public void GestureRecognition() { currentGesture = Gesture.Nothing; if (hay_sensor && kinectData != null) { //Ver en que mano chequear gesto Microsoft.Kinect.JointType handIdx = right_hand_sel ? Microsoft.Kinect.JointType.HandRight : Microsoft.Kinect.JointType.HandLeft; } else { // Espacio para abrir / cerrar la mano if (GuiController.Instance.D3dInput.keyPressed(Microsoft.DirectX.DirectInput.Key.Space)) { if (right_hand_sel) { right_hand.gripping = !right_hand.gripping; } else { left_hand.gripping = !left_hand.gripping; } } // el wheel del mouse, representa la mano hacia atras, en el movimiento de seleccion if ((right_hand_sel && right_hand.position.Z > 0) || (!right_hand_sel && left_hand.position.Z > 0)) { currentGesture = Gesture.Pressing; } } }
private Vertex3 GetJointPosition(Microsoft.Kinect.Skeleton skeleton, JointType jointType) { Microsoft.Kinect.JointType kinectJointType = JointUtilities.TranslateJointType(jointType); Microsoft.Kinect.SkeletonPoint kinectPoint = skeleton.Joints[kinectJointType].Position; Vertex3 position = GetPosition(kinectPoint); return(position); }
public CoOrd(float x1, float y1, float z1, Microsoft.Kinect.JointType m1, object m2, int mPc) { x = x1; y = y1; z = z1; markerType = m1; markerTrackingState = m2; markerPC = mPc; }
/// <summary> /// gets transform by joint name /// </summary> public Transform getTransformByJointame(Microsoft.Kinect.JointType jointname) { foreach (MyJoint joint in Joints) { if (joint.jointName == jointname.ToString()) { return(joint.transform); } } return(null); }
/// <summary> /// Convert from <code>Microsoft.Kinect.JointType</code> to <code>org.btg.Star.Rhapsody.JointType</code> /// </summary> /// <param name="joint">A Kinect SDK JointType</param> /// <returns>The equivalent JointType in Rhapsody</returns> public static org.btg.Star.Rhapsody.JointType Convert(Microsoft.Kinect.JointType joint) { switch (joint) { case Microsoft.Kinect.JointType.AnkleLeft: return(org.btg.Star.Rhapsody.JointType.AnkleLeft); case Microsoft.Kinect.JointType.AnkleRight: return(org.btg.Star.Rhapsody.JointType.AnkleRight); case Microsoft.Kinect.JointType.ElbowLeft: return(org.btg.Star.Rhapsody.JointType.ElbowLeft); case Microsoft.Kinect.JointType.ElbowRight: return(org.btg.Star.Rhapsody.JointType.ElbowRight); case Microsoft.Kinect.JointType.FootLeft: return(org.btg.Star.Rhapsody.JointType.FootLeft); case Microsoft.Kinect.JointType.FootRight: return(org.btg.Star.Rhapsody.JointType.FootRight); case Microsoft.Kinect.JointType.HandLeft: return(org.btg.Star.Rhapsody.JointType.HandLeft); case Microsoft.Kinect.JointType.HandRight: return(org.btg.Star.Rhapsody.JointType.HandRight); case Microsoft.Kinect.JointType.Head: return(org.btg.Star.Rhapsody.JointType.Head); case Microsoft.Kinect.JointType.HipCenter: return(org.btg.Star.Rhapsody.JointType.HipCentre); case Microsoft.Kinect.JointType.HipLeft: return(org.btg.Star.Rhapsody.JointType.HipLeft); case Microsoft.Kinect.JointType.HipRight: return(org.btg.Star.Rhapsody.JointType.HipRight); case Microsoft.Kinect.JointType.KneeLeft: return(org.btg.Star.Rhapsody.JointType.KneeLeft); case Microsoft.Kinect.JointType.KneeRight: return(org.btg.Star.Rhapsody.JointType.KneeRight); case Microsoft.Kinect.JointType.ShoulderCenter: return(org.btg.Star.Rhapsody.JointType.ShoulderCentre); case Microsoft.Kinect.JointType.ShoulderLeft: return(org.btg.Star.Rhapsody.JointType.ShoulderLeft); case Microsoft.Kinect.JointType.ShoulderRight: return(org.btg.Star.Rhapsody.JointType.ShoulderRight); case Microsoft.Kinect.JointType.Spine: return(org.btg.Star.Rhapsody.JointType.Spine); case Microsoft.Kinect.JointType.WristLeft: return(org.btg.Star.Rhapsody.JointType.WristLeft); case Microsoft.Kinect.JointType.WristRight: return(org.btg.Star.Rhapsody.JointType.WristRight); default: throw new ArgumentOutOfRangeException("joint", "The specified joint type is not supported"); } }
private Microsoft.Kinect.JointTrackingState JointTrackingState(Microsoft.Kinect.Skeleton skeleton, JointType jointType) { Microsoft.Kinect.JointType kinectJointType = JointUtilities.TranslateJointType(jointType); return(skeleton.Joints[kinectJointType].TrackingState); }