Exemple #1
0
        private List <KinectSkeleton> SortSkeletons(List <KinectSkeleton> unsortedSkeletons, SkeletonSortMethod sortMethod)
        {
            if (sortMethod == SkeletonSortMethod.NoSort)
            {
                return(unsortedSkeletons);
            }
            else
            {
                //Seperate the tracked and untracked skeletons
                List <KinectSkeleton> trackedSkeletons   = new List <KinectSkeleton>();
                List <KinectSkeleton> untrackedSkeletons = new List <KinectSkeleton>();
                for (int i = 0; i < unsortedSkeletons.Count; i++)
                {
                    if (unsortedSkeletons[i].skeleton.TrackingState == SkeletonTrackingState.NotTracked)
                    {
                        untrackedSkeletons.Add(unsortedSkeletons[i]);
                    }
                    else
                    {
                        trackedSkeletons.Add(unsortedSkeletons[i]);
                    }
                }

                if (sortMethod == SkeletonSortMethod.OriginXClosest || sortMethod == SkeletonSortMethod.OriginXFarthest)
                {
                    //We only care about the tracked skeletons, so only sort those
                    for (int i = 1; i < trackedSkeletons.Count; i++)
                    {
                        int            insertIndex  = i;
                        KinectSkeleton tempSkeleton = trackedSkeletons[i];

                        while (insertIndex > 0 && tempSkeleton.skeleton.Position.X < trackedSkeletons[insertIndex - 1].skeleton.Position.X)
                        {
                            trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                            insertIndex--;
                        }
                        trackedSkeletons[insertIndex] = tempSkeleton;
                    }

                    if (sortMethod == SkeletonSortMethod.OriginXFarthest)
                    {
                        trackedSkeletons.Reverse();
                    }
                }
                else if (sortMethod == SkeletonSortMethod.OriginYClosest || sortMethod == SkeletonSortMethod.OriginYFarthest)
                {
                    //We only care about the tracked skeletons, so only sort those
                    for (int i = 1; i < trackedSkeletons.Count; i++)
                    {
                        int            insertIndex  = i;
                        KinectSkeleton tempSkeleton = trackedSkeletons[i];

                        while (insertIndex > 0 && tempSkeleton.skeleton.Position.Y < trackedSkeletons[insertIndex - 1].skeleton.Position.Y)
                        {
                            trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                            insertIndex--;
                        }
                        trackedSkeletons[insertIndex] = tempSkeleton;
                    }

                    if (sortMethod == SkeletonSortMethod.OriginYFarthest)
                    {
                        trackedSkeletons.Reverse();
                    }
                }
                else if (sortMethod == SkeletonSortMethod.OriginZClosest || sortMethod == SkeletonSortMethod.OriginZFarthest)
                {
                    //We only care about the tracked skeletons, so only sort those
                    for (int i = 1; i < trackedSkeletons.Count; i++)
                    {
                        int            insertIndex  = i;
                        KinectSkeleton tempSkeleton = trackedSkeletons[i];

                        while (insertIndex > 0 && tempSkeleton.skeleton.Position.Z < trackedSkeletons[insertIndex - 1].skeleton.Position.Z)
                        {
                            trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                            insertIndex--;
                        }
                        trackedSkeletons[insertIndex] = tempSkeleton;
                    }

                    if (sortMethod == SkeletonSortMethod.OriginZFarthest)
                    {
                        trackedSkeletons.Reverse();
                    }
                }
                else if (sortMethod == SkeletonSortMethod.OriginEuclidClosest || sortMethod == SkeletonSortMethod.OriginEuclidFarthest)
                {
                    //We only care about the tracked skeletons, so only sort those
                    for (int i = 1; i < trackedSkeletons.Count; i++)
                    {
                        int            insertIndex  = i;
                        KinectSkeleton tempSkeleton = trackedSkeletons[i];
                        SkeletonPoint  origin       = new SkeletonPoint()
                        {
                            X = 0, Y = 0, Z = 0
                        };
                        double tempDistance = InterPointDistance(origin, trackedSkeletons[i].skeleton.Position);

                        while (insertIndex > 0 && tempDistance < InterPointDistance(origin, trackedSkeletons[insertIndex - 1].skeleton.Position))
                        {
                            trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                            insertIndex--;
                        }
                        trackedSkeletons[insertIndex] = tempSkeleton;
                    }

                    if (sortMethod == SkeletonSortMethod.OriginEuclidFarthest)
                    {
                        trackedSkeletons.Reverse();
                    }
                }
                //TODO: Add feedback sort methods here

                //Add the untracked skeletons to the tracked ones before sending everything back
                trackedSkeletons.AddRange(untrackedSkeletons);

                return(trackedSkeletons);
            }
        }
Exemple #2
0
        private List <KinectSkeleton> SortSkeletons(List <KinectSkeleton> unsortedSkeletons, SkeletonSortMethod sortMethod)
        {
            if (sortMethod == SkeletonSortMethod.NoSort)
            {
                return(unsortedSkeletons);
            }
            else
            {
                //Seperate the tracked and untracked skeletons
                List <KinectSkeleton> trackedSkeletons   = new List <KinectSkeleton>();
                List <KinectSkeleton> untrackedSkeletons = new List <KinectSkeleton>();
                for (int i = 0; i < unsortedSkeletons.Count; i++)
                {
                    if (unsortedSkeletons[i].skeleton.TrackingState == SkeletonTrackingState.NotTracked)
                    {
                        untrackedSkeletons.Add(unsortedSkeletons[i]);
                    }
                    else
                    {
                        trackedSkeletons.Add(unsortedSkeletons[i]);
                    }
                }

                if (sortMethod == SkeletonSortMethod.OriginXClosest || sortMethod == SkeletonSortMethod.OriginXFarthest)
                {
                    //We only care about the tracked skeletons, so only sort those
                    for (int i = 1; i < trackedSkeletons.Count; i++)
                    {
                        int            insertIndex  = i;
                        KinectSkeleton tempSkeleton = trackedSkeletons[i];

                        while (insertIndex > 0 && Math.Abs(tempSkeleton.skeleton.Position.X) < Math.Abs(trackedSkeletons[insertIndex - 1].skeleton.Position.X))
                        {
                            trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                            insertIndex--;
                        }
                        trackedSkeletons[insertIndex] = tempSkeleton;
                    }

                    if (sortMethod == SkeletonSortMethod.OriginXFarthest)
                    {
                        trackedSkeletons.Reverse();
                    }
                }
                else if (sortMethod == SkeletonSortMethod.OriginYClosest || sortMethod == SkeletonSortMethod.OriginYFarthest)
                {
                    //We only care about the tracked skeletons, so only sort those
                    for (int i = 1; i < trackedSkeletons.Count; i++)
                    {
                        int            insertIndex  = i;
                        KinectSkeleton tempSkeleton = trackedSkeletons[i];

                        while (insertIndex > 0 && Math.Abs(tempSkeleton.skeleton.Position.Y) < Math.Abs(trackedSkeletons[insertIndex - 1].skeleton.Position.Y))
                        {
                            trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                            insertIndex--;
                        }
                        trackedSkeletons[insertIndex] = tempSkeleton;
                    }

                    if (sortMethod == SkeletonSortMethod.OriginYFarthest)
                    {
                        trackedSkeletons.Reverse();
                    }
                }
                else if (sortMethod == SkeletonSortMethod.OriginZClosest || sortMethod == SkeletonSortMethod.OriginZFarthest)
                {
                    //We only care about the tracked skeletons, so only sort those
                    for (int i = 1; i < trackedSkeletons.Count; i++)
                    {
                        int            insertIndex  = i;
                        KinectSkeleton tempSkeleton = trackedSkeletons[i];

                        while (insertIndex > 0 && Math.Abs(tempSkeleton.skeleton.Position.Z) < Math.Abs(trackedSkeletons[insertIndex - 1].skeleton.Position.Z))
                        {
                            trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                            insertIndex--;
                        }
                        trackedSkeletons[insertIndex] = tempSkeleton;
                    }

                    if (sortMethod == SkeletonSortMethod.OriginZFarthest)
                    {
                        trackedSkeletons.Reverse();
                    }
                }
                else if (sortMethod == SkeletonSortMethod.OriginEuclidClosest || sortMethod == SkeletonSortMethod.OriginEuclidFarthest)
                {
                    //We only care about the tracked skeletons, so only sort those
                    for (int i = 1; i < trackedSkeletons.Count; i++)
                    {
                        int            insertIndex  = i;
                        KinectSkeleton tempSkeleton = trackedSkeletons[i];
                        SkeletonPoint  origin       = new SkeletonPoint()
                        {
                            X = 0, Y = 0, Z = 0
                        };
                        double tempDistance = InterPointDistance(origin, trackedSkeletons[i].skeleton.Position);

                        while (insertIndex > 0 && tempDistance < InterPointDistance(origin, trackedSkeletons[insertIndex - 1].skeleton.Position))
                        {
                            trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                            insertIndex--;
                        }
                        trackedSkeletons[insertIndex] = tempSkeleton;
                    }

                    if (sortMethod == SkeletonSortMethod.OriginEuclidFarthest)
                    {
                        trackedSkeletons.Reverse();
                    }
                }
                else if (feedbackPosition != null)  //Sort based on the feedback position, if it isn't null
                {
                    if (sortMethod == SkeletonSortMethod.FeedbackXClosest || sortMethod == SkeletonSortMethod.FeedbackXFarthest)
                    {
                        //We only care about the tracked skeletons, so only sort those
                        for (int i = 1; i < trackedSkeletons.Count; i++)
                        {
                            int            insertIndex  = i;
                            KinectSkeleton tempSkeleton = trackedSkeletons[i];

                            while (insertIndex > 0 && Math.Abs(tempSkeleton.skeleton.Position.X - feedbackPosition.Value.X) < Math.Abs(trackedSkeletons[insertIndex - 1].skeleton.Position.X - feedbackPosition.Value.X))
                            {
                                trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                                insertIndex--;
                            }
                            trackedSkeletons[insertIndex] = tempSkeleton;
                        }

                        if (sortMethod == SkeletonSortMethod.FeedbackXFarthest)
                        {
                            trackedSkeletons.Reverse();
                        }
                    }
                    else if (sortMethod == SkeletonSortMethod.FeedbackYClosest || sortMethod == SkeletonSortMethod.FeedbackYFarthest)
                    {
                        //We only care about the tracked skeletons, so only sort those
                        for (int i = 1; i < trackedSkeletons.Count; i++)
                        {
                            int            insertIndex  = i;
                            KinectSkeleton tempSkeleton = trackedSkeletons[i];

                            while (insertIndex > 0 && Math.Abs(tempSkeleton.skeleton.Position.Y - feedbackPosition.Value.Y) < Math.Abs(trackedSkeletons[insertIndex - 1].skeleton.Position.Y - feedbackPosition.Value.Y))
                            {
                                trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                                insertIndex--;
                            }
                            trackedSkeletons[insertIndex] = tempSkeleton;
                        }

                        if (sortMethod == SkeletonSortMethod.FeedbackYFarthest)
                        {
                            trackedSkeletons.Reverse();
                        }
                    }
                    else if (sortMethod == SkeletonSortMethod.FeedbackZClosest || sortMethod == SkeletonSortMethod.FeedbackZFarthest)
                    {
                        //We only care about the tracked skeletons, so only sort those
                        for (int i = 1; i < trackedSkeletons.Count; i++)
                        {
                            int            insertIndex  = i;
                            KinectSkeleton tempSkeleton = trackedSkeletons[i];

                            while (insertIndex > 0 && Math.Abs(tempSkeleton.skeleton.Position.Z - feedbackPosition.Value.Z) < Math.Abs(trackedSkeletons[insertIndex - 1].skeleton.Position.Z - feedbackPosition.Value.Z))
                            {
                                trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                                insertIndex--;
                            }
                            trackedSkeletons[insertIndex] = tempSkeleton;
                        }

                        if (sortMethod == SkeletonSortMethod.FeedbackZFarthest)
                        {
                            trackedSkeletons.Reverse();
                        }
                    }
                    else if (sortMethod == SkeletonSortMethod.FeedbackEuclidClosest || sortMethod == SkeletonSortMethod.FeedbackEuclidFarthest)
                    {
                        //We only care about the tracked skeletons, so only sort those
                        for (int i = 1; i < trackedSkeletons.Count; i++)
                        {
                            int            insertIndex  = i;
                            KinectSkeleton tempSkeleton = trackedSkeletons[i];
                            SkeletonPoint  feedPosition = new SkeletonPoint()
                            {
                                X = (float)feedbackPosition.Value.X, Y = (float)feedbackPosition.Value.Y, Z = (float)feedbackPosition.Value.Z
                            };
                            double tempDistance = InterPointDistance(feedPosition, trackedSkeletons[i].skeleton.Position);

                            while (insertIndex > 0 && tempDistance < InterPointDistance(feedPosition, trackedSkeletons[insertIndex - 1].skeleton.Position))
                            {
                                trackedSkeletons[insertIndex] = trackedSkeletons[insertIndex - 1];
                                insertIndex--;
                            }
                            trackedSkeletons[insertIndex] = tempSkeleton;
                        }

                        if (sortMethod == SkeletonSortMethod.FeedbackEuclidFarthest)
                        {
                            trackedSkeletons.Reverse();
                        }
                    }
                    else
                    {
                        return(unsortedSkeletons);
                    }
                }
                else
                {
                    return(unsortedSkeletons);
                }

                //Add the untracked skeletons to the tracked ones before sending everything back
                trackedSkeletons.AddRange(untrackedSkeletons);

                return(trackedSkeletons);
            }
        }