private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject) { // Get position and rotation of every body joint. // Position will be computed as 2D vector for displaying purposes Vector3[] bodyJoints = BodyAnalysis.convertToUnityPosition(body.Joints); Quaternion[] bodyOrientation = BodyAnalysis.convertToUnityOrientation(body.JointOrientations); int i = 0; foreach (Transform child in bodyObject.transform) { // If the current body joint is not being tracked (infinity), ignore if ((bodyJoints[i].x == Mathf.Infinity || bodyJoints[i].x == Mathf.NegativeInfinity) || (bodyJoints[i].y == Mathf.Infinity || bodyJoints[i].y == Mathf.NegativeInfinity)) { i++; if (i >= bodyJoints.Length) { break; } continue; } // Place the current body joint on the desired location child.transform.position = bodyJoints[i] * scale; child.transform.localRotation = bodyOrientation[i]; i++; if (i >= bodyJoints.Length) { break; } } }
// Update the information of every body joint for a given body private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject) { BodyAnalysis.SetMapper(bodyReader.GetMapper()); // Get the body joints and convert them to a 2D representation using the scale of the // current object. For AR purposes Vector2[] bodyJoints2D = BodyAnalysis.convertToUnity2DPosition(body.Joints, scale, position); // Get the body joint orientation and convert them to a Unity Quaternion type Quaternion[] bodyOrientation = BodyAnalysis.convertToUnityOrientation(body.JointOrientations); int i = 0; foreach (Transform child in bodyObject.transform) { // If the current joint is not being tracked propperly (i.e. infinity as position), // ignore it if ((bodyJoints2D[i].x == Mathf.Infinity || bodyJoints2D[i].x == Mathf.NegativeInfinity) || (bodyJoints2D[i].y == Mathf.Infinity || bodyJoints2D[i].y == Mathf.NegativeInfinity)) { i++; if (i >= bodyJoints2D.Length) { break; } continue; } // Update the current joint position and rotation. child.transform.position = new Vector3(bodyJoints2D[i].x, bodyJoints2D[i].y, position.z); child.transform.localRotation = bodyOrientation[i]; i++; if (i >= bodyJoints2D.Length) { break; } } Transform spineBox = bodyObject.transform.Find("Spine angles"); spineBox.position = new Vector3(bodyJoints2D[(int)Kinect.JointType.Head].x, bodyJoints2D[(int)Kinect.JointType.Head].y, position.z - 0.5f); int spineFlex1 = (int)BodyAnalysis.FlexionSpineAngle(body, true); // coronal int spineFlex2 = (int)BodyAnalysis.FlexionSpineAngle(body, false); // sagital spineBox.GetChild(0).GetComponent <TextMesh>().text = "Coronal: " + spineFlex1.ToString() + "\nSagital:" + spineFlex2.ToString(); Transform rightShoulderBox = bodyObject.transform.Find("Right shoulder angles"); rightShoulderBox.position = new Vector3(bodyJoints2D[(int)Kinect.JointType.ShoulderRight].x, bodyJoints2D[(int)Kinect.JointType.ShoulderRight].y, position.z - 0.5f); int rShoulderAngle1 = (int)BodyAnalysis.FlexionShoulderAngle(body, true); int rShoulderAngle2 = (int)BodyAnalysis.AbductionShoulderAngle(body, true); rightShoulderBox.GetChild(0).GetComponent <TextMesh>().text = "Flexion: " + rShoulderAngle1.ToString() + "\nAbduction: " + rShoulderAngle2.ToString(); }
public BaiduAi(ILogger <BaiduAi> logger, Orc orc, FaceRecognition faceRecognition, BodyAnalysis bodyAnalysis, Speech speech, ImageClassify imageClassify, ImageSearch imageSearch, ImageEffects imageEffects, Nlp nlp) { _logger = logger; _orc = orc; _faceRecognition = faceRecognition; _bodyAnalysis = bodyAnalysis; _speech = speech; _imageClassify = imageClassify; _imageSearch = imageSearch; _imageEffects = imageEffects; _nlp = nlp; }
// Update the information of every body joint for a given body private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject) { BodyAnalysis.SetMapper(bodyReader.GetMapper()); // Get the body joints and convert them to a 2D representation using the scale of the // current object. For AR purposes Vector2[] bodyJoints2D = BodyAnalysis.convertToUnity2DPosition(body.Joints, scale, position); // Get the body joint orientation and convert them to a Unity Quaternion type Quaternion[] bodyOrientation = BodyAnalysis.convertToUnityOrientation(body.JointOrientations); int i = 0; foreach (Transform child in bodyObject.transform) { // If the current joint is not being tracked propperly (i.e. infinity as position), // ignore it if ((bodyJoints2D[i].x == Mathf.Infinity || bodyJoints2D[i].x == Mathf.NegativeInfinity) || (bodyJoints2D[i].y == Mathf.Infinity || bodyJoints2D[i].y == Mathf.NegativeInfinity)) { i++; if (i >= bodyJoints2D.Length) { break; } continue; } // Update the current joint position and rotation. child.transform.position = new Vector3(bodyJoints2D[i].x, bodyJoints2D[i].y, position.z); child.transform.localRotation = bodyOrientation[i]; i++; if (i >= bodyJoints2D.Length) { break; } } }
// Update the information regarding one body private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject) { BodyAnalysis.SetMapper(bodyReader.GetMapper()); Vector2[] bodyJoints2D = BodyAnalysis.convertToUnity2DPosition(body.Joints, scale, position); Quaternion[] bodyOrientation = BodyAnalysis.convertToUnityOrientation(body.JointOrientations); // --------------------------------------------------------------------------------- // Show/hide the marker for each hand. These two lines are added to this function // only for testing (debugging) puposes. Remove for deployment bodyObject.transform.GetChild(0).gameObject.SetActive(trackRightHand); bodyObject.transform.GetChild(1).gameObject.SetActive(trackLeftHand); // --------------------------------------------------------------------------------- // HAND TRACKING if (trackRightHand) { Vector2 rightHandPos = bodyJoints2D[(int)Kinect.JointType.HandRight]; if ((rightHandPos.x != Mathf.Infinity && rightHandPos.x != Mathf.NegativeInfinity) && (rightHandPos.y != Mathf.Infinity && rightHandPos.y != Mathf.NegativeInfinity)) { Transform hand = bodyObject.transform.GetChild(0).transform; hand.position = new Vector3(rightHandPos.x, rightHandPos.y, position.z); } } if (trackLeftHand) { Vector2 leftHandPos = bodyJoints2D[(int)Kinect.JointType.HandLeft]; if ((leftHandPos.x != Mathf.Infinity && leftHandPos.x != Mathf.NegativeInfinity) && (leftHandPos.y != Mathf.Infinity && leftHandPos.y != Mathf.NegativeInfinity)) { Transform hand = bodyObject.transform.GetChild(1).transform; hand.position = new Vector3(leftHandPos.x, leftHandPos.y, position.z); } } }
// Update the information of every body joint for a given body private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject) { BodyAnalysis.SetMapper(bodyReader.GetMapper()); // Get the body joints and convert them to a 2D representation using the scale of the // current object. For AR purposes Vector2[] bodyJoints2D = BodyAnalysis.convertToUnity2DPosition(body.Joints, scale, position); // Get the Abduction/Adduction angle of the shoulders. Quaternion[] jointOrientation = BodyAnalysis.convertToUnityOrientation(body.JointOrientations); float leftShoulderAngle = BodyAnalysis.AbductionShoulderAngle(body, false); float rightShoulderAngle = BodyAnalysis.AbductionShoulderAngle(body, true); // Get the flexion of the elbows. The shoulder Abduction/Adduction should be performed // without bending the arm. float leftElbowAngle = BodyAnalysis.FlexionElbowAngle(body, false) * 180.0f / Mathf.PI; float rightElbowAngle = BodyAnalysis.FlexionElbowAngle(body, true) * 180.0f / Mathf.PI; const float minAngle = 30; // For each desired joint, find its position in 2D space, check if that position // is valid (not infinity), and update the position of the corresponding marker. // The marker on the elbows is only visible when the angle is higher than a // threshold (minAngle) // ---> LEFT // Left shoulder Vector2 pos = bodyJoints2D[(int)Kinect.JointType.ShoulderLeft]; Transform joint = bodyObject.transform.Find("Left shoulder"); if (pos.x != Mathf.Infinity && pos.x != Mathf.NegativeInfinity && pos.y != Mathf.Infinity && pos.y != Mathf.NegativeInfinity) { joint.position = new Vector3(pos.x, pos.y, position.z - 0.5f); } // Left text box Transform box = bodyObject.transform.Find("Left text"); box.transform.position = new Vector3(pos.x - 2, pos.y, position.x - 0.5f); box.GetChild(0).GetComponent <TextMesh>().text = "Angle: " + leftShoulderAngle.ToString(); // Left elbow pos = bodyJoints2D[(int)Kinect.JointType.ElbowLeft]; joint = bodyObject.transform.Find("Left elbow"); if (pos.x != Mathf.Infinity && pos.x != Mathf.NegativeInfinity && pos.y != Mathf.Infinity && pos.y != Mathf.NegativeInfinity) { joint.gameObject.SetActive(leftElbowAngle > minAngle); joint.position = new Vector3(pos.x, pos.y, position.z - 0.5f); } // Left hand pos = bodyJoints2D[(int)Kinect.JointType.HandLeft]; joint = bodyObject.transform.Find("Left hand"); if (pos.x != Mathf.Infinity && pos.x != Mathf.NegativeInfinity && pos.y != Mathf.Infinity && pos.y != Mathf.NegativeInfinity) { joint.position = new Vector3(pos.x, pos.y, position.z - 0.5f); } // ---> RIGHT // Right shoulder pos = bodyJoints2D[(int)Kinect.JointType.ShoulderRight]; joint = bodyObject.transform.Find("Right shoulder"); if (pos.x != Mathf.Infinity && pos.x != Mathf.NegativeInfinity && pos.y != Mathf.Infinity && pos.y != Mathf.NegativeInfinity) { joint.position = new Vector3(pos.x, pos.y, position.z - 0.5f); } // Right text box box = bodyObject.transform.Find("Right text"); box.transform.position = new Vector3(pos.x + 2, pos.y, position.x - 0.5f); box.GetChild(0).GetComponent <TextMesh>().text = "Angle: " + rightShoulderAngle.ToString(); // Right elbow pos = bodyJoints2D[(int)Kinect.JointType.ElbowRight]; joint = bodyObject.transform.Find("Right elbow"); if (pos.x != Mathf.Infinity && pos.x != Mathf.NegativeInfinity && pos.y != Mathf.Infinity && pos.y != Mathf.NegativeInfinity) { joint.gameObject.SetActive(rightElbowAngle > minAngle); joint.position = new Vector3(pos.x, pos.y, position.z - 0.5f); } // Right hand pos = bodyJoints2D[(int)Kinect.JointType.HandRight]; joint = bodyObject.transform.Find("Right hand"); if (pos.x != Mathf.Infinity && pos.x != Mathf.NegativeInfinity && pos.y != Mathf.Infinity && pos.y != Mathf.NegativeInfinity) { joint.position = new Vector3(pos.x, pos.y, position.z - 0.5f); } }