Example #1
0
    /// <summary>
    /// 创建左右手PHIZ
    /// </summary>
    /// <param name="body">Body.</param>
    /// <param name="left">Left.</param>
    /// <param name="right">Right.</param>
    public static void Create( Windows.Kinect.Body body, ref PHIZ left, ref PHIZ right )
    {
        //
        if( body == null || left == null || right == null )
        {
            Debug.Log( "Can not create PHIZ." );
            return;
        }

        //
        Windows.Kinect.Joint jointShoulderLeft = body.Joints[Windows.Kinect.JointType.ShoulderLeft];
        Windows.Kinect.Joint jointShoulderRight = body.Joints[Windows.Kinect.JointType.ShoulderRight];

        Windows.Kinect.Joint jointElbowLeft = body.Joints[Windows.Kinect.JointType.ElbowLeft];
        Windows.Kinect.Joint jointElbowRight = body.Joints[Windows.Kinect.JointType.ElbowRight];

        Windows.Kinect.Joint jointHead = body.Joints[Windows.Kinect.JointType.Head];

        Windows.Kinect.Joint jointSpineMid = body.Joints[Windows.Kinect.JointType.SpineMid];

        //
        Vector3 vJointShoulderLeftPos = new Vector3( jointShoulderLeft.Position.X, jointShoulderLeft.Position.Y, jointShoulderLeft.Position.Z );
        Vector3 vJointShoulderRightPos = new Vector3( jointShoulderRight.Position.X, jointShoulderRight.Position.Y, jointShoulderRight.Position.Z );

        Vector3 vJointElbowLeftPos = new Vector3( jointElbowLeft.Position.X, jointElbowLeft.Position.Y, jointElbowLeft.Position.Z );
        Vector3 vJointElbowRightPos = new Vector3( jointElbowRight.Position.X, jointElbowRight.Position.Y, jointElbowRight.Position.Z );

        Vector3 vJointHeadPos = new Vector3( jointHead.Position.X, jointHead.Position.Y, jointHead.Position.Z );

        Vector3 vJointSpineMidPos = new Vector3( jointSpineMid.Position.X, jointSpineMid.Position.Y, jointSpineMid.Position.Z );

        //Vector3 vJointSpineShoudler = GetVector3FromJoint(jointSpineShoulder);

        //
        float fUpperArmLeftLen = (vJointShoulderLeftPos - vJointElbowLeftPos).magnitude;
        float fUpperArmRightLen = (vJointShoulderRightPos - vJointElbowRightPos).magnitude;
        float fShouldersLen = (vJointShoulderLeftPos - vJointShoulderRightPos).magnitude;
        //float fHeadToElbowLeftLen = (vJointHeadPos - vJointElbowLeftPos).magnitude;
        //float fHeadToElbowRightLen = (vJointHeadPos - vJointElbowRightPos).magnitude;
        float fHeadToSpineMidLen = (vJointHeadPos - vJointSpineMidPos).magnitude;

        //Debug.Log( "fUpperArmLeftLen:"+fUpperArmLeftLen+"  fUpperArmRightLen:"+fUpperArmRightLen+"  fShouldersLen:"+fShouldersLen+
        //          "  fHeadToElbowLeftLen"+fHeadToElbowLeftLen+"  fHeadToElbowRightLen:"+fHeadToElbowRightLen +"  fHeadToSpineMidLen:"+fHeadToSpineMidLen);

        float fAverageArmLen = ( fUpperArmLeftLen + fUpperArmRightLen ) * 0.5f;
        float fHalfArmLen = fAverageArmLen * 0.5f;

        left.bias = (new Vector3(-1f,-1f,0f)).normalized * fHalfArmLen + new Vector3(0,0,-(fAverageArmLen + 0.5f));
        right.bias = (new Vector3(1f,-1f,0f)).normalized * fHalfArmLen + new Vector3(0,0,-(fAverageArmLen + 0.5f));

        left.width = fShouldersLen*1.5f;
        left.height = fHeadToSpineMidLen;

        right.width = fShouldersLen*1.5f;
        right.height = fHeadToSpineMidLen;
    }
Example #2
0
    /// <summary>
    /// 创建左右手PHIZ
    /// </summary>
    /// <param name="body">Body.</param>
    /// <param name="left">Left.</param>
    /// <param name="right">Right.</param>
    public static void Create( Windows.Kinect.CameraSpacePoint[] filteredJoints, ref PHIZ left, ref PHIZ right )
    {
        //
        if( filteredJoints == null || left == null || right == null )
        {
            Debug.Log( "Can not create PHIZ." );
            return;
        }

        //
        Vector3 vJointShoulderLeftPos = Utils.GetVector3FromCameraSpacePoint( filteredJoints[(int)Windows.Kinect.JointType.ShoulderLeft] );
        Vector3 vJointShoulderRightPos = Utils.GetVector3FromCameraSpacePoint( filteredJoints[(int)Windows.Kinect.JointType.ShoulderRight] );

        Vector3 vJointElbowLeftPos = Utils.GetVector3FromCameraSpacePoint( filteredJoints[(int)Windows.Kinect.JointType.ElbowLeft] );
        Vector3 vJointElbowRightPos = Utils.GetVector3FromCameraSpacePoint( filteredJoints[(int)Windows.Kinect.JointType.ElbowRight] );

        Vector3 vJointHeadPos = Utils.GetVector3FromCameraSpacePoint( filteredJoints[(int)Windows.Kinect.JointType.Head] );

        Vector3 vJointSpineMidPos = Utils.GetVector3FromCameraSpacePoint( filteredJoints[(int)Windows.Kinect.JointType.SpineMid] );

        //
        float fUpperArmLeftLen = (vJointShoulderLeftPos - vJointElbowLeftPos).magnitude;
        float fUpperArmRightLen = (vJointShoulderRightPos - vJointElbowRightPos).magnitude;
        float fShouldersLen = (vJointShoulderLeftPos - vJointShoulderRightPos).magnitude;
        //float fHeadToElbowLeftLen = (vJointHeadPos - vJointElbowLeftPos).magnitude;
        //float fHeadToElbowRightLen = (vJointHeadPos - vJointElbowRightPos).magnitude;
        float fHeadToSpineMidLen = (vJointHeadPos - vJointSpineMidPos).magnitude;

        //Debug.Log( "fUpperArmLeftLen:"+fUpperArmLeftLen+"  fUpperArmRightLen:"+fUpperArmRightLen+"  fShouldersLen:"+fShouldersLen+
        //          "  fHeadToElbowLeftLen"+fHeadToElbowLeftLen+"  fHeadToElbowRightLen:"+fHeadToElbowRightLen +"  fHeadToSpineMidLen:"+fHeadToSpineMidLen);

        float fAverageArmLen = ( fUpperArmLeftLen + fUpperArmRightLen ) * 0.5f;
        float fHalfArmLen = fAverageArmLen * 0.5f;

        left.bias = (new Vector3(-1f,-1f,0f)).normalized * fHalfArmLen + new Vector3(0,0,-(fAverageArmLen + 0.5f));
        right.bias = (new Vector3(1f,-1f,0f)).normalized * fHalfArmLen + new Vector3(0,0,-(fAverageArmLen + 0.5f));

        left.width = fShouldersLen*1.5f;
        left.height = fHeadToSpineMidLen;

        right.width = fShouldersLen*1.5f;
        right.height = fHeadToSpineMidLen;
    }