Esempio n. 1
0
    private void InitializeSkeletonMappers()
    {
      // Create a SkeletonMapper for each model. 
      // In this sample, the models on the screen should act like a mirror for the players'
      // movements. Therefore, we mirror the skeletons, e.g. the right Kinect arm controls left 
      // model arm.

      //
      // ----- SkeletonMapper for the Dude model.
      //
      _skeletonMapperA = new SkeletonMapper(_kinectWrapper.SkeletonPoseA, _meshNodeA.SkeletonPose);
      var ks = _kinectWrapper.SkeletonPoseA.Skeleton;
      var ms = _meshNodeA.SkeletonPose.Skeleton;

      // So far _skeletonMapperA does nothing. We have to configure how bones or bone chains
      // from the Kinect skeleton should map to the Dude skeleton. This is done using 
      // BoneMappers:      
      // A DirectBoneMapper transfers the rotation and scale of a single bone.
      _skeletonMapperA.BoneMappers.Add(new DirectBoneMapper(ks.GetIndex("SpineBase"), ms.GetIndex("Root"))
      {
        MapTranslations = true,
        ScaleAToB = 1f,           // TODO: Make this scale factor configurable.
      });

      // An UpperBackBoneMapper is a special bone mapper that is specifically designed for
      // spine bones. It uses the spine, neck and shoulders to compute the rotation of the spine
      // bone. This rotations is transferred to the Dude's "Spine" bone. 
      // (An UpperBackBoneMapper does not transfer bone translations.)
      _skeletonMapperA.BoneMappers.Add(new UpperBackBoneMapper(
        ks.GetIndex("SpineMid"), ks.GetIndex("SpineShoulder"), ks.GetIndex("ShoulderLeft"), ks.GetIndex("ShoulderRight"),
        ms.GetIndex("Spine"), ms.GetIndex("Neck"), ms.GetIndex("R_UpperArm"), ms.GetIndex("L_UpperArm")));

      // A ChainBoneMapper transfers the rotation of a bone chain. In this case, it rotates
      // the Dude's "R_UpperArm" bone. It makes sure that the direction from the Dude's
      // "R_Forearm" bone origin to the "R_UpperArm" origin is parallel, to the direction
      // "ElbowLeft" to "ShoulderLeft" of the Kinect skeleton.
      // (An ChainBoneMapper does not transfer bone translations.)
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("ShoulderLeft"), ks.GetIndex("ElbowLeft"), ms.GetIndex("R_UpperArm"), ms.GetIndex("R_Forearm")));

      // And so on...
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("ShoulderRight"), ks.GetIndex("ElbowRight"), ms.GetIndex("L_UpperArm"), ms.GetIndex("L_Forearm")));
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("ElbowLeft"), ks.GetIndex("WristLeft"), ms.GetIndex("R_Forearm"), ms.GetIndex("R_Hand")));
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("ElbowRight"), ks.GetIndex("WristRight"), ms.GetIndex("L_Forearm"), ms.GetIndex("L_Hand")));
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("HipLeft"), ks.GetIndex("KneeLeft"), ms.GetIndex("R_Thigh"), ms.GetIndex("R_Knee")));
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("HipRight"), ks.GetIndex("KneeRight"), ms.GetIndex("L_Thigh1"), ms.GetIndex("L_Knee2")));
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("KneeLeft"), ks.GetIndex("AnkleLeft"), ms.GetIndex("R_Knee"), ms.GetIndex("R_Ankle")));
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("KneeRight"), ks.GetIndex("AnkleRight"), ms.GetIndex("L_Knee2"), ms.GetIndex("L_Ankle1")));
      _skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("SpineShoulder"), ks.GetIndex("Neck"), ms.GetIndex("Neck"), ms.GetIndex("Head")));

      // We could also try to map the hand bones - but the Kinect input for the hands jitters a lot. 
      // It looks better if we do not animate the hands.
      //_skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("WristLeft"), ks.GetIndex("HandLeft"), ms.GetIndex("R_Hand"), ms.GetIndex("R_Middle1")));
      //_skeletonMapperA.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("WristRight"), ks.GetIndex("HandRight"), ms.GetIndex("L_Hand"), ms.GetIndex("L_Middle1")));

      //
      // ----- SkeletonMapper for the Marine model.
      //
      // (Same as for the Dude - only different bone names.)
      _skeletonMapperB = new SkeletonMapper(_kinectWrapper.SkeletonPoseB, _meshNodeB.SkeletonPose);
      ks = _kinectWrapper.SkeletonPoseB.Skeleton;
      ms = _meshNodeB.SkeletonPose.Skeleton;
      _skeletonMapperB.BoneMappers.Add(new DirectBoneMapper(ks.GetIndex("SpineBase"), ms.GetIndex("Spine_0"))
      {
        MapTranslations = true,
        ScaleAToB = 1f,             // TODO: Make this scale factor configurable.
      });
      _skeletonMapperB.BoneMappers.Add(new UpperBackBoneMapper(
        ks.GetIndex("SpineMid"), ks.GetIndex("SpineShoulder"), ks.GetIndex("ShoulderLeft"), ks.GetIndex("ShoulderRight"),
        ms.GetIndex("Spine1"), ms.GetIndex("Neck"), ms.GetIndex("R_Arm"), ms.GetIndex("L_Arm")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("ShoulderLeft"), ks.GetIndex("ElbowLeft"), ms.GetIndex("R_Arm"), ms.GetIndex("R_Elbow")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("ShoulderRight"), ks.GetIndex("ElbowRight"), ms.GetIndex("L_Arm"), ms.GetIndex("L_Elbow")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("ElbowLeft"), ks.GetIndex("WristLeft"), ms.GetIndex("R_Elbow"), ms.GetIndex("R_Hand")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("ElbowRight"), ks.GetIndex("WristRight"), ms.GetIndex("L_Elbow"), ms.GetIndex("L_Hand")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("HipLeft"), ks.GetIndex("KneeLeft"), ms.GetIndex("R_Hip"), ms.GetIndex("R_Knee")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("HipRight"), ks.GetIndex("KneeRight"), ms.GetIndex("L_Hip"), ms.GetIndex("L_Knee")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("KneeLeft"), ks.GetIndex("AnkleLeft"), ms.GetIndex("R_Knee"), ms.GetIndex("R_Ankle")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("KneeRight"), ks.GetIndex("AnkleRight"), ms.GetIndex("L_Knee"), ms.GetIndex("L_Ankle")));
      _skeletonMapperB.BoneMappers.Add(new ChainBoneMapper(ks.GetIndex("SpineShoulder"), ks.GetIndex("Neck"), ms.GetIndex("Neck"), ms.GetIndex("Head")));
    }
Esempio n. 2
0
    private void CreateSkeletonMapper()
    {
      // Create an empty skeleton mapper that can map bone transforms between the dude and 
      // the marine model. 
      _skeletonMapper = new SkeletonMapper(_dudeMeshNode.SkeletonPose, _marineMeshNode.SkeletonPose);

      // A skeleton mapper manages a collection of bone mappers, that map individual bones. 
      // Without the bone mappers, the SkeletonMapper does nothing.
      // Setting up the right bone mappers is not trivial if the skeletons are very different.
      //
      // Here are a few tips:
      // 
      // Display the skeletons of both models (as in the BindPoseSample.cs).
      // Compare the bones of the skeletons and find out which bones and which bone chains should
      // map to which bones or bone chains of the other model.
      //
      // Use a DirectBoneMapper for the first bones in the pelvis. Set MapAbsoluteTransforms to 
      // false and set MapTranslations to true to map translations (hip swing). If the models 
      // have different size then adapt ScaleAToB manually to scale the mapped translations.
      //
      // ChainBoneMappers can be used to map single bones or bone chains. In the case below
      // several spine bones of the dude are mapped to a single spine bone of the marine.
      //
      // Chain bone mappers need a start and end bone (which is excluded and only defines the 
      // end of the chain). Therefore, use DirectBoneMappers for end bones (hands, feet, head).
      //
      // If the arm bind poses are very different (e.g. a bind pose with horizontal arms vs a bind
      // pose with lowered arms), you must use ChainBoneMappers for the upper arm and lower arm
      // bones.
      //
      // Experiment until you find a good mapping. In some cases it is necessary to define one
      // bone mapping to map from the first to the second skeleton and use a different bone mapping
      // to map in the reverse direction. Set BoneMapper.Direction if a specific bone mapper
      // instance should only be used for a specific mapping direction.

      _skeletonMapper.BoneMappers.Add(
        new DirectBoneMapper(1, 1)
        {
          MapAbsoluteTransforms = false,
          MapTranslations = true,
          ScaleAToB = 1f,
        });


      // Spine:
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(3, 6, 2, 3));

      // Clavicle
      _skeletonMapper.BoneMappers.Add(new DirectBoneMapper(12, 6) { MapAbsoluteTransforms = false, MapTranslations = false, });
      _skeletonMapper.BoneMappers.Add(new DirectBoneMapper(31, 12) { MapAbsoluteTransforms = false, MapTranslations = false, });

      // Left Leg
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(50, 51, 16, 17));
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(51, 52, 17, 18));
      _skeletonMapper.BoneMappers.Add(new DirectBoneMapper(52, 18) { MapAbsoluteTransforms = false, MapTranslations = false, });

      // Right Leg
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(54, 55, 21, 22));
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(55, 56, 22, 23));
      _skeletonMapper.BoneMappers.Add(new DirectBoneMapper(56, 23) { MapAbsoluteTransforms = false, MapTranslations = false, });

      // Left Arm
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(13, 14, 7, 8));
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(14, 15, 8, 9));
      _skeletonMapper.BoneMappers.Add(new DirectBoneMapper(15, 9) { MapTranslations = false, });

      // Right Arm
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(32, 33, 12, 13));
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(33, 34, 13, 14));
      _skeletonMapper.BoneMappers.Add(new DirectBoneMapper(34, 14) { MapTranslations = false, });

      // Neck, Head
      _skeletonMapper.BoneMappers.Add(new ChainBoneMapper(6, 7, 3, 4));
      _skeletonMapper.BoneMappers.Add(new DirectBoneMapper(7, 4) { MapAbsoluteTransforms = true, MapTranslations = false, });
    }