //{
            //    JointStatus stat = new JointStatus();

            //    // position
            //    stat.position.X = joint.Position.X;
            //    stat.position.Y = joint.Position.Y;
            //    stat.position.Z = joint.Position.Z;

            //    // angle
            //    ComputeJointAllAngles(ske, joint.JointType, ref stat);

            //    // compute speed using last frame data
            //    if(jointStatusSeq.Count > 0)
            //    {
            //        stat.speed.X = stat.position.X -
            //            jointStatusSeq[jointStatusSeq.Count - 1][joint.JointType].position.X;
            //        stat.speed.Y = stat.position.Y -
            //            jointStatusSeq[jointStatusSeq.Count - 1][joint.JointType].position.Y;
            //        stat.speed.Z = stat.position.Z -
            //            jointStatusSeq[jointStatusSeq.Count - 1][joint.JointType].position.Z;

            //        stat.abs_speed = 30 * Math.Sqrt(Math.Pow(stat.speed.X, 2) +
            //            Math.Pow(stat.speed.Y, 2) + Math.Pow(stat.speed.Z, 2));
            //    }

            //    // add to dict
            //    cur_joint_status.Add(joint.JointType, stat);
            //}

            // add to sequence
            if (jointStatusSeq.Count == MAX_TRACK_LEN)
                jointStatusSeq.RemoveAt(0);

            jointStatusSeq.Add(cur_joint_status);
        }
        /// <summary>
        /// given current skeleton, update status for each joint
        /// </summary>
        /// <param name="ske"></param>
        public void UpdateJointStatus(Skeleton ske, List <MeasurementUnit> toMeasureUnits)
        {
            if (ske == null)
            {
                // gradually remove buffer to track latest skeleton only
                if (jointStatusSeq.Count > 0)
                {
                    jointStatusSeq.RemoveAt(0);
                }

                return;
            }

            if (ske.TrackingState != SkeletonTrackingState.Tracked)
            {
                Debug.WriteLine("Input skeleton not tracked.");
                return;
            }

            // extract information for specified joint
            Dictionary <JointType, JointStatus> cur_joint_status = new Dictionary <JointType, JointStatus>();

            foreach (MeasurementUnit unit in toMeasureUnits)
            {
                JointStatus stat = null;

                if (unit.ifSingleJoint)
                {
                    if (cur_joint_status.ContainsKey(unit.singleJoint))
                    {
                        stat = cur_joint_status[unit.singleJoint];
                    }
                    else
                    {
                        stat = new JointStatus();
                    }

                    // position
                    stat.position.X = ske.Joints[unit.singleJoint].Position.X;
                    stat.position.Y = ske.Joints[unit.singleJoint].Position.Y;
                    stat.position.Z = ske.Joints[unit.singleJoint].Position.Z;

                    // angle
                    ComputeJointAngle(ske, unit, ref stat);

                    // speed
                    if (jointStatusSeq.Count > 0 &&
                        jointStatusSeq[jointStatusSeq.Count - 1].ContainsKey(unit.singleJoint))
                    {
                        stat.speed.X = stat.position.X -
                                       jointStatusSeq[jointStatusSeq.Count - 1][unit.singleJoint].position.X;
                        stat.speed.Y = stat.position.Y -
                                       jointStatusSeq[jointStatusSeq.Count - 1][unit.singleJoint].position.Y;
                        stat.speed.Z = stat.position.Z -
                                       jointStatusSeq[jointStatusSeq.Count - 1][unit.singleJoint].position.Z;

                        stat.abs_speed = 30 * Math.Sqrt(Math.Pow(stat.speed.X, 2) +
                                                        Math.Pow(stat.speed.Y, 2) + Math.Pow(stat.speed.Z, 2));
                    }

                    // add to dict
                    cur_joint_status.Add(unit.singleJoint, stat);
                }
                else
                {
                    // centered at bonejoint1
                    if (cur_joint_status.ContainsKey(unit.boneJoint1))
                    {
                        stat = cur_joint_status[unit.boneJoint1];
                    }
                    else
                    {
                        stat = new JointStatus();
                    }

                    // position
                    stat.position.X = ske.Joints[unit.boneJoint1].Position.X;
                    stat.position.Y = ske.Joints[unit.boneJoint1].Position.Y;
                    stat.position.Z = ske.Joints[unit.boneJoint1].Position.Z;

                    // angle
                    ComputeJointAngle(ske, unit, ref stat);

                    // add to dict
                    cur_joint_status.Add(unit.boneJoint1, stat);
                }
            }

            //foreach (Joint joint in ske.Joints)
            //{
            //    JointStatus stat = new JointStatus();

            //    // position
            //    stat.position.X = joint.Position.X;
            //    stat.position.Y = joint.Position.Y;
            //    stat.position.Z = joint.Position.Z;

            //    // angle
            //    ComputeJointAllAngles(ske, joint.JointType, ref stat);

            //    // compute speed using last frame data
            //    if(jointStatusSeq.Count > 0)
            //    {
            //        stat.speed.X = stat.position.X -
            //            jointStatusSeq[jointStatusSeq.Count - 1][joint.JointType].position.X;
            //        stat.speed.Y = stat.position.Y -
            //            jointStatusSeq[jointStatusSeq.Count - 1][joint.JointType].position.Y;
            //        stat.speed.Z = stat.position.Z -
            //            jointStatusSeq[jointStatusSeq.Count - 1][joint.JointType].position.Z;

            //        stat.abs_speed = 30 * Math.Sqrt(Math.Pow(stat.speed.X, 2) +
            //            Math.Pow(stat.speed.Y, 2) + Math.Pow(stat.speed.Z, 2));
            //    }

            //    // add to dict
            //    cur_joint_status.Add(joint.JointType, stat);
            //}

            // add to sequence
            if (jointStatusSeq.Count == MAX_TRACK_LEN)
            {
                jointStatusSeq.RemoveAt(0);
            }

            jointStatusSeq.Add(cur_joint_status);
        }
        // compute all angles associated with input joint (must have two neighbors)
        private void ComputeJointAllAngles(Skeleton ske, JointType type, ref JointStatus status)
        {
            if (ske == null)
            {
                return;
            }

            if (jointNeighbors.ContainsKey(type) && jointNeighbors[type].Count == 2)
            {
                SkeletonPoint cur_joint_pos       = ske.Joints[type].Position;
                JointType     neighbor_jointtype1 = jointNeighbors[type][0];
                JointType     neighbor_jointtype2 = jointNeighbors[type][1];
                SkeletonPoint neighbor_joint_pos1 = ske.Joints[neighbor_jointtype1].Position;
                SkeletonPoint neighbor_joint_pos2 = ske.Joints[neighbor_jointtype2].Position;

                // compute bone-bone angle
                Point3D vec1 = new Point3D(neighbor_joint_pos1.X - cur_joint_pos.X,
                                           neighbor_joint_pos1.Y - cur_joint_pos.Y,
                                           neighbor_joint_pos1.Z - cur_joint_pos.Z);
                Point3D vec2 = new Point3D(neighbor_joint_pos2.X - cur_joint_pos.X,
                                           neighbor_joint_pos2.Y - cur_joint_pos.Y,
                                           neighbor_joint_pos2.Z - cur_joint_pos.Z);

                status.angle = Tools.ComputeAngle(vec1, vec2);

                // add items
                // axis
                Dictionary <AxisName, double> axis_temp = new Dictionary <AxisName, double>();
                axis_temp.Add(AxisName.XAxis, 0);
                axis_temp.Add(AxisName.YAsix, 0);
                axis_temp.Add(AxisName.ZAsix, 0);
                if (!status.axisAngles.ContainsKey(neighbor_jointtype1))
                {
                    status.axisAngles.Add(neighbor_jointtype1, axis_temp);
                }
                if (!status.axisAngles.ContainsKey(neighbor_jointtype2))
                {
                    status.axisAngles.Add(neighbor_jointtype2, axis_temp);
                }

                // plane
                Dictionary <PlaneName, double> plane_temp = new Dictionary <PlaneName, double>();
                plane_temp.Add(PlaneName.XYPlane, 0);
                plane_temp.Add(PlaneName.YZPlane, 0);
                plane_temp.Add(PlaneName.XZPlane, 0);
                if (!status.planeAngles.ContainsKey(neighbor_jointtype1))
                {
                    status.planeAngles.Add(neighbor_jointtype1, plane_temp);
                }
                if (!status.planeAngles.ContainsKey(neighbor_jointtype2))
                {
                    status.planeAngles.Add(neighbor_jointtype2, plane_temp);
                }


                // compute axis angle
                Point3D xaxis = new Point3D(1, 0, 0);
                status.axisAngles[neighbor_jointtype1][AxisName.XAxis] = Tools.ComputeAngle(vec1, xaxis);
                status.axisAngles[neighbor_jointtype2][AxisName.XAxis] = Tools.ComputeAngle(vec2, xaxis);
                Point3D yaxis = new Point3D(0, 1, 0);
                status.axisAngles[neighbor_jointtype1][AxisName.YAsix] = Tools.ComputeAngle(vec1, yaxis);
                status.axisAngles[neighbor_jointtype2][AxisName.YAsix] = Tools.ComputeAngle(vec2, yaxis);
                Point3D zaxis = new Point3D(0, 0, 1);
                status.axisAngles[neighbor_jointtype1][AxisName.ZAsix] = Tools.ComputeAngle(vec1, zaxis);
                status.axisAngles[neighbor_jointtype2][AxisName.ZAsix] = Tools.ComputeAngle(vec2, zaxis);

                // compute plane angle
                Point3D xyplane1 = new Point3D(vec1.X, vec1.Y, 0);  // projection of vec1 to xy plane
                status.planeAngles[neighbor_jointtype1][PlaneName.XYPlane] = Tools.ComputeAngle(vec1, xyplane1);
                Point3D xyplane2 = new Point3D(vec2.X, vec2.Y, 0);
                status.planeAngles[neighbor_jointtype2][PlaneName.XYPlane] = Tools.ComputeAngle(vec2, xyplane2);
                Point3D yzplane1 = new Point3D(0, vec1.Y, vec1.Z);
                status.planeAngles[neighbor_jointtype1][PlaneName.YZPlane] = Tools.ComputeAngle(vec1, yzplane1);
                Point3D yzplane2 = new Point3D(0, vec2.Y, vec2.Z);
                status.planeAngles[neighbor_jointtype2][PlaneName.YZPlane] = Tools.ComputeAngle(vec2, yzplane2);
                Point3D xzplane1 = new Point3D(vec1.X, 0, vec1.Z);
                status.planeAngles[neighbor_jointtype1][PlaneName.XZPlane] = Tools.ComputeAngle(vec1, xzplane1);
                Point3D xzplane2 = new Point3D(vec2.X, 0, vec2.Z);
                status.planeAngles[neighbor_jointtype2][PlaneName.XZPlane] = Tools.ComputeAngle(vec2, xzplane2);
            }
            else
            {
                status.angle = -1;
            }
        }