protected override bool Recognise(FeatureData data)
        {
            // 如果另一只手不在初始位置,则不识别
            if (data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == 1)
            {
                _motionState = MotionState.Invalid;
                return false;
            }

            switch(_motionState)
            {
                case MotionState.Initial:
                    // 手超过一定位置
                    if (data.CompareThresholdY(JointType.HandRight, JointType.ShoulderLeft, 0) == 1)
                    {
                        // 用肩中心到脊椎的距离大致估计手的比例,确保身高不影响,超出身体指定的范围标记为无效,此时刚好为到Y轴的距离
                        // 并且手在身体附近
                        if (data.CalculateDifferX(JointType.HandRight, JointType.ShoulderCenter) < 5 ||
                            (data.HandRight2BodyHorizontalDistance < data.ShoulderCenter2SpineHeight &&
                            data.CalculateSpaceDistance(JointType.HandRight, JointType.ShoulderLeft) < data.ShoulderCenter2SpineHeight))
                        {
                            _motionState = MotionState.Valid;
                        }
                        else
                        {
                            _motionState = MotionState.Invalid;
                        }
                    }
                    break;
                case MotionState.Valid: // 达到第一个有效点后
                    // 判断是否超过了头
                    if (data.CompareThresholdY(JointType.HandRight, JointType.Head, 0) == 1)
                    {
                        _motionState = MotionState.Valid2;
                    }
                    break;
                case MotionState.Valid2: // 第二个有效点
                    if (data.CompareThresholdY(JointType.HandRight, JointType.ShoulderRight, 15) == 0) // 经过了肩的位置,表明正放下
                    {
                        _motionState = MotionState.Invalid; // 无论结果如何都无效

                        // 手是否伸直的,上身的高度,用于近视计算手的比例
                        if (data.HandRight2BodyHorizontalDistance > data.Head2HipCenterHeight*0.8)
                        {
                            return true;
                        }
                    }
                    break;
                default:
                    break;
            }
            // 当手放下时
            if (_motionState != MotionState.Initial &&
                data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == -1)
            {
                _motionState = MotionState.Initial;
            }
            return false;
        }
        private const float LegRadianThreshold = 0.57f; //30, 0.64f; //弧度阈值;40度约为0.64左右,45度约为0.707

        #endregion Fields

        #region Methods

        protected override bool Recognise(FeatureData data)
        {
            switch (_motionState)
            {
                case MotionState.Initial:
                    // 判断是否抬高脚
                    if (data.CompareThresholdY(JointType.AnkleRight, JointType.AnkleLeft, 10) == 1) // 用Y判断脚抬高度,脚离地阈值为10
                    {
                        _motionState = MotionState.Valid;
                    }
                    break;
                case MotionState.Valid:
                    // 区别抬脚动作
                    if (data.CompareThresholdZ(JointType.AnkleRight, JointType.HipRight, 30) == 0 &&
                        data.CompareThresholdX(JointType.AnkleRight, JointType.HipRight, 15) == 0)
                    {
                        _motionState = MotionState.Invalid;
                        return false;
                    }
                    // 大概的腿长,从踝开始计算
                    float legLength = data.CalculateDifferY(JointType.HipLeft, JointType.AnkleLeft);
                    if (legLength <= 0) // 腿长不适合理论数据
                    {
                        return false;
                    }
                    // 在x和z轴上的映射投影距离差值
                    float ankleDifferX = Math.Abs(data.CalculateDifferX(JointType.AnkleRight, JointType.AnkleLeft));
                    float ankleDifferZ = Math.Abs(data.CalculateDifferZ(JointType.AnkleRight, JointType.AnkleLeft));

                    if (ankleDifferX >= ankleDifferZ) // 排除向前或后踢的情况
                    {
                        // 计算腿抬起后裸相差的水平距离
                        float ankleHorizontalDistance = (float)Math.Sqrt(ankleDifferX * ankleDifferX + ankleDifferZ * ankleDifferZ);

                        // 计算腿抬起的弧度
                        float legRadian = ankleHorizontalDistance / legLength;

                        // 当抬起角度超过弧度阈值后生效
                        if (legRadian > LegRadianThreshold)
                        {
                            _motionState = MotionState.Invalid;
                            return true;
                        }
                    }
                    else
                    {
                        _motionState = MotionState.Invalid;
                    }
                    break;
                default:
                    // 放下脚恢复初始状态
                    if (data.CompareThresholdY(JointType.AnkleRight, JointType.AnkleLeft, 5) == 0)
                    {
                        _motionState = MotionState.Initial;
                    }
                    break;
            }
            return false;
        }
        protected override bool Recognise(FeatureData data)
        {
            // 当另一只手也举起则无效
            if (data.CompareThresholdY(JointType.HandLeft, JointType.ShoulderLeft, 0) == 1)
            {
                _motionState = MotionState.Invalid;
                return false;
            }

            switch (_motionState)
            {
                case MotionState.Initial:
                    // 当超过肩开始生效
                    if (data.CompareThresholdY(JointType.HandRight, JointType.ShoulderLeft, 0) == 1)
                    {
                        // 太近了则无效,区别于划圆
                        if (data.CalculateDifferX(JointType.HandRight, JointType.ShoulderCenter) < 5 ||
                            (data.HandRight2BodyHorizontalDistance < data.ShoulderCenter2SpineHeight &&
                            data.CalculateSpaceDistance(JointType.HandRight, JointType.ShoulderLeft) < data.ShoulderCenter2SpineHeight))
                        {
                            _motionState = MotionState.Invalid;
                        }
                        else
                        {
                            _motionState = MotionState.Valid;
                        }
                    }
                    break;
                case MotionState.Valid:
                    // 手举起后肘关节与头的相对位置
                    //if (data.CompareThresholdY(JointType.ElbowRight, JointType.Head, 13) == 0 &&
                    //    data.CompareThresholdX(JointType.ElbowRight, JointType.Head, 33) == 0)
                    if (data.CompareThresholdY(JointType.HandRight, JointType.Head, 8) == 1)
                    {
                        _motionState = MotionState.Invalid;
                        return true;
                    }
                    //else if (data.HandRight2BodyHorizontalDistance > 1.1 * data.Head2HipCenterHeight) // 在有效状态下,超出身体指定的范围标记为无效,可能是从侧面举起手的

                    //{
                    //    // 水平距离的阈值,大致估计手的比例,确保身高不影响(可用1.8 * data.ShoulderCenter2SpineHeight)
                    //    _motionState = MotionState.Invalid;
                    //}
                    break;
                default:
                    break;
            }

            // 手放下来后恢复初始状态
            if (_motionState != MotionState.Initial &&
                data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == -1)
            {
                _motionState = MotionState.Initial;
            }

            return false;
        }
        private const double TimeMillisecondsThreshold = 850d; // 时间阈值,以毫秒计算

        #endregion Fields

        #region Methods

        protected override bool Recognise(FeatureData data)
        {
            // 如果另一只手不在初始位置,则不识别
            if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == 1)
            {
                _motionState = MotionState.Invalid;
                return false;
            }
            switch (_motionState)
            {
                case MotionState.Initial:
                    // 如果手超过肩位置,则手抬起开始生效
                    if (data.CompareThresholdY(JointType.HandLeft, JointType.ShoulderLeft, 0) == 1)
                    {
                        _dtBegin = DateTime.Now; // 获取开始时间
                        _motionState = MotionState.Valid;
                    }
                    break;
                case MotionState.Valid:
                    // 如果生效了,则判断是否回到初始位置,如果是,则识别成功
                    if (data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == -1)
                    {
                        _motionState = MotionState.Initial;
                        _dtEnd = DateTime.Now; // 获取截止时间
                        // 如果时间差小于一定的阈值则识别
                        if (_dtEnd.Subtract(_dtBegin).TotalMilliseconds < TimeMillisecondsThreshold)
                        {
                            return true;
                        }
                    }
                    break;
                default:
                    // 其他状态回到了初始位置,则重置状态为初始状态
                    if (data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == -1)
                    {
                        _motionState = MotionState.Initial;
                    }
                    break;
            }
            if (_motionState != MotionState.Invalid)
            {
                // 如果手抬起太高,则抬起失效
                if (data.CompareThresholdY(JointType.HandLeft, JointType.Head, 8) == 1)
                {
                    _motionState = MotionState.Invalid;
                }

                // 超出身体指定的范围标记为无效,此时刚好为到Y轴的距离
                if (data.HandLeft2BodyHorizontalDistance > data.Head2HipCenterHeight)
                {
                    _motionState = MotionState.Invalid;
                }
            }
            return false;
        }
        protected override bool Recognise(FeatureData data)
        {
            // 如果另一只手不在初始位置,则不识别
            if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == 1)
            {
                _motionState = MotionState.Invalid;
                return false;
            }

            switch (_motionState)
            {
                case MotionState.Initial:
                    // 用肩中心到脊椎的距离大致估计手的比例,确保身高不影响,超出身体指定的范围标记为无效,此时刚好为到Y轴的距离
                    // 手超过了脊椎的位置并且手在身体附近
                    if (data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == 1 &&
                        data.HandLeft2BodyHorizontalDistance < data.ShoulderCenter2SpineHeight)
                    {
                        _motionState = MotionState.Valid;
                    }
                    break;
                case MotionState.Valid:
                    // 上身的高度,用于近视计算手的比例
                    if (data.HandLeft2BodyHorizontalDistance > data.Head2HipCenterHeight)
                    {
                        _motionState = MotionState.Initial;
                        return true;
                    }
                    break;
                default:
                    break;
            }
            // 如果手抬起太高,则抬起失效
            if (_motionState != MotionState.Invalid &&
                data.CompareThresholdY(JointType.HandLeft, JointType.Head, 0) == 1)
            {
                _motionState = MotionState.Invalid;
            }
            // 当手放下时
            if (_motionState != MotionState.Initial)
            {
                if (data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == -1)
                {
                    _motionState = MotionState.Initial;
                }
                else if (_motionState == MotionState.Invalid // 当因为另一只手抬起导致状态无效时
                    && data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == -1)
                {
                    _motionState = MotionState.Initial;
                }
            }
            return false;
        }
 protected override bool Recognise(FeatureData data)
 {
     switch (_motionState)
     {
         case MotionState.Initial:
             float footHeight = data.CalculateDifferY(JointType.AnkleRight, JointType.AnkleLeft);
             // 判断是否抬高脚data.CompareThresholdY(JointType.AnkleRight, JointType.AnkleLeft, 15) == 1
             if (footHeight > MinFootHeight &&
                 footHeight < MaxFootHeight) // 用Y判断脚抬高度,脚离地阈值为15
             {
                 _motionState = MotionState.Invalid;// 标记为无效,等待放下脚恢复初始状态
                 if (data.CompareThresholdZ(JointType.AnkleRight, JointType.HipRight, 30) == 0 && // 用Z排除非前踢腿
                 data.CompareThresholdX(JointType.AnkleRight, JointType.HipRight, 15) == 0) // 用X排除非左右侧踢腿
                 {
                     return true;
                 }
             }
             break;
         default:
             // 放下脚恢复初始状态
             if (data.CompareThresholdY(JointType.AnkleRight, JointType.AnkleLeft, 5) == 0)
             {
                 _motionState = MotionState.Initial;
             }
             break;
     }
     return false;
 }
 protected override bool Recognise(FeatureData data)
 {
     switch (_motionState)
     {
         case MotionState.Initial:
             // 手超过了脊椎的位置
             if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == 1 &&
                 data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == 1)
             {
                 // 用肩中心到脊椎的距离替代肩宽,理论上比肩宽大一些
                 // 并且两手距离近
                 if (data.Hand2HandHorizontalDistance <  data.ShoulderCenter2SpineHeight)
                 {
                     _motionState = MotionState.Valid;
                 }
                 //else
                 //{
                 //    _motionState = MotionState.Invalid; // W.S.
                 //}
             }
             break;
         case MotionState.Valid:
             // 上身的高度,用于近视计算手的比例 WS (此处不知双手平推和双手展开的区别,先区别一个双手交叉吧)
             // 当两手距离超过阈值后识别成功
             if (data.Hand2HandHorizontalDistance > 2 * data.ShoulderCenter2HipCenterHeight )
             {
                 //_motionState = MotionState.Invalid; // 无论是否成功识别者标记为无效状态 W.S.
                 _motionState = MotionState.Initial; // 为了多次识别
                 // 区别于双手向下的动作,只有在肩的上方
                 if (data.CompareThresholdY(JointType.HandRight, JointType.ShoulderRight, 5) >= 0 &&
                     data.CompareThresholdY(JointType.HandLeft, JointType.ShoulderLeft, 5) >= 0 )
                 {
                     return true;
                 }
             }
             break;
         default:
             break;
     }
     // 如果手抬起太高,则抬起失效
     if (_motionState != MotionState.Invalid &&
         (data.CompareThresholdY(JointType.HandRight, JointType.ShoulderCenter, 15) == 1 ||
         data.CompareThresholdY(JointType.HandLeft, JointType.ShoulderCenter, 15) == 1))
     {
         _motionState = MotionState.Invalid;
     }
     // 当手放下时恢复初始
     if (_motionState != MotionState.Initial)
     {
         if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == -1 ||
             data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == -1)
         {
             _motionState = MotionState.Initial;
         }
     }
     return false;
 }
Exemple #8
0
        protected override bool Recognise(FeatureData data)
        {
            // 用肩中心到脊椎的距离替代肩宽,理论上比肩宽大一些
            float minHorizontalDistanceThreshold = data.ShoulderCenter2SpineHeight;

            switch (_motionState)
            {
                case MotionState.Initial:
                    // 手是否在经过肩附近
                    if (data.CompareThresholdY(JointType.HandRight, JointType.ShoulderRight, 15) == 0 &&
                        data.CompareThresholdY(JointType.HandLeft, JointType.ShoulderRight, 15) == 0 &&
                        data.Hand2HandHorizontalDistance < minHorizontalDistanceThreshold) // 并且两手距离很近
                    {
                       _motionState = MotionState.Valid;
                    }
                    break;
                case MotionState.Valid:
                    // 上身的高度,用于近视计算手的比例
                    // 当两手距离超过阈值后识别成功
                    if (data.Hand2HandHorizontalDistance > /*2 * */data.ShoulderCenter2HipCenterHeight)
                    {
                        // 判断是否高于头部
                        if (data.CompareThresholdY(JointType.HandRight, JointType.Head, 0) == 1 &&
                            data.CompareThresholdY(JointType.HandLeft, JointType.Head, 0) == 1)
                        {
                            _motionState = MotionState.Initial; // 识别后标记为初始状态
                            return true;
                        }
                        else if (data.Hand2HandHorizontalDistance > 2 * data.ShoulderCenter2HipCenterHeight)// &&
                            //data.CompareThresholdY(JointType.HandRight, JointType.ShoulderRight, 15) == 0 &&
                            //data.CompareThresholdY(JointType.HandLeft, JointType.ShoulderRight, 15) == 0)
                        {
                            _motionState = MotionState.Initial; // 排除从两边抬起手臂,还可排除手低的情况
                        }
                    }
                    break;
                default:
                    break;
            }
            // 当手放下时恢复初始状态
            if (_motionState != MotionState.Initial &&
                (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == -1 ||
                data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == -1))
            {
                _motionState = MotionState.Initial;
            }
            // 当两手合在一起后超过头设置
            //if (_motionState != MotionState.Initial &&
            //    data.Hand2HandHorizontalDistance < minHorizontalDistanceThreshold &&
            //    (data.CompareThresholdY(JointType.HandRight, JointType.Head, 0) == 1 ||
            //    data.CompareThresholdY(JointType.HandLeft, JointType.Head, 0) == 1))
            //{
            //    _motionState = MotionState.Initial;
            //}
            return false;
        }
 protected override bool Recognise(FeatureData data)
 {
     switch (_motionState)
     {
         case MotionState.Initial:
             // 手超过了脊椎的位置
             if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == 1 &&
                 data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == 1 )
             {
                 // 并且两手距离很远(上半身的高度,用于近视计算手的比例)
                 if (data.Hand2HandHorizontalDistance > 2 * data.ShoulderCenter2HipCenterHeight)
                 {
                     _motionState = MotionState.Valid;
                 }
                 else
                 {
                     _motionState = MotionState.Invalid;
                 }
             }
             break;
         case MotionState.Valid:
             // 用肩中心到脊椎的距离替代肩宽,理论上比肩宽大一些
             if (data.Hand2HandHorizontalDistance < data.ShoulderCenter2SpineHeight)
             {
                 _motionState = MotionState.Invalid; // 识别后标记为无效状态
                 return true;
             }
             break;
         default:
             break;
     }
     // 如果手抬起太高,则抬起失效
     if (_motionState != MotionState.Invalid &&
         (data.CompareThresholdY(JointType.HandRight, JointType.Head, 0) == 1 ||
         data.CompareThresholdY(JointType.HandLeft, JointType.Head, 0) == 1))
     {
         _motionState = MotionState.Invalid;
     }
     // 当手放下时恢复初始状态
     if (_motionState != MotionState.Initial)
     {
         if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == -1 ||
             data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == -1)
         {
             _motionState = MotionState.Initial;
         }
     }
     return false;
 }
Exemple #10
0
        private const double TimeMillisecondsThreshold = 1100d; // 时间阈值,以毫秒计算

        #endregion Fields

        #region Methods

        protected override bool Recognise(FeatureData data)
        {
            // 上身的高度,用于近视计算手的比例
            float maxHorizontalDistanceThreshold = 2 * data.ShoulderCenter2HipCenterHeight;

            switch (_motionState)
            {
                case MotionState.Initial:
                    // 手超过了脊椎的位置
                    if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == 1 &&
                        data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == 1)
                    {
                        // 并且两手距离不远,用max因为向下的手势比较难识别,所以范围大
                        if (data.Hand2HandHorizontalDistance < maxHorizontalDistanceThreshold)
                        {
                            _dtBegin = DateTime.Now; // 获取开始时间
                            _motionState = MotionState.Valid;
                        }
                        else // 区别于双手收缩
                        {
                            _motionState = MotionState.Invalid;
                        }
                    }
                    break;
                case MotionState.Valid:
                    // 判断是否低于一定的位置
                    if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == -1 &&
                        data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == -1)
                    {
                        _dtEnd = DateTime.Now;
                        // 如果时间差小于一定的阈值则识别
                        if (_dtEnd.Subtract(_dtBegin).TotalMilliseconds < TimeMillisecondsThreshold)
                        {
                            // 当两手距离超过阈值后识别成功
                            if (data.Hand2HandHorizontalDistance > maxHorizontalDistanceThreshold*0.8)
                            {
                                _motionState = MotionState.Initial; // 识别后标记为初始状态
                                return true;
                            }
                        }
                        else
                        {
                            _motionState = MotionState.Invalid; //时间到了后无效
                        }
                    }
                    else if (data.Hand2HandHorizontalDistance > maxHorizontalDistanceThreshold &&
                        data.CompareThresholdY(JointType.HandRight, JointType.ShoulderRight, 5) >= 0 &&
                        data.CompareThresholdY(JointType.HandLeft, JointType.ShoulderLeft, 5) >= 0)
                    {
                        _motionState = MotionState.Invalid;
                    }
                    //else if (data.CompareThresholdY(JointType.HandRight, JointType.HipRight, 14) == -1 || // 加入时间戳后需要重置
                    //    data.CompareThresholdY(JointType.HandLeft, JointType.HipLeft, 14) == -1)
                    //{
                    //    _motionState = MotionState.Invalid;
                    //}
                    break;
                default:
                    // 当手放下时恢复初始
                    if (data.CompareThresholdY(JointType.HandRight, JointType.Spine, 0) == -1 ||
                        data.CompareThresholdY(JointType.HandLeft, JointType.Spine, 0) == -1)
                    {
                        _motionState = MotionState.Initial;
                    }
                    break;
            }
            // 如果手抬起太高,则抬起失效
            if (_motionState != MotionState.Invalid &&
                (data.CompareThresholdY(JointType.HandRight, JointType.Head, 0) == 1 ||
                 data.CompareThresholdY(JointType.HandLeft, JointType.Head, 0) == 1))
            {
                _motionState = MotionState.Invalid;
            }
            return false;
        }