示例#1
0
        public OscMessage BuildJointMessage(Skeleton body, Joint joint)
        {
            string jointName = joint.JointType.ToString();

            if (jointName.IndexOf("Left") >= 0)
            {
                jointName = jointName.Replace("Left", "Right");
            }
            else if (jointName.IndexOf("Right") >= 0)
            {
                jointName = jointName.Replace("Right", "Left");
            }

            var jointRotation = body.BoneOrientations[joint.JointType].AbsoluteRotation.Matrix;
            var position      = body.Joints[joint.JointType].Position;
            var rotation      = body.BoneOrientations[joint.JointType].AbsoluteRotation.Matrix;
            var qrotation     = body.BoneOrientations[joint.JointType].AbsoluteRotation.Quaternion;

            Quaternion qOrientation = new Quaternion(qrotation.X, qrotation.Y, qrotation.Z, qrotation.W);

            Matrix4x4 mjointRot = new Matrix4x4(jointRotation.M11, jointRotation.M12, jointRotation.M13, jointRotation.M14, jointRotation.M21, jointRotation.M22, jointRotation.M23, jointRotation.M24, jointRotation.M31, jointRotation.M32, jointRotation.M33, jointRotation.M34, jointRotation.M41, jointRotation.M42, jointRotation.M43, jointRotation.M44);


            //System.Numerics.Vector4 v = new System.Numerics.Vector4(qrotation.X, qrotation.Y, qrotation.Z, qrotation.W);
            //Plane pln = new Plane(v);
            //Matrix4x4 reflectionParent = System.Numerics.Matrix4x4.CreateReflection(pln);
            //qSend = Quaternion.CreateFromRotationMatrix(reflectionParent);
            //qSend.W = qrotation.W;

            var flipMat = new Matrix4x4(1, 0, 0, 0,
                                        0, -1, 0, 0,
                                        0, 0, 1, 0,
                                        0, 0, 0, 1
                                        );

            mjointRot = flipMat * mjointRot * flipMat;



            var address = String.Format("/{0}", joint.JointType);

            if (KinectHelper.BoneOrientationIsValid(qOrientation))
            {
                Quaternion qSend;
                qSend = Quaternion.CreateFromRotationMatrix(mjointRot);

                return(new OscMessage(address, (body.Position.X + position.X), (body.Position.Y + position.Y), (body.Position.Z + position.Z), qSend.W, qSend.X, qSend.Y, qSend.Z));
            }
            return(new OscMessage(address, (body.Position.X + position.X), (body.Position.Y + position.Y), (body.Position.Z + position.Z)));
        }
    // Update the filter for one joint.
    protected void FilterJoint(ref KinectWrapper.NuiSkeletonData skeleton, int jointIndex, ref KinectWrapper.NuiTransformSmoothParameters smoothingParameters, ref Matrix4x4[] jointOrientations)
    {
//        if (null == skeleton)
//        {
//            return;
//        }

//        int jointIndex = (int)jt;

        Quaternion filteredOrientation;
        Quaternion trend;

        Vector3 fwdVector = (Vector3)jointOrientations[jointIndex].GetColumn(2);

        if (fwdVector == Vector3.zero)
        {
            return;
        }

        Quaternion rawOrientation          = Quaternion.LookRotation(fwdVector, jointOrientations[jointIndex].GetColumn(1));
        Quaternion prevFilteredOrientation = this.history[jointIndex].FilteredBoneOrientation;
        Quaternion prevTrend          = this.history[jointIndex].Trend;
        Vector3    rawPosition        = (Vector3)skeleton.SkeletonPositions[jointIndex];
        bool       orientationIsValid = KinectHelper.JointPositionIsValid(rawPosition) && KinectHelper.IsTrackedOrInferred(skeleton, jointIndex) && KinectHelper.BoneOrientationIsValid(rawOrientation);

        if (!orientationIsValid)
        {
            if (this.history[jointIndex].FrameCount > 0)
            {
                rawOrientation = history[jointIndex].FilteredBoneOrientation;
                history[jointIndex].FrameCount = 0;
            }
        }

        // Initial start values or reset values
        if (this.history[jointIndex].FrameCount == 0)
        {
            // Use raw position and zero trend for first value
            filteredOrientation = rawOrientation;
            trend = Quaternion.identity;
        }
        else if (this.history[jointIndex].FrameCount == 1)
        {
            // Use average of two positions and calculate proper trend for end value
            Quaternion prevRawOrientation = this.history[jointIndex].RawBoneOrientation;
            filteredOrientation = KinectHelper.EnhancedQuaternionSlerp(prevRawOrientation, rawOrientation, 0.5f);

            Quaternion diffStarted = KinectHelper.RotationBetweenQuaternions(filteredOrientation, prevFilteredOrientation);
            trend = KinectHelper.EnhancedQuaternionSlerp(prevTrend, diffStarted, smoothingParameters.fCorrection);
        }
        else
        {
            // First apply a jitter filter
            Quaternion diffJitter    = KinectHelper.RotationBetweenQuaternions(rawOrientation, prevFilteredOrientation);
            float      diffValJitter = (float)Math.Abs(KinectHelper.QuaternionAngle(diffJitter));

            if (diffValJitter <= smoothingParameters.fJitterRadius)
            {
                filteredOrientation = KinectHelper.EnhancedQuaternionSlerp(prevFilteredOrientation, rawOrientation, diffValJitter / smoothingParameters.fJitterRadius);
            }
            else
            {
                filteredOrientation = rawOrientation;
            }

            // Now the double exponential smoothing filter
            filteredOrientation = KinectHelper.EnhancedQuaternionSlerp(filteredOrientation, prevFilteredOrientation * prevTrend, smoothingParameters.fSmoothing);

            diffJitter = KinectHelper.RotationBetweenQuaternions(filteredOrientation, prevFilteredOrientation);
            trend      = KinectHelper.EnhancedQuaternionSlerp(prevTrend, diffJitter, smoothingParameters.fCorrection);
        }

        // Use the trend and predict into the future to reduce latency
        Quaternion predictedOrientation = filteredOrientation * KinectHelper.EnhancedQuaternionSlerp(Quaternion.identity, trend, smoothingParameters.fPrediction);

        // Check that we are not too far away from raw data
        Quaternion diff    = KinectHelper.RotationBetweenQuaternions(predictedOrientation, filteredOrientation);
        float      diffVal = (float)Math.Abs(KinectHelper.QuaternionAngle(diff));

        if (diffVal > smoothingParameters.fMaxDeviationRadius)
        {
            predictedOrientation = KinectHelper.EnhancedQuaternionSlerp(filteredOrientation, predictedOrientation, smoothingParameters.fMaxDeviationRadius / diffVal);
        }

//        predictedOrientation.Normalize();
//        filteredOrientation.Normalize();
//        trend.Normalize();

        // Save the data from this frame
        history[jointIndex].RawBoneOrientation      = rawOrientation;
        history[jointIndex].FilteredBoneOrientation = filteredOrientation;
        history[jointIndex].Trend = trend;
        history[jointIndex].FrameCount++;

        // Set the filtered and predicted data back into the bone orientation
        if (KinectHelper.BoneOrientationIsValid(predictedOrientation))
        {
            jointOrientations[jointIndex].SetTRS(Vector3.zero, predictedOrientation, Vector3.one);
        }
    }
示例#3
0
        /// <summary>
        /// Update the filter for one joint.
        /// </summary>
        /// <param name="skeleton">The Skeleton to filter.</param>
        /// <param name="jt">The Skeleton Joint index to filter.</param>
        /// <param name="smoothingParameters">The Smoothing parameters to apply.</param>
        protected void FilterJoint(Skeleton skeleton, JointType jt, TransformSmoothParameters smoothingParameters)
        {
            if (null == skeleton)
            {
                return;
            }

            int jointIndex = (int)jt;

            Quaternion filteredOrientation;
            Quaternion trend;

            Quaternion rawOrientation          = Quaternion.CreateFromRotationMatrix(KinectHelper.Matrix4ToXNAMatrix(skeleton.BoneOrientations[jt].HierarchicalRotation.Matrix));
            Quaternion prevFilteredOrientation = this.history[jointIndex].FilteredBoneOrientation;
            Quaternion prevTrend          = this.history[jointIndex].Trend;
            Vector3    rawPosition        = KinectHelper.SkeletonPointToVector3(skeleton.Joints[jt].Position);
            bool       orientationIsValid = KinectHelper.JointPositionIsValid(rawPosition) && KinectHelper.IsTrackedOrInferred(skeleton, jt) && KinectHelper.BoneOrientationIsValid(rawOrientation);

            if (!orientationIsValid)
            {
                if (this.history[jointIndex].FrameCount > 0)
                {
                    rawOrientation = this.history[jointIndex].FilteredBoneOrientation;
                    this.history[jointIndex].FrameCount = 0;
                }
            }

            // Initial start values or reset values
            if (this.history[jointIndex].FrameCount == 0)
            {
                // Use raw position and zero trend for first value
                filteredOrientation = rawOrientation;
                trend = Quaternion.Identity;
            }
            else if (this.history[jointIndex].FrameCount == 1)
            {
                // Use average of two positions and calculate proper trend for end value
                Quaternion prevRawOrientation = this.history[jointIndex].RawBoneOrientation;
                filteredOrientation = KinectHelper.EnhancedQuaternionSlerp(prevRawOrientation, rawOrientation, 0.5f);

                Quaternion diffStarted = KinectHelper.RotationBetweenQuaternions(filteredOrientation, prevFilteredOrientation);
                trend = KinectHelper.EnhancedQuaternionSlerp(prevTrend, diffStarted, smoothingParameters.Correction);
            }
            else
            {
                // First apply a jitter filter
                Quaternion diffJitter    = KinectHelper.RotationBetweenQuaternions(rawOrientation, prevFilteredOrientation);
                float      diffValJitter = (float)Math.Abs(KinectHelper.QuaternionAngle(diffJitter));

                if (diffValJitter <= smoothingParameters.JitterRadius)
                {
                    filteredOrientation = KinectHelper.EnhancedQuaternionSlerp(prevFilteredOrientation, rawOrientation, diffValJitter / smoothingParameters.JitterRadius);
                }
                else
                {
                    filteredOrientation = rawOrientation;
                }

                // Now the double exponential smoothing filter
                filteredOrientation = KinectHelper.EnhancedQuaternionSlerp(filteredOrientation, Quaternion.Multiply(prevFilteredOrientation, prevTrend), smoothingParameters.Smoothing);

                diffJitter = KinectHelper.RotationBetweenQuaternions(filteredOrientation, prevFilteredOrientation);
                trend      = KinectHelper.EnhancedQuaternionSlerp(prevTrend, diffJitter, smoothingParameters.Correction);
            }

            // Use the trend and predict into the future to reduce latency
            Quaternion predictedOrientation = Quaternion.Multiply(filteredOrientation, KinectHelper.EnhancedQuaternionSlerp(Quaternion.Identity, trend, smoothingParameters.Prediction));

            // Check that we are not too far away from raw data
            Quaternion diff    = KinectHelper.RotationBetweenQuaternions(predictedOrientation, filteredOrientation);
            float      diffVal = (float)Math.Abs(KinectHelper.QuaternionAngle(diff));

            if (diffVal > smoothingParameters.MaxDeviationRadius)
            {
                predictedOrientation = KinectHelper.EnhancedQuaternionSlerp(filteredOrientation, predictedOrientation, smoothingParameters.MaxDeviationRadius / diffVal);
            }

            predictedOrientation.Normalize();
            filteredOrientation.Normalize();
            trend.Normalize();

            // Save the data from this frame
            this.history[jointIndex].RawBoneOrientation      = rawOrientation;
            this.history[jointIndex].FilteredBoneOrientation = filteredOrientation;
            this.history[jointIndex].Trend = trend;
            this.history[jointIndex].FrameCount++;

            // Set the filtered and predicted data back into the bone orientation
            skeleton.BoneOrientations[jt].HierarchicalRotation.Quaternion = KinectHelper.XNAQuaternionToVector4(predictedOrientation);  // local rotation
            skeleton.BoneOrientations[jt].HierarchicalRotation.Matrix     = KinectHelper.XNAMatrixToMatrix4(Matrix.CreateFromQuaternion(predictedOrientation));

            // HipCenter has no parent and is the root of our skeleton - leave the HipCenter absolute set as it is
            if (jt != JointType.HipCenter)
            {
                Quaternion parentRot = KinectHelper.Vector4ToXNAQuaternion(skeleton.BoneOrientations[KinectHelper.ParentBoneJoint(jt)].AbsoluteRotation.Quaternion);

                // create a new world rotation
                Quaternion worldRot = Quaternion.Multiply(parentRot, predictedOrientation);
                skeleton.BoneOrientations[jt].AbsoluteRotation.Quaternion = KinectHelper.XNAQuaternionToVector4(worldRot);
                skeleton.BoneOrientations[jt].AbsoluteRotation.Matrix     = KinectHelper.XNAMatrixToMatrix4(Matrix.CreateFromQuaternion(worldRot));
            }
            else
            {
                // In the Hip Center root joint, absolute and relative are the same
                skeleton.BoneOrientations[jt].AbsoluteRotation.Quaternion = skeleton.BoneOrientations[jt].HierarchicalRotation.Quaternion;
                skeleton.BoneOrientations[jt].AbsoluteRotation.Matrix     = skeleton.BoneOrientations[jt].HierarchicalRotation.Matrix;
            }
        }