public override TypingStatus ProcessNewFrame(Point3D cursor, ICollection<TypingGesture> gestures, Microsoft.Kinect.Skeleton stableSkeleton, double deltaTimeMilliseconds, TypingDexterity dexterity)
    {
      double columnData = cursor.X;
      double rowData = cursor.Y;
      double constraintData = cursor.Z;

      if (cursor.IsFrozen)
      {
        columnData = cursor.FrozenX;
        rowData = cursor.FrozenY;
        constraintData = cursor.FrozenZ;
      }

      if (columnData < 0 || rowData < 0)
        return new TypingStatus();
      double stepX = 1.0 / layoutCols;
      double stepY = 1.0 / layoutRows;

      int col = (int)(columnData / stepX);
      int row = (int)(rowData / stepY);

      TypingStatus status = new TypingStatus();
      status.HighlightedKey = layout[row * layoutCols + col];
      if (gestures != null && gestures.Count > 0 && gestures.ElementAt(0).Type == GestureType.Tap)
      {
        TypingGesture gesture = gestures.ElementAt(0);
        col = (int)(gesture.Position.X / stepX);
        row = (int)(gesture.Position.Y / stepY);
        status.SelectedKey = layout[row * layoutCols + col];
      }

      return status;
    }
    public override TypingStatus ProcessNewFrame(Point3D cursor, ICollection<TypingGesture> gestures, Microsoft.Kinect.Skeleton stableSkeleton, double deltaTimeMilliseconds, TypingDexterity dexterity)
    {
      double columnData = cursor.X;
      double rowData = cursor.Y;
      double constraintData = cursor.Z;

      if (columnData < 0 || rowData < 0)
        return new TypingStatus();

      double stepX = 1.0 / layoutCols;
      double stepY = 1.0 / layoutRows;

      int col = (int)(columnData / stepX);
      int row = (int)(rowData / stepY);
      currentPointingIndex = row * layoutCols + col;
      TypingStatus status = new TypingStatus();
      if (currentSequenceIndex == 36)
      {
        return status;
      }
      if (layout[currentPointingIndex] == sequence[currentSequenceIndex])
      {
        status.HighlightedKey = layout[currentPointingIndex];
        if (currentSequenceIndex < sequence.Length)
        {
          currentSequenceIndex++;
          if (!started)
            started = true;
          else
            correctCount++;
        }
      }
      else 
      {
        if (currentPointingIndex != previousPointingIndex)
        {
          if (started)
          {
            errorCount++;
          }
        }
      }

      if (gestures != null && gestures.Count > 0 && gestures.ElementAt(0).Type == GestureType.Tap)
      {
        TypingGesture gesture = gestures.ElementAt(0);
        col = (int)(gesture.Position.X / stepX);
        row = (int)(gesture.Position.Y / stepY);
        currentPointingIndex = row * layoutCols + col;
        status.SelectedKey = layout[currentPointingIndex];
      }

      previousPointingIndex = currentPointingIndex;
      return status;
    }
    internal override Point3D FindCursorPosition(Skeleton skeleton, LayoutAnchoring anchoring, System.Windows.Size layoutSize, TypingDexterity dexterity, SelectionMethod selectionM, ArmStretch armStretch)
    {
      TypingDexterity opposite = TypingDexterity.Right;
      if (dexterity == TypingDexterity.Right)
        opposite = TypingDexterity.Left;
      SetJointsForDexterity(opposite);

      Joint shoulder = skeleton.Joints.SingleOrDefault(tmp => tmp.JointType == Shoulder);
      Joint hand = skeleton.Joints.SingleOrDefault(tmp => tmp.JointType == Hand);
      Joint wrist = skeleton.Joints.SingleOrDefault(tmp => tmp.JointType == Wrist);
      Joint hip = skeleton.Joints.SingleOrDefault(tmp => tmp.JointType == Hip);

      double pointerPosX = (hand.Position.X + wrist.Position.X) / 2;
      double pointerPosY = (hand.Position.Y + wrist.Position.Y) / 2;
      double pointerPosZ = (hand.Position.Z + wrist.Position.Z) / 2;

      //this positions are calculated from the hip
      double posX = Math.Abs(pointerPosX - hip.Position.X);
      double posY = Math.Abs(pointerPosY - hip.Position.Y);
      double posZ = Math.Abs(pointerPosZ - hip.Position.Z);

      return new Point3D(posX, posY, posZ);
    }
 public override TypingStatus ProcessNewFrame(Point3D cursor, ICollection<TypingGesture> gestures, Skeleton stableSkeleton, double deltaTimeMilliseconds, TypingDexterity dexterity)
 {
   throw new NotImplementedException();
 }
Example #5
0
    internal virtual Point3D FindCursorPosition(Skeleton skeleton, LayoutAnchoring anchoring, Size layoutSize, TypingDexterity dexterity, SelectionMethod selectionM, ArmStretch armStretch)
    {
      SetJointsForDexterity(dexterity);

      Joint shoulder = skeleton.Joints.SingleOrDefault(tmp => tmp.JointType == Shoulder);
      Joint hand = skeleton.Joints.SingleOrDefault(tmp => tmp.JointType == Hand);
      Joint wrist = skeleton.Joints.SingleOrDefault(tmp => tmp.JointType == Wrist);
      Joint hip = skeleton.Joints.SingleOrDefault(tmp => tmp.JointType == Hip);

      double width = layoutSize.Width / 100;
      double height = layoutSize.Height / 100;

      if (anchoring == LayoutAnchoring.VerticalShoulderLevel)
      {
        planeCenter.X = shoulder.Position.X + width / 2;
        planeCenter.Y = shoulder.Position.Y;
      }
      else if (anchoring == LayoutAnchoring.VerticalBodyCenterLevel)
      {
        planeCenter.X = shoulder.Position.X + width / 2;
        planeCenter.Y = (shoulder.Position.Y + hip.Position.Y) / 2;
      }
      else if (anchoring == LayoutAnchoring.HorizontalBottomLevel)
      {
        planeCenter.X = shoulder.Position.X + width / 2 + 0.05;
        //because of the coordinate direction
        planeCenter.Z = shoulder.Position.Z - height / 2 - 0.05;
      }

      double pointerPosX = (hand.Position.X + wrist.Position.X) / 2;
      double distX = pointerPosX - planeCenter.X;
      double pointerPosY = (hand.Position.Y + wrist.Position.Y) / 2;
      double distY = pointerPosY - planeCenter.Y;
      double pointerPosZ = (hand.Position.Z + wrist.Position.Z) / 2;
      double distZ = pointerPosZ - planeCenter.Z;

      Point3D pointer = new Point3D(pointerPosX, pointerPosY, pointerPosZ);
      Point3D origin = new Point3D(shoulder.Position.X, shoulder.Position.Y, shoulder.Position.Z);
      System.Windows.Media.Media3D.Vector3D distanceFromOrigin = ToolBox.CalculateDisplacement(
        (System.Windows.Media.Media3D.Vector3D)pointer,
        (System.Windows.Media.Media3D.Vector3D)origin);

      Point3D cursorP = new Point3D(-1, -1, -1);
      if (armStretch == ArmStretch.Long && distanceFromOrigin.Length < LONG_ARM_CONSTRAIN)
        return lastPos = cursorP;
      if (armStretch == ArmStretch.Short)
      {
        if (anchoring == LayoutAnchoring.VerticalShoulderLevel || anchoring == LayoutAnchoring.VerticalBodyCenterLevel)
        {
          if (Math.Abs(distanceFromOrigin.Z) > SHORT_ARM_CONSTRAIN)
            return lastPos = cursorP;
        }
        else if (anchoring == LayoutAnchoring.HorizontalBottomLevel)
        {
          if (Math.Abs(distanceFromOrigin.Y) > SHORT_ARM_CONSTRAIN)
            return lastPos = cursorP;
        }
      }

      //if the pointer is close enough to plane
      if (anchoring == LayoutAnchoring.VerticalShoulderLevel || anchoring == LayoutAnchoring.VerticalBodyCenterLevel)
      {
        //out of width boundary
        if (Math.Abs(distX) > width / 2)
          return lastPos = cursorP;
        //out of height boundary
        if (Math.Abs(distY) > height / 2)
          return lastPos = cursorP;

        double absX = distX + width / 2;
        double absY = height - ((height / 2) + distY);

        cursorP.X = absX / width;
        cursorP.Y = absY / height;
        cursorP.Z = distZ;
        cursorP = FreezeMovementesForSelectionGesture(cursorP, selectionM);
        lastPos = cursorP;
      }
      else //if (anchoring == LayoutAnchoring.HorizontalBottomLevel)
      {
        //out of column boundary
        if (Math.Abs(distX) > width / 2)
          return lastPos = cursorP;
        //out of row boundary
        if (Math.Abs(distZ) > height / 2)
          return lastPos = cursorP;

        double absX = distX + width / 2;
        double absZ = ((height / 2) + distZ);

        cursorP.X = absX / width;
        cursorP.Y = absZ / height;
        cursorP.Z = distY;
        cursorP = FreezeMovementesForSelectionGesture(cursorP, selectionM);
        lastPos = cursorP;
      }
      //if not close to plane, return an invalid cursorP
      return lastPos = cursorP;
    }
Example #6
0
 //this method is to be overridden by each particular typing method
 public abstract TypingStatus ProcessNewFrame(Point3D cursor, ICollection<TypingGesture> gestures, Skeleton stableSkeleton, double deltaTimeMilliseconds, TypingDexterity dexterity);
Example #7
0
 protected void SetJointsForDexterity(TypingDexterity dexterity)
 {
   if (dexterity == TypingDexterity.Right)
   {
     Shoulder = JointType.ShoulderRight;
     Elbow = JointType.ElbowRight;
     Wrist = JointType.WristRight;
     Hand = JointType.HandRight;
     Hip = JointType.HipRight;
   }
   else if (dexterity == TypingDexterity.Left)
   {
     Shoulder = JointType.ShoulderLeft;
     Elbow = JointType.ElbowLeft;
     Wrist = JointType.WristLeft;
     Hand = JointType.HandLeft;
     Hip = JointType.HipLeft;
   }
 }