示例#1
0
文件: Game1.cs 项目: hitoyozake/MKin
        void MakeNoiseToDrawingModel( BodyParts [] parts )
        {
            foreach( var p in parts )
            {
                p.angle.X = p.angle.X +( randGen.Next() % 2 == 0 ? -1f : 1f )
                        * ( ( float )randGen.NextDouble() * 2f + 4f );
                p.angle.Y = p.angle.Y  +( randGen.Next() % 2 == 0 ? -1f : 1f )
                        * ( ( float )randGen.NextDouble() * 2f + 4f );
                p.angle.Z = p.angle.Z + ( randGen.Next() % 2 == 0 ? -1f : 1f )
                        * ( ( float )randGen.NextDouble() * 2f + 4f );

                p.Update();
            }
        }
示例#2
0
文件: Game1.cs 项目: hitoyozake/MKin
        public void Loop( BodyParts [] parts, PoseEvaluater ev )
        {
            const int MIN = 0;
            const int MAX = 1;

            //�l�̃Z�b�g
            float[] middles = null;
            float[][] parameters = null;
            float[] minValues = null;

            int dimention = 6;
            float allowedRange = 14f;

            parameters = new float[ dimention ][];
            middles = new float[ dimention ];
            minValues = new float[ dimention ];
            float [] parameterSlot = new float[ dimention ];

            for( int i = 0; i < parameters.Length; ++i )
            {
                parameters[ i ] = new float[ 2 ];
            }

            parameters[ 0 ][ 0 ] = parts[ 0 ].angle.X - allowedRange;
            parameters[ 0 ][ 1 ] = parts[ 0 ].angle.X + allowedRange;
            parameters[ 1 ][ 0 ] = parts[ 0 ].angle.Y - allowedRange;
            parameters[ 1 ][ 1 ] = parts[ 0 ].angle.Y + allowedRange;
            parameters[ 2 ][ 0 ] = parts[ 0 ].angle.Z - allowedRange;
            parameters[ 2 ][ 1 ] = parts[ 0 ].angle.Z + allowedRange;
            parameters[ 3 ][ 0 ] = parts[ 1 ].angle.X - allowedRange;
            parameters[ 3 ][ 1 ] = parts[ 1 ].angle.X + allowedRange;
            parameters[ 4 ][ 0 ] = parts[ 1 ].angle.Y - allowedRange;
            parameters[ 4 ][ 1 ] = parts[ 1 ].angle.Y + allowedRange;
            parameters[ 5 ][ 0 ] = parts[ 1 ].angle.Z - allowedRange;
            parameters[ 5 ][ 1 ] = parts[ 1 ].angle.Z + allowedRange;

            float [] degrees = new float[ dimention ];

            float minValue = 1000f;
            int [] minIndex = new int[ 6 ];

            int challangeCount = 9;

            for( int counter = 0; counter < challangeCount; ++counter )
            {
                for (int i = 0; i < parameters[0].Length; i++)
                {
                    for (int j = 0; j < parameters[1].Length; j++)
                    {
                        for (int k = 0; k < parameters[2].Length; k++)
                        {
                            for (int l = 0; l < parameters[3].Length; l++)
               	            {
                                for (int m = 0; m < parameters[4].Length; m++)
               	                {
                                    for(int n = 0; n < parameters[5].Length; n++)
               	                    {
                                        //�l��Z�b�g
                                        parts[ 0 ].angle.X = parameters[ 0 ][ i ];
                                        parts[ 0 ].angle.Y = parameters[ 1 ][ j ];
                                        parts[ 0 ].angle.Z = parameters[ 2 ][ k ];
                                        parts[ 1 ].angle.X = parameters[ 3 ][ l ];
                                        parts[ 1 ].angle.Y = parameters[ 4 ][ m ];
                                        parts[ 1 ].angle.Z = parameters[ 5 ][ n ];

                                        GraphicsDevice.Clear( XNABackColor );

                                        captureDevice.BeginCapture( GraphicsDevice );

                                        parts[ 0 ].Update();
                                        parts[ 1 ].Update();

                                        parts[ 0 ].Draw( models );
                                        parts[ 1 ].Draw( models );

                                        captureDevice.Capture( tmpTexture );

                                        var evalresult = poseEvaluater.evaluate( tmpTexture, TeacherTex );

                                        //SaveAsPng( tmpTexture, "loopTmpTex.png" );
                                        //SaveAsPng( TeacherTex, "loopTeacher.png" );

                                        if( evalresult < minValue )
                                        {
                                            minValue = evalresult;

                                            minIndex[ 0 ] = i;
                                            minIndex[ 1 ] = j;
                                            minIndex[ 2 ] = k;
                                            minIndex[ 3 ] = l;
                                            minIndex[ 4 ] = m;
                                            minIndex[ 5 ] = n;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                //�ŏ���index��o�����̂ł����ŃZ�b�g
                for( int i = 0; i < 6; ++i )
                {
                    var tmpMin = Math.Min( parameters[ i ][ minIndex[ i ] ], middles[ i ] );
                    var tmpMax = Math.Max( parameters[ i ][ minIndex[ i ] ], middles[ i ] );

                    parameters[ i ][ MIN ] = tmpMin;
                    parameters[ i ][ MAX ] = tmpMax;

                    middles[ i ] = ( tmpMax + tmpMin ) / 2f;
                }
                minValue = 1000f;//���Z�b�g
            }

            Draw2D( TeacherTex, Color.CadetBlue );

            parts[ 0 ].angle.X = parameters[ 0 ][ minIndex[ 0 ] ];
            parts[ 0 ].angle.Y = parameters[ 1 ][ minIndex[ 1 ] ];
            parts[ 0 ].angle.Z = parameters[ 2 ][ minIndex[ 2 ] ];
            parts[ 1 ].angle.X = parameters[ 3 ][ minIndex[ 3 ] ];
            parts[ 1 ].angle.Y = parameters[ 4 ][ minIndex[ 4 ] ];
            parts[ 1 ].angle.Z = parameters[ 5 ][ minIndex[ 5 ] ];

            logFiles.OutputPose( parts );
        }
示例#3
0
文件: Game1.cs 项目: hitoyozake/MKin
        /// <summary>
        /// ���f����ǂݍ���
        /// </summary>
        void LoadModel()
        {
            models[ ( int )BodyPartsName.ArmR ] = Content.Load<Model>( "rarm" );
            models[ ( int )BodyPartsName.UpperArmR ] = Content.Load<Model>( "ruarm" );
            models[ ( int )BodyPartsName.Trunk ] = Content.Load<Model>( "body" );

            bodyParts = new BodyParts[ ( int )BodyPartsName.Size ];

            for( int i = 0; i < ( int )BodyPartsName.Size; ++i )
            {
                bodyParts[ i ] = new BodyParts();
                bodyParts[ i ].bodyPartsName = ( BodyPartsName ) i;

            }

            bodyParts[ ( int )BodyPartsName.ArmR ].parent =
                bodyParts[ ( int )BodyPartsName.UpperArmR ];
            //bodyParts[ ( int )BodyPartsName.UpperArmR ].parent =
            //   bodyParts[ ( int )BodyPartsName.Trunk ];

            bodyParts[ ( int )BodyPartsName.UpperArmR ].basePosition.Y = 0f;
            bodyParts[ ( int )BodyPartsName.UpperArmR ].position.Y = 0f;
            bodyParts[ ( int )BodyPartsName.UpperArmR ].position.X = 0f;

            bodyParts[ ( int )BodyPartsName.ArmR ].basePosition.Y = 0.5f;
            bodyParts[ ( int )BodyPartsName.ArmR ].position.Y = 0.8f;
        }