Esempio n. 1
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        ///<summary>
        /// Receive a rotation matrix of type Matrix4
        /// Return a Vector3Float containing the rotation around the 3 axis
        ///</summary>
        public static Vecto3Float computeEulerFromMatrixXYZ(Matrix3x3 m)
        {
            Vecto3Float sol = new Vecto3Float();
            if (m.matrix[0, 2] < 1f)
            {
                if (m.matrix[0, 2] > -1f)
                {

                    sol.X = (float)Math.Atan2(-m.matrix[1, 2], m.matrix[2, 2]);
                    sol.Y = (float)Math.Asin(-(m.matrix[0, 2]));
                    sol.Z = (float)Math.Atan2(-m.matrix[0, 1], m.matrix[0, 0]);
                }
                else
                {
                    sol.X = -(float)Math.Atan2(m.matrix[1, 0], m.matrix[1, 1]);
                    sol.Y = -(float)(Math.PI) / 2;
                    sol.Z = 0f;
                }

            }
            else
            {
                sol.X = (float)Math.Atan2(m.matrix[1, 0], m.matrix[1, 1]);
                sol.Y = (float)(Math.PI) / 2;
                sol.Z = 0f;
            }
            return sol;
        }
Esempio n. 2
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        ///<summary>
        /// Receive three skeleton point (3D position of a joint).
        /// Compute two vector, return the angle between them.
        /// If something is wrong return 0
        ///</summary>
        public static float getAngle(SkeletonPoint a, SkeletonPoint b, SkeletonPoint c, bool sign)
        {
            Vecto3Float[] vector = new Vecto3Float[2];
            //vector[0] = new Vecto3Float(b.X - c.X, b.Y - c.Y, b.Z - c.Z);
            vector[0] = new Vecto3Float(c.X - b.X, c.Y - b.Y, c.Z - b.Z);
            vector[1] = new Vecto3Float(a.X - b.X, a.Y - b.Y, a.Z - b.Z);

            float v0_magnitude = vector[0].magnitude();
            float v1_magnitude = vector[1].magnitude();
            if (v0_magnitude != 0.0 && v1_magnitude != 0.0)
            {
                vector[0].normalize();
                vector[1].normalize();

                float sign_f = sign ? -1f : 1f;
                double x = (double)vector[0].cross(vector[1]).magnitude();
                double y = (double)vector[0].dot(vector[1]);

                float theta = (float)Math.Atan2(sign_f * x, sign_f * y);

                return theta;// -theta;
            }
            else
            {
                return 0.0f;
            }
        }
Esempio n. 3
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        public static float getAngleXY(SkeletonPoint a, SkeletonPoint b, SkeletonPoint c)
        {
            Vecto3Float[] vector = new Vecto3Float[2];
            vector[0] = new Vecto3Float(c.X - b.X, c.Y - b.Y, 0);
            vector[1] = new Vecto3Float(a.X - b.X, a.Y - b.Y, 0);


            float v0_magnitude = vector[0].magnitude();
            float v1_magnitude = vector[1].magnitude();

            if (v0_magnitude != 0.0 && v1_magnitude != 0.0)
            {
                vector[0].normalize();
                vector[1].normalize();

                double x = (double)vector[0].cross(vector[1]).magnitude();
                double y = (double)vector[0].dot(vector[1]);

                float theta = (float)Math.Atan2(x, y);

                return(-theta);
            }
            else
            {
                return(0.0f);
            }
        }
Esempio n. 4
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        ///<summary>
        /// Receive a rotation matrix of type Matrix4
        /// Return a Vector3Float containing the rotation around the 3 axis
        ///</summary>
        public static Vecto3Float computeEulerFromMatrixXYZ(Matrix3x3 m)
        {
            Vecto3Float sol = new Vecto3Float();

            if (m.matrix[0, 2] < 1f)
            {
                if (m.matrix[0, 2] > -1f)
                {
                    sol.X = (float)Math.Atan2(-m.matrix[1, 2], m.matrix[2, 2]);
                    sol.Y = (float)Math.Asin(-(m.matrix[0, 2]));
                    sol.Z = (float)Math.Atan2(-m.matrix[0, 1], m.matrix[0, 0]);
                }
                else
                {
                    sol.X = -(float)Math.Atan2(m.matrix[1, 0], m.matrix[1, 1]);
                    sol.Y = -(float)(Math.PI) / 2;
                    sol.Z = 0f;
                }
            }
            else
            {
                sol.X = (float)Math.Atan2(m.matrix[1, 0], m.matrix[1, 1]);
                sol.Y = (float)(Math.PI) / 2;
                sol.Z = 0f;
            }
            return(sol);
        }
Esempio n. 5
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        public static float getAngleZY(SkeletonPoint a, SkeletonPoint b, SkeletonPoint c)
        {
            Vecto3Float[] vector = new Vecto3Float[2];
            //vector[0] = new Vecto3Float(0, b.Y - c.Y, b.Z - c.Z);
            vector[0] = new Vecto3Float(0, c.Y - b.Y, c.Z - b.Z);
            vector[1] = new Vecto3Float(0, a.Y - b.Y, a.Z - b.Z);


            float v0_magnitude = vector[0].magnitude();
            float v1_magnitude = vector[1].magnitude();

            if (v0_magnitude != 0.0 && v1_magnitude != 0.0)
            {
                vector[0].normalize();
                vector[1].normalize();

                double x = (double)vector[0].cross(vector[1]).magnitude();
                double y = (double)vector[0].dot(vector[1]);

                float theta  = (float)Math.Atan2(x, y);
                float theta2 = (float)Math.Atan2(-x, y);
                float theta3 = (float)Math.Atan2(x, -y);
                float theta4 = (float)Math.Atan2(-x, -y);

                return(-theta);
            }
            else
            {
                return(0.0f);
            }
        }
Esempio n. 6
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        ///<summary>
        /// Compute some angle using rotation matrix
        ///</summary>
        private void angleMatrix(Skeleton skel)
        {
            //ELBOWYAW
            //Left
            Matrix3x3   m_l = new Matrix3x3(skel.BoneOrientations[JointType.ElbowLeft].HierarchicalRotation.Matrix);
            Vecto3Float v_l = Kinematic.computeEulerFromMatrixXYZ(m_l);

            this.jointAngles[NAOConversion.LElbowYaw] = this.jointAngles[NAOConversion.LElbowYaw]
                                                        + NAOConversion.convertAngle(NAOConversion.LElbowYaw, v_l.Z) / this.avg;
            //Right
            Matrix3x3   m_r = new Matrix3x3(skel.BoneOrientations[JointType.ElbowRight].HierarchicalRotation.Matrix);
            Vecto3Float v_r = Kinematic.computeEulerFromMatrixXYZ(m_r);

            this.jointAngles[NAOConversion.RElbowYaw] = this.jointAngles[NAOConversion.RElbowYaw]
                                                        + NAOConversion.convertAngle(NAOConversion.RElbowYaw, v_r.Z) / this.avg;

            //HEAD
            Matrix3x3   m_head = new Matrix3x3(skel.BoneOrientations[JointType.Head].HierarchicalRotation.Matrix);
            Vecto3Float v_head = Kinematic.computeEulerFromMatrixXYZ(m_head);

            //Yaw
            this.jointAngles[NAOConversion.HeadYaw] = this.jointAngles[NAOConversion.HeadYaw]
                                                      + NAOConversion.convertAngle(NAOConversion.HeadYaw, v_head.Z) / this.avg;
            //Pitch
            this.jointAngles[NAOConversion.HeadPitch] = this.jointAngles[NAOConversion.HeadPitch]
                                                        + NAOConversion.convertAngle(NAOConversion.HeadPitch, v_head.X) / this.avg;
        }
Esempio n. 7
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        ///<summary>
        /// Receive three skeleton point (3D position of a joint).
        /// Compute two vector, return the angle between them.
        /// If something is wrong return 0
        ///</summary>
        public static float getAngle(SkeletonPoint a, SkeletonPoint b, SkeletonPoint c, bool sign)
        {
            Vecto3Float[] vector = new Vecto3Float[2];
            //vector[0] = new Vecto3Float(b.X - c.X, b.Y - c.Y, b.Z - c.Z);
            vector[0] = new Vecto3Float(c.X - b.X, c.Y - b.Y, c.Z - b.Z);
            vector[1] = new Vecto3Float(a.X - b.X, a.Y - b.Y, a.Z - b.Z);


            float v0_magnitude = vector[0].magnitude();
            float v1_magnitude = vector[1].magnitude();

            if (v0_magnitude != 0.0 && v1_magnitude != 0.0)
            {
                vector[0].normalize();
                vector[1].normalize();

                float  sign_f = sign ? -1f : 1f;
                double x      = (double)vector[0].cross(vector[1]).magnitude();
                double y      = (double)vector[0].dot(vector[1]);

                float theta = (float)Math.Atan2(sign_f * x, sign_f * y);

                return(theta);// -theta;
            }
            else
            {
                return(0.0f);
            }
        }
Esempio n. 8
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        public Vecto3Float cross(Vecto3Float vec)
        {
            Vecto3Float res = new Vecto3Float();

            res.X = this.Y * vec.Z - vec.Y * this.Z;
            res.Y = this.Z * vec.X - vec.Z * this.X;
            res.Z = this.X * vec.Y - vec.Z * this.Y;

            return(res);
        }
Esempio n. 9
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        public Vecto3Float cross(Vecto3Float vec)
        {
            Vecto3Float res = new Vecto3Float();

            res.X = this.Y * vec.Z - vec.Y * this.Z;
            res.Y = this.Z * vec.X - vec.Z * this.X;
            res.Z = this.X * vec.Y - vec.Z * this.Y;

            return res;
        }
Esempio n. 10
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        ///<summary>
        /// Compute some angle using rotation matrix
        ///</summary>
        private void angleMatrix(Skeleton skel)
        {
            //HEAD
            Matrix3x3   m_head = new Matrix3x3(skel.BoneOrientations[JointType.Head].HierarchicalRotation.Matrix);
            Vecto3Float v_head = Kinematic.computeEulerFromMatrixXYZ(m_head);

            //Yaw
            this.jointAngles[NAOConversion.HeadYaw] = this.jointAngles[NAOConversion.HeadYaw]
                                                      + NAOConversion.convertAngle(NAOConversion.HeadYaw, v_head.Z) / this.avg;
            //Pitch
            this.jointAngles[NAOConversion.HeadPitch] = this.jointAngles[NAOConversion.HeadPitch]
                                                        + NAOConversion.convertAngle(NAOConversion.HeadPitch, v_head.X) / this.avg;
        }
Esempio n. 11
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        public static float getAngleNew(Vecto3Float vect1, Vecto3Float vect2)
        {
            vect1.normalize();
            vect2.normalize();

            if (vect1.magnitude() != 0.0 && vect2.magnitude() != 0.0)
            {
                double x = (double)vect1.cross(vect2).magnitude();
                double y = (double)vect1.dot(vect2);

                return atan2(x, y);
            }
            else
            {
                return 0f;
            }
        }
Esempio n. 12
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        public static float getAngleNew(Vecto3Float vect1, Vecto3Float vect2)

        {
            vect1.normalize();
            vect2.normalize();

            if (vect1.magnitude() != 0.0 && vect2.magnitude() != 0.0)
            {
                double x = (double)vect1.cross(vect2).magnitude();
                double y = (double)vect1.dot(vect2);

                return(atan2(x, y));
            }
            else
            {
                return(0f);
            }
        }
Esempio n. 13
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        ///<summary>
        /// Compute angle between the joint according to the position of the joint
        ///</summary>
        private void angleVector()
        {
            SkeletonPoint shoulderLeft = this.avgPoint[JointType.ShoulderLeft];
            SkeletonPoint shoulderCenter = this.avgPoint[JointType.ShoulderCenter];
            SkeletonPoint shoulderRight = this.avgPoint[JointType.ShoulderRight];

            SkeletonPoint elbowLeft = this.avgPoint[JointType.ElbowLeft];
            SkeletonPoint elbowRight = this.avgPoint[JointType.ElbowRight];

            SkeletonPoint wristLeft = this.avgPoint[JointType.WristLeft];
            SkeletonPoint wristRight = this.avgPoint[JointType.WristRight];

            SkeletonPoint hipLeft = this.avgPoint[JointType.HipLeft];
            SkeletonPoint hipCenter = this.avgPoint[JointType.HipCenter];
            SkeletonPoint hipRight = this.avgPoint[JointType.HipRight];

            Vecto3Float upperArmLeft = new Vecto3Float(shoulderLeft.X - elbowLeft.X,
                                                       shoulderLeft.Y - elbowLeft.Y,
                                                       shoulderLeft.Z - elbowLeft.Z);

            Vecto3Float lowerArmLeft = new Vecto3Float(wristLeft.X - elbowLeft.X,
                                                       wristLeft.Y - elbowLeft.Y,
                                                       wristLeft.Z - elbowLeft.Z);

            Vecto3Float upperArmRight = new Vecto3Float(shoulderRight.X - elbowRight.X,
                                                        shoulderRight.Y - elbowRight.Y,
                                                        shoulderRight.Z - elbowRight.Z);

            Vecto3Float lowerArmRight = new Vecto3Float(wristRight.X - elbowRight.X,
                                                        wristRight.Y - elbowRight.Y,
                                                        wristRight.Z - elbowRight.Z);

            Vecto3Float shoulderLToHipLeft = new Vecto3Float(shoulderLeft.X - hipLeft.X,
                                                             shoulderLeft.Y - hipLeft.Y,
                                                             shoulderLeft.Z - hipLeft.Z);

            Vecto3Float shoulderRToHipRight = new Vecto3Float(shoulderRight.X - hipRight.X,
                                                              shoulderRight.Y - hipRight.Y,
                                                              shoulderRight.Z - hipRight.Z);

            Vecto3Float shoulderLToShoulderC = new Vecto3Float(shoulderLeft.X - shoulderCenter.X,
                                                               shoulderLeft.Y - shoulderCenter.Y,
                                                               shoulderLeft.Z - shoulderCenter.Z);

            Vecto3Float shoulderRToShoulderC = new Vecto3Float(shoulderRight.X - shoulderCenter.X,
                                                               shoulderRight.Y - shoulderCenter.Y,
                                                               shoulderRight.Z - shoulderCenter.Z);

            if (hipLeft.Z + 0.15 > elbowLeft.Z)   //if the elbow is in front of the hip
            {
                //Shoulder Roll
                //Left

                if (Math.Abs(shoulderLeft.Z - elbowLeft.Z) < 0.1 &&
                    Math.Abs(shoulderLeft.X - elbowLeft.X) < 0.1)
                {
                    this.jointAngles[NAOConversion.LShoulderRoll] = NAOConversion.convertAngle(NAOConversion.LShoulderRoll,
                                                                                    Kinematic.getAngleNew(upperArmLeft.projectionOntoXY(),
                                                                                                          shoulderLToHipLeft.projectionOntoXY()));
                }
                else
                {
                    this.jointAngles[NAOConversion.LShoulderRoll] = NAOConversion.convertAngle(NAOConversion.LShoulderRoll,
                                                                                     Kinematic.getAngleNew(upperArmLeft.projectionOntoZX(),
                                                                                                           shoulderLToHipLeft.projectionOntoZX()));
                }

                //Shoulder Pitch
                //Left
                this.jointAngles[NAOConversion.LShoulderPitch] = NAOConversion.convertAngle(NAOConversion.LShoulderPitch,
                                                                                             Kinematic.getAngleNew(upperArmLeft.projectionOntoZY(),
                                                                                                                   shoulderLToHipLeft.projectionOntoZY()));
            }

            if (hipRight.Z + 0.15 > elbowRight.Z)//if the elbow is in front of the hip

            {

                //Shoulder Roll
                //Right
                if (Math.Abs(shoulderRight.Z - elbowRight.Z) < 0.1 &&
                    Math.Abs(shoulderRight.X - elbowRight.X) < 0.1)
                {
                    this.jointAngles[NAOConversion.RShoulderRoll] = NAOConversion.convertAngle(NAOConversion.RShoulderRoll,
                                                                                    Kinematic.getAngleNew(upperArmRight.projectionOntoXY(),
                                                                                                          shoulderRToHipRight.projectionOntoXY()));
                }
                else
                {
                    this.jointAngles[NAOConversion.RShoulderRoll] = NAOConversion.convertAngle(NAOConversion.RShoulderRoll,
                                                                                     Kinematic.getAngleNew(upperArmRight.projectionOntoZX(),
                                                                                                           shoulderRToHipRight.projectionOntoZX()));
                }
                //Shoulder Pitch
                //Right
                this.jointAngles[NAOConversion.RShoulderPitch] = NAOConversion.convertAngle(NAOConversion.RShoulderPitch,
                                                                                             Kinematic.getAngleNew(shoulderRToHipRight.projectionOntoZY(),
                                                                                                                    upperArmRight.projectionOntoZY()));
            }

            //Elbow Roll
            //Left
            this.jointAngles[NAOConversion.LElbowRoll] = NAOConversion.convertAngle(NAOConversion.LElbowRoll,
                                                                                     Kinematic.getAngleNew(upperArmLeft, lowerArmLeft));
            //Right
            this.jointAngles[NAOConversion.RElbowRoll] = NAOConversion.convertAngle(NAOConversion.RElbowRoll,
                                                                                    Kinematic.getAngleNew(upperArmRight, lowerArmRight));

            //Elbow Yaw
            ////Left
            Vecto3Float shoulderLTohipCenter = new Vecto3Float(shoulderLeft.X - hipCenter.X,
                                                               shoulderLeft.Y - hipCenter.Y,
                                                               shoulderLeft.Z - hipCenter.Z);
            Vecto3Float lCrossCenterArm = upperArmLeft.cross(shoulderLTohipCenter);
            Vecto3Float lCrossArms = upperArmLeft.cross(lowerArmLeft);
            float lElbowYaw = Kinematic.getAngleNew(lCrossCenterArm, lCrossArms);
            this.jointAngles[NAOConversion.LElbowYaw] = NAOConversion.convertAngle(NAOConversion.LElbowYaw, lElbowYaw);

            //Right
            Vecto3Float shoulderRTohipCenter = new Vecto3Float(shoulderRight.X - hipCenter.X,
                                                               shoulderRight.Y - hipCenter.Y,
                                                               shoulderRight.Z - hipCenter.Z);
            Vecto3Float rCrossCenterArm = upperArmRight.cross(shoulderRTohipCenter);
            Vecto3Float rCrossArms = upperArmRight.cross(lowerArmRight);
            float rElbowYaw = Kinematic.getAngleNew(rCrossCenterArm, rCrossArms);
            this.jointAngles[NAOConversion.RElbowYaw] = NAOConversion.convertAngle(NAOConversion.RElbowYaw, rElbowYaw);
        }
Esempio n. 14
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        ///<summary>
        /// Compute angle between the joint according to the position of the joint
        ///</summary>
        private void angleVector()
        {
            SkeletonPoint shoulderLeft   = this.avgPoint[JointType.ShoulderLeft];
            SkeletonPoint shoulderCenter = this.avgPoint[JointType.ShoulderCenter];
            SkeletonPoint shoulderRight  = this.avgPoint[JointType.ShoulderRight];

            SkeletonPoint elbowLeft  = this.avgPoint[JointType.ElbowLeft];
            SkeletonPoint elbowRight = this.avgPoint[JointType.ElbowRight];

            SkeletonPoint wristLeft  = this.avgPoint[JointType.WristLeft];
            SkeletonPoint wristRight = this.avgPoint[JointType.WristRight];

            SkeletonPoint hipLeft   = this.avgPoint[JointType.HipLeft];
            SkeletonPoint hipCenter = this.avgPoint[JointType.HipCenter];
            SkeletonPoint hipRight  = this.avgPoint[JointType.HipRight];

            Vecto3Float upperArmLeft = new Vecto3Float(shoulderLeft.X - elbowLeft.X,
                                                       shoulderLeft.Y - elbowLeft.Y,
                                                       shoulderLeft.Z - elbowLeft.Z);

            Vecto3Float lowerArmLeft = new Vecto3Float(wristLeft.X - elbowLeft.X,
                                                       wristLeft.Y - elbowLeft.Y,
                                                       wristLeft.Z - elbowLeft.Z);

            Vecto3Float upperArmRight = new Vecto3Float(shoulderRight.X - elbowRight.X,
                                                        shoulderRight.Y - elbowRight.Y,
                                                        shoulderRight.Z - elbowRight.Z);

            Vecto3Float lowerArmRight = new Vecto3Float(wristRight.X - elbowRight.X,
                                                        wristRight.Y - elbowRight.Y,
                                                        wristRight.Z - elbowRight.Z);


            Vecto3Float shoulderLToHipLeft = new Vecto3Float(shoulderLeft.X - hipLeft.X,
                                                             shoulderLeft.Y - hipLeft.Y,
                                                             shoulderLeft.Z - hipLeft.Z);

            Vecto3Float shoulderRToHipRight = new Vecto3Float(shoulderRight.X - hipRight.X,
                                                              shoulderRight.Y - hipRight.Y,
                                                              shoulderRight.Z - hipRight.Z);

            Vecto3Float shoulderLToShoulderC = new Vecto3Float(shoulderLeft.X - shoulderCenter.X,
                                                               shoulderLeft.Y - shoulderCenter.Y,
                                                               shoulderLeft.Z - shoulderCenter.Z);

            Vecto3Float shoulderRToShoulderC = new Vecto3Float(shoulderRight.X - shoulderCenter.X,
                                                               shoulderRight.Y - shoulderCenter.Y,
                                                               shoulderRight.Z - shoulderCenter.Z);


            if (hipLeft.Z + 0.15 > elbowLeft.Z)   //if the elbow is in front of the hip
            {
                //Shoulder Roll
                //Left

                if (Math.Abs(shoulderLeft.Z - elbowLeft.Z) < 0.1 &&
                    Math.Abs(shoulderLeft.X - elbowLeft.X) < 0.1)
                {
                    this.jointAngles[NAOConversion.LShoulderRoll] = NAOConversion.convertAngle(NAOConversion.LShoulderRoll,
                                                                                               Kinematic.getAngleNew(upperArmLeft.projectionOntoXY(),
                                                                                                                     shoulderLToHipLeft.projectionOntoXY()));
                }
                else
                {
                    this.jointAngles[NAOConversion.LShoulderRoll] = NAOConversion.convertAngle(NAOConversion.LShoulderRoll,
                                                                                               Kinematic.getAngleNew(upperArmLeft.projectionOntoZX(),
                                                                                                                     shoulderLToHipLeft.projectionOntoZX()));
                }


                //Shoulder Pitch
                //Left
                this.jointAngles[NAOConversion.LShoulderPitch] = NAOConversion.convertAngle(NAOConversion.LShoulderPitch,
                                                                                            Kinematic.getAngleNew(upperArmLeft.projectionOntoZY(),
                                                                                                                  shoulderLToHipLeft.projectionOntoZY()));
            }

            if (hipRight.Z + 0.15 > elbowRight.Z)//if the elbow is in front of the hip

            {
                //Shoulder Roll
                //Right
                if (Math.Abs(shoulderRight.Z - elbowRight.Z) < 0.1 &&
                    Math.Abs(shoulderRight.X - elbowRight.X) < 0.1)
                {
                    this.jointAngles[NAOConversion.RShoulderRoll] = NAOConversion.convertAngle(NAOConversion.RShoulderRoll,
                                                                                               Kinematic.getAngleNew(upperArmRight.projectionOntoXY(),
                                                                                                                     shoulderRToHipRight.projectionOntoXY()));
                }
                else
                {
                    this.jointAngles[NAOConversion.RShoulderRoll] = NAOConversion.convertAngle(NAOConversion.RShoulderRoll,
                                                                                               Kinematic.getAngleNew(upperArmRight.projectionOntoZX(),
                                                                                                                     shoulderRToHipRight.projectionOntoZX()));
                }
                //Shoulder Pitch
                //Right
                this.jointAngles[NAOConversion.RShoulderPitch] = NAOConversion.convertAngle(NAOConversion.RShoulderPitch,
                                                                                            Kinematic.getAngleNew(shoulderRToHipRight.projectionOntoZY(),
                                                                                                                  upperArmRight.projectionOntoZY()));
            }


            //Elbow Roll
            //Left
            this.jointAngles[NAOConversion.LElbowRoll] = NAOConversion.convertAngle(NAOConversion.LElbowRoll,
                                                                                    Kinematic.getAngleNew(upperArmLeft, lowerArmLeft));
            //Right
            this.jointAngles[NAOConversion.RElbowRoll] = NAOConversion.convertAngle(NAOConversion.RElbowRoll,
                                                                                    Kinematic.getAngleNew(upperArmRight, lowerArmRight));

            //Elbow Yaw
            ////Left
            Vecto3Float shoulderLTohipCenter = new Vecto3Float(shoulderLeft.X - hipCenter.X,
                                                               shoulderLeft.Y - hipCenter.Y,
                                                               shoulderLeft.Z - hipCenter.Z);
            Vecto3Float lCrossCenterArm = upperArmLeft.cross(shoulderLTohipCenter);
            Vecto3Float lCrossArms      = upperArmLeft.cross(lowerArmLeft);
            float       lElbowYaw       = Kinematic.getAngleNew(lCrossCenterArm, lCrossArms);

            this.jointAngles[NAOConversion.LElbowYaw] = NAOConversion.convertAngle(NAOConversion.LElbowYaw, lElbowYaw);


            //Right
            Vecto3Float shoulderRTohipCenter = new Vecto3Float(shoulderRight.X - hipCenter.X,
                                                               shoulderRight.Y - hipCenter.Y,
                                                               shoulderRight.Z - hipCenter.Z);
            Vecto3Float rCrossCenterArm = upperArmRight.cross(shoulderRTohipCenter);
            Vecto3Float rCrossArms      = upperArmRight.cross(lowerArmRight);
            float       rElbowYaw       = Kinematic.getAngleNew(rCrossCenterArm, rCrossArms);

            this.jointAngles[NAOConversion.RElbowYaw] = NAOConversion.convertAngle(NAOConversion.RElbowYaw, rElbowYaw);
        }
Esempio n. 15
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        public static float getAngleXY(SkeletonPoint a, SkeletonPoint b, SkeletonPoint c)
        {
            Vecto3Float[] vector = new Vecto3Float[2];
            vector[0] = new Vecto3Float(c.X - b.X, c.Y - b.Y, 0);
            vector[1] = new Vecto3Float(a.X - b.X, a.Y - b.Y, 0);

            float v0_magnitude = vector[0].magnitude();
            float v1_magnitude = vector[1].magnitude();
            if (v0_magnitude != 0.0 && v1_magnitude != 0.0)
            {
                vector[0].normalize();
                vector[1].normalize();

                double x = (double)vector[0].cross(vector[1]).magnitude();
                double y = (double)vector[0].dot(vector[1]);

                float theta = (float)Math.Atan2(x, y);

                return -theta;
            }
            else
            {
                return 0.0f;
            }
        }
Esempio n. 16
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        public static float getAngleZY(SkeletonPoint a, SkeletonPoint b, SkeletonPoint c)
        {
            Vecto3Float[] vector = new Vecto3Float[2];
            //vector[0] = new Vecto3Float(0, b.Y - c.Y, b.Z - c.Z);
            vector[0] = new Vecto3Float(0, c.Y - b.Y, c.Z - b.Z);
            vector[1] = new Vecto3Float(0, a.Y - b.Y, a.Z - b.Z);

            float v0_magnitude = vector[0].magnitude();
            float v1_magnitude = vector[1].magnitude();
            if (v0_magnitude != 0.0 && v1_magnitude != 0.0)
            {
                vector[0].normalize();
                vector[1].normalize();

                double x = (double)vector[0].cross(vector[1]).magnitude();
                double y = (double)vector[0].dot(vector[1]);

                float theta = (float)Math.Atan2(x, y);
                float theta2 = (float)Math.Atan2(-x, y);
                float theta3 = (float)Math.Atan2(x, -y);
                float theta4 = (float)Math.Atan2(-x, -y);

                return -theta;
            }
            else
            {
                return 0.0f;
            }
        }
Esempio n. 17
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 public float dot(Vecto3Float vect)
 {
     return this.x * vect.X + this.y * vect.Y + this.z * vect.Z;
 }
Esempio n. 18
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 public float dot(Vecto3Float vect)
 {
     return(this.x * vect.X + this.y * vect.Y + this.z * vect.Z);
 }