Example #1
0
        public Vector3(Point3D start, Point3D end)
        {
            this.start = start;
            this.end = end;

            //set X,Y,Z
            this.X = start.X - end.X;
            this.Y = start.Y - end.Y;
            this.Z = start.Z - end.Z;
        }
Example #2
0
        /// <summary>
        /// Move the mouse according to the skeleton parameter with some conditions
        /// </summary>
        /// <param name="skeleton">the skeleton to link the movement</param>
        private void MoveMouse(Skeleton skeleton)
        {
            if (!OnlyTheHandIsMoving(mouse_Hand, skeleton))
            {
                Rectangle resolution = Screen.PrimaryScreen.Bounds;
                Queue<Point3D> q = handControler.GetHandQueue(mouse_Hand);

                int weight = 0;
                Point3D pHand = new Point3D();

                if (q.Count > 1)
                {
                    //filtering noise values, i.e : from maxCursorDeviation pixels to the previous one
                    Vector3 v = new Vector3(q.ToArray()[q.Count - 2], q.ToArray()[q.Count - 1]);
                    if (v.Norm() > Helper.maxCursorDeviation)
                    {
                        q.Dequeue();
                    }

                    float movingCenterY = KinectHelper.Instance.currentSkeleton.Joints[JointType.ShoulderCenter].Position.Y + Helper.virtualBoxY;
                    float movingCenterX = (mouse_Hand == HandType.LEFT) ? -Helper.virtualBoxX : Helper.virtualBoxX;

                    foreach (Point3D p in q)
                    {
                        pHand.X += (p.X - movingCenterX) * weight;
                        pHand.Y += (p.Y - movingCenterY) * weight;
                        weight++;
                    }

                    int x = (int)((pHand.X / weight) * ((resolution.Width / 2) / Helper._skeletonMaxX));
                    int y = -(int)((pHand.Y / weight) * ((resolution.Height / 2) / Helper._skeletonMaxY));

                    x = (x < resolution.Width) ? x : resolution.Width;
                    x = (x > 0) ? x : 0;
                    y = (y < resolution.Height) ? y : resolution.Height;
                    y = (y > 0) ? y : 0;

                    //Move the mouse
                    //MouseSimulator.MoveMouseTo((int)x, (int)y);
                    //MouseSimulator.MoveMouseBy((int)((x - mouseX) * Helper._mouseSensibility), (int)((y - mouseY)));
                    mouseX = x;
                    mouseY = y;
                }
                else if (q.Count == 0)
                {
                    MousePoint mp = NativeMethods.GetCursorPosition();
                    mouseX = mp.X;
                    mouseY = mp.Y;
                }
            }
        }
Example #3
0
        /// <summary>
        /// check if the elevation of the angle is correct for the according skeleton
        /// </summary>
        /// <param name="skeleton">the skeleton</param>
        private void CheckElevationAngle()
        {
            int depthResolutionWidth = (int)Helper._depthFrameWidth;
            int depthResolutionHeight = (int)Helper._depthFrameHeight;

            if (skeletonQueue.Count == skeletonQueueCount)
            {
                Point3D optimalPosition = new Point3D(depthResolutionWidth / 2.0f, depthResolutionHeight / 2.0f, 1.5f);

                Joint JointStart = skeletonQueue.ToArray()[0][6].ScaleToDepthResolution();
                Joint JointEnd = skeletonQueue.ToArray()[skeletonQueue.Count - 1][6].ScaleToDepthResolution();

                Point3D centerPositionAverage = new Point3D((JointEnd.Position.X + JointStart.Position.X) / 2.0f,
                    (JointEnd.Position.Y - 40 + JointStart.Position.Y - 40) / 2.0f,
                    (JointEnd.Position.Z + JointStart.Position.Z) / 2.0f);

                //value of the deviation
                Vector3 d = new Vector3(optimalPosition, centerPositionAverage);

                //the Kinect must point to the center of the rectangle where the hands are going to move
                if (Math.Abs(d.Y) > KinectHelper.maxPositionDeviation)
                {
                    //elevation angle must be changed
                    double angle = Math.Acos(centerPositionAverage.Z / Math.Sqrt(Math.Pow(centerPositionAverage.Z, 2) + Math.Pow(skeleton.Joints[JointType.ShoulderCenter].Position.Y, 2))) * 180 / Math.PI;

                    if (d.Y > 0)
                    {
                        KinectHelper.Instance.elevationAngle = (int)angle;
                    }
                    else if (d.Y < 0)
                    {
                        KinectHelper.Instance.elevationAngle = (int)(-angle);
                    }
                }
                else
                {
                }
            }
        }