// Start is called before the first frame update void Start() { Target = new BodyAngles(); Target.FrontalAngles.AddAngle(BoneType.LeftClavicule, BoneType.RightClavicule, 145.0f); turnFoot = false; // false == direita; true == esquerda leftFoot = new Vector3(); rightFoot = new Vector3(); ball = GameObject.Find("Sphere"); text = GameObject.Find("Canvas/Text"); text.SetActive(false); begin = true; andando = false; }
private void ChangePose() { switch (targetPose) { case DefaultPose.Upright: targetBodyAngles = BodyAngles.Upright(); break; case DefaultPose.TPose: targetBodyAngles = BodyAngles.TPose(); break; case DefaultPose.MakeContact: targetBodyAngles = BodyAngles.MakeContact(); break; } }
public void ReceiveData(BodyJoints[] data) { foreach (var body in data) { if (body.status != Status.Tracking) { continue; } var currentBodyAngles = new BodyAngles(body); var errors = MovementAnalyzer.CompareBodyAngles(currentBodyAngles, targetBodyAngles, angleTolerance); foreach (var error in errors) { // Debug.Log(error.plane + " " + error.boneTypes[0] + "/" + error.boneTypes[1]); } } }
public static BodyAngles TPose() { var pose = new BodyAngles(); pose.FrontalAngles.AddAngle(BoneType.UpperNeck, BoneType.LowerNeck, 0); pose.FrontalAngles.AddAngle(BoneType.LowerNeck, BoneType.UpperBody, 0); pose.FrontalAngles.AddAngle(BoneType.LowerNeck, BoneType.LeftClavicule, 90); pose.FrontalAngles.AddAngle(BoneType.LowerNeck, BoneType.RightClavicule, 90); pose.FrontalAngles.AddAngle(BoneType.LeftClavicule, BoneType.RightClavicule, 0); pose.FrontalAngles.AddAngle(BoneType.LeftClavicule, BoneType.LeftArm, 0); pose.FrontalAngles.AddAngle(BoneType.LeftClavicule, BoneType.UpperBody, 90); pose.FrontalAngles.AddAngle(BoneType.LeftArm, BoneType.LeftForearm, 0); pose.FrontalAngles.AddAngle(BoneType.LeftForearm, BoneType.LeftWrist, 0); pose.FrontalAngles.AddAngle(BoneType.RightClavicule, BoneType.RightArm, 0); pose.FrontalAngles.AddAngle(BoneType.RightClavicule, BoneType.UpperBody, 90); pose.FrontalAngles.AddAngle(BoneType.RightArm, BoneType.RightForearm, 0); pose.FrontalAngles.AddAngle(BoneType.RightForearm, BoneType.RightWrist, 0); pose.FrontalAngles.AddAngle(BoneType.UpperBody, BoneType.LowerBody, 0); pose.FrontalAngles.AddAngle(BoneType.LowerBody, BoneType.LeftHipbone, 90); pose.FrontalAngles.AddAngle(BoneType.LowerBody, BoneType.RightHipbone, 90); //pose.FrontalAngles.AddAngle(BoneType.LeftHipbone, BoneType.LeftThigh, 90); //pose.FrontalAngles.AddAngle(BoneType.LeftHipbone, BoneType.RightHipbone, 0); //pose.FrontalAngles.AddAngle(BoneType.LeftThigh, BoneType.LeftLeg, 0); //pose.FrontalAngles.AddAngle(BoneType.LeftLeg, BoneType.LeftAnkle, 0); //pose.FrontalAngles.AddAngle(BoneType.RightHipbone, BoneType.RightThigh, 90); //pose.FrontalAngles.AddAngle(BoneType.RightThigh, BoneType.RightLeg, 0); //pose.FrontalAngles.AddAngle(BoneType.RightLeg, BoneType.RightAnkle, 90); return(pose); }