public PointSkeleton3D(PointSkeleton3D point,int timeStamp)
 {
     this.X = point.X;
     this.Y = point.Y;
     this.Z = point.Z;
     this.TimeStamp = timeStamp;
 }
 /// <summary>
 /// Finger identification with angle between palm-wrist line and every fingertip
 /// </summary>
 /// <param name="fingertips"></param>
 /// <param name="palm"></param>
 /// <param name="wrist"></param>
 public void Identify2(List <PointSkeleton3D> fingertips, PointSkeleton3D palm, PointSkeleton3D wrist)
 {
     if (null == fingertips)
     {
         return;
     }
     if (fingertips.Count == 5)
     {
         PointSkeleton3D v1  = palm - wrist;
         float           min = float.MaxValue;
         PointSkeleton3D res = new PointSkeleton3D();
         foreach (var i in fingertips)
         {
             PointSkeleton3D v2    = i - palm;
             float           angle = PointSkeleton3D.Angle(v1, v2);
             if (angle < min)
             {
                 min = angle;
                 res = i;
             }
         }
         Fingers[FingerType.MiddleRight].Position      = res;
         Fingers[FingerType.MiddleRight].TrackingState = FingerTrackingState.Tracked;
     }
     else
     {
         Fingers[FingerType.MiddleRight].TrackingState = FingerTrackingState.NotTracked;
     }
 }
示例#3
0
 public PointSkeleton3D(PointSkeleton3D point, int timeStamp)
 {
     this.X         = point.X;
     this.Y         = point.Y;
     this.Z         = point.Z;
     this.TimeStamp = timeStamp;
 }
 //timeStamp没啥用??
 private void FingerTrack(List <PointSkeleton3D> fingertips, int timeStamp)
 {
     foreach (var i in Fingers)
     {
         if (i.Value.TrackingState == FingerTrackingState.Tracked)
         {
             PointSkeleton3D res = new PointSkeleton3D();
             float           min = float.MaxValue;
             foreach (var j in fingertips)
             {
                 float temp = PointSkeleton3D.EuclideanDistance(i.Value.Position, j);
                 if (temp < DIS_THRESHOLD && min > temp)
                 {
                     min = temp;
                     res = j;
                 }
             }
             if (min != float.MaxValue)
             {
                 i.Value.Position.X         = res.X;
                 i.Value.Position.Y         = res.Y;
                 i.Value.Position.Z         = res.Z;
                 i.Value.Position.TimeStamp = res.TimeStamp;
             }
             else if ((timeStamp > i.Value.Position.TimeStamp && timeStamp - i.Value.Position.TimeStamp >= FRAME_INTERVAL) ||
                      (timeStamp < i.Value.Position.TimeStamp && (timeStamp + KinectUtil.LOOP_TIMES) - i.Value.Position.TimeStamp >= FRAME_INTERVAL))
             {
                 i.Value.TrackingState = FingerTrackingState.NotTracked;
             }
         }
     }
 }
 /// <summary>
 /// Implement the IComparer interface for List<T>.Sort()
 /// </summary>
 /// <param name="p1"></param>
 /// <param name="p2"></param>
 /// <returns></returns>
 private int CompareByCoord_X(PointSkeleton3D p1, PointSkeleton3D p2)
 {
     if (p1.X == p2.X)
     {
         return(0);
     }
     return((p1.X < p2.X) ? 1 : -1);
 }
 /// <summary>
 /// Sort Fingertips list with depth increasing
 /// </summary>
 /// <param name="p1"></param>
 /// <param name="p2"></param>
 /// <returns></returns>
 private int CompareByDepth(PointSkeleton3D p1, PointSkeleton3D p2)
 {
     if (p1.Z == p2.Z)
     {
         return(0);
     }
     return((p1.Z > p2.Z) ? 1 : -1);
 }
 public static PointSkeleton3D operator -(PointSkeleton3D point1, PointSkeleton3D point2)
 {
     PointSkeleton3D ret = new PointSkeleton3D();
     ret.X = point1.X - point2.X;
     ret.Y = point1.Y - point2.Y;
     ret.Z = point1.Z - point2.Z;
     return ret;
 }
示例#8
0
        public static PointSkeleton3D operator -(PointSkeleton3D point1, PointSkeleton3D point2)
        {
            PointSkeleton3D ret = new PointSkeleton3D();

            ret.X = point1.X - point2.X;
            ret.Y = point1.Y - point2.Y;
            ret.Z = point1.Z - point2.Z;
            return(ret);
        }
        /// <summary>
        /// Map PointSkeleton3D to PointDepth3D
        /// </summary>
        /// <param name="pointSkleton3D"></param>
        /// <param name="depthImageFormat"></param>
        /// <returns></returns>
        public PointDepth3D MapSkeletonPointToDepthPoint(PointSkeleton3D pointSkleton3D, DepthImageFormat depthImageFormat)
        {
            SkeletonPoint point = new SkeletonPoint();

            point.X = pointSkleton3D.X;
            point.Y = pointSkleton3D.Y;
            point.Z = pointSkleton3D.Z;

            return(new PointDepth3D(mapper.MapSkeletonPointToDepthPoint(point, depthImageFormat)));
        }
        /// <summary>
        /// Map PointSkeleton3D to Point2D
        /// </summary>
        /// <param name="pointSkleton3D"></param>
        /// <param name="colorImageFormat"></param>
        /// <returns></returns>
        public Point2D MapSkeletonPointToColorPoint(PointSkeleton3D pointSkleton3D, ColorImageFormat colorImageFormat)
        {
            SkeletonPoint point = new SkeletonPoint();

            point.X = pointSkleton3D.X;
            point.Y = pointSkleton3D.Y;
            point.Z = pointSkleton3D.Z;
            ColorImagePoint ImgPoint = mapper.MapSkeletonPointToColorPoint(point, colorImageFormat);

            return(new Point2D(ImgPoint.X, ImgPoint.Y));
        }
示例#11
0
        /// <summary>
        /// Need to override if you override operator == and !=
        /// </summary>
        /// <param name="obj"></param>
        /// <returns></returns>
        public override bool Equals(object obj)
        {
            PointSkeleton3D other = (PointSkeleton3D)obj;

            if (this.X == other.X && this.Y == other.Y &&
                this.Z == other.Z && this.TimeStamp == other.TimeStamp)
            {
                return(true);
            }
            return(false);
        }
        /// <summary>
        /// Finger Identify, sort by x_coordniate first,so many assumptions
        /// </summary>
        /// <param name="fingertips"></param>
        public void Identify(List <PointSkeleton3D> fingertips, int timeStamp)
        {
            if (null == fingertips)
            {
                return;
            }
            if (fingertips.Count == 5)   //目前只能处理掌心比较标准的情况
            {
                TrackingState = FingerTrackingState.Tracked;
                fingertips.Sort(CompareByCoord_X);

                Fingers[FingerType.MiddleRight].Position      = fingertips[2];
                Fingers[FingerType.MiddleRight].TrackingState = FingerTrackingState.Tracked;

                float dis1 = PointSkeleton3D.EuclideanDistance(fingertips[2], fingertips[0]);
                float dis2 = PointSkeleton3D.EuclideanDistance(fingertips[2], fingertips[4]);
                Fingers[FingerType.ThumbRight].Position       = (dis1 > dis2 ? fingertips[0] : fingertips[4]);
                Fingers[FingerType.LittleRight].Position      = (dis1 > dis2 ? fingertips[4] : fingertips[0]);
                Fingers[FingerType.ThumbRight].TrackingState  = FingerTrackingState.Tracked;
                Fingers[FingerType.LittleRight].TrackingState = FingerTrackingState.Tracked;
            }
            FingerTrack(fingertips, timeStamp);
        }
        /// <summary>
        /// Depth Frame Ready
        /// Kinect tracks skeletons,  localize the Skeleton Hand Joint Position
        /// Map Skeleton point given by Kinect to PointDepth3D , Add result to HandTracker's List buffer for computing every frame
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void sensor_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    if (skeletonData.Length != skeletonFrame.SkeletonArrayLength)
                    {
                        skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }
                    skeletonFrame.CopySkeletonDataTo(skeletonData);
                    int personCount = 0;
                    foreach (Skeleton sk in skeletonData)
                    {
                        if (sk.TrackingState == SkeletonTrackingState.Tracked)
                        {
                            //Skeleton point map to depth point given by Kinect
                            CoordinateMapper mapper = new CoordinateMapper(this.sensor);
                            DepthImagePoint  left   = mapper.MapSkeletonPointToDepthPoint(
                                sk.Joints[JointType.HandLeft].Position,
                                this.sensor.DepthStream.Format);

                            DepthImagePoint right = mapper.MapSkeletonPointToDepthPoint(
                                sk.Joints[JointType.HandRight].Position,
                                this.sensor.DepthStream.Format);

                            rightWrist = new PointSkeleton3D(sk.Joints[JointType.WristRight].Position);
                            rightHand  = new PointSkeleton3D(sk.Joints[JointType.HandRight].Position);
                            rightElbow = new PointSkeleton3D(sk.Joints[JointType.ElbowRight].Position);

                            personCount++;
                        }
                    }
                    skeletonReadyFlag = (personCount == 0 ? false : true);
                }
            }
        }
示例#14
0
 public static float Angle(PointSkeleton3D point1, PointSkeleton3D point2)
 {
     return((float)Math.Acos((point1.X * point2.X + point1.Y * point2.Y + point1.Z * point2.Z) / (Length(point1) * Length(point2))));
 }
 /// <summary>
 /// Implement the IComparer interface for List<T>.Sort()
 /// </summary>
 /// <param name="p1"></param>
 /// <param name="p2"></param>
 /// <returns></returns>
 private int CompareByCoord_X(PointSkeleton3D p1, PointSkeleton3D p2)
 {
     if (p1.X == p2.X)
         return 0;
     return (p1.X < p2.X) ? 1 : -1;
 }
        /// <summary>
        /// Finger Identification with two fingertips' max Distance
        /// </summary>
        /// <param name="fingertips"></param>
        public void Identify3(List <PointSkeleton3D> fingertips, int timeStamp)
        {
            if (null == fingertips)
            {
                return;
            }
            if (fingertips.Count == 5)
            {
                //1.Find two indexs for ThumbFinger and LittleFinger
                int   thumbIndex = 0, littleIndex = 0;
                float max = float.MinValue;

                for (int i = 0; i < fingertips.Count; i++)
                {
                    for (int j = i + 1; j < fingertips.Count; j++)
                    {
                        float dis = PointSkeleton3D.EuclideanDistance(fingertips[i], fingertips[j]);
                        if (dis > max)
                        {
                            max         = dis;
                            thumbIndex  = i;
                            littleIndex = j;
                        }
                    }
                }
                //2.S and T Set construction, compute min distance between two Sets
                PointSkeleton3D[] S = new PointSkeleton3D[2];
                S[0] = new PointSkeleton3D(fingertips[littleIndex]);
                S[1] = new PointSkeleton3D(fingertips[thumbIndex]);
                PointSkeleton3D[] T = new PointSkeleton3D[3];
                int k = 0;
                for (int i = 0; i < fingertips.Count; i++)
                {
                    if (fingertips[i] != S[0] && fingertips[i] != S[1])
                    {
                        T[k++] = new PointSkeleton3D(fingertips[i]);
                    }
                }

                int[]   neighbour = new int[S.Length];
                float[] minDis    = new float[S.Length];
                for (int i = 0; i < S.Length; i++)
                {
                    float min  = float.MaxValue;
                    int   temp = 0;
                    for (int j = 0; j < T.Length; j++)
                    {
                        float dis = PointSkeleton3D.EuclideanDistance(S[i], T[j]);
                        if (dis < min)
                        {
                            min  = dis;
                            temp = j;
                        }
                    }
                    if (min != float.MaxValue)
                    {
                        neighbour[i] = temp;
                        minDis[i]    = min;
                    }
                }
                if (minDis[0] == Math.Max(minDis[0], minDis[1]))
                {
                    //Fingers[FingerType.ThumbRight].Position = S[0];
                    //Fingers[FingerType.ThumbRight].TrackingState = FingerTrackingState.Tracked;
                    //Fingers[FingerType.IndexRight].Position = T[neighbour[0]];
                    //Fingers[FingerType.IndexRight].TrackingState = FingerTrackingState.Tracked;

                    //Fingers[FingerType.LittleRight].Position = S[1];
                    //Fingers[FingerType.LittleRight].TrackingState = FingerTrackingState.Tracked;
                    //Fingers[FingerType.RingRight].Position = T[neighbour[1]];
                    //Fingers[FingerType.RingRight].TrackingState = FingerTrackingState.Tracked;

                    Tracked(FingerType.ThumbRight, S[0]);
                    Tracked(FingerType.IndexRight, T[neighbour[0]]);
                    Tracked(FingerType.LittleRight, S[1]);
                    Tracked(FingerType.RingRight, T[neighbour[1]]);
                }
                else
                {
                    //Fingers[FingerType.ThumbRight].Position = S[1];
                    //Fingers[FingerType.ThumbRight].TrackingState = FingerTrackingState.Tracked;
                    //Fingers[FingerType.IndexRight].Position = T[neighbour[1]];
                    //Fingers[FingerType.IndexRight].TrackingState = FingerTrackingState.Tracked;

                    //Fingers[FingerType.LittleRight].Position = S[0];
                    //Fingers[FingerType.LittleRight].TrackingState = FingerTrackingState.Tracked;
                    //Fingers[FingerType.RingRight].Position = T[neighbour[0]];
                    //Fingers[FingerType.RingRight].TrackingState = FingerTrackingState.Tracked;

                    Tracked(FingerType.LittleRight, S[0]);
                    Tracked(FingerType.RingRight, T[neighbour[0]]);
                    Tracked(FingerType.ThumbRight, S[1]);
                    Tracked(FingerType.IndexRight, T[neighbour[1]]);
                }

                //3.Middle Finger Remaineds
                int remain = 0;
                for (int i = 0; i < T.Length; i++)
                {
                    if (i != neighbour[0] && i != neighbour[1])
                    {
                        remain = i;
                    }
                }
                //Fingers[FingerType.MiddleRight].Position = T[remain];
                //Fingers[FingerType.MiddleRight].TrackingState = FingerTrackingState.Tracked;
                Tracked(FingerType.MiddleRight, T[remain]);
            }
            FingerTrack(fingertips, timeStamp);
        }
 private void Tracked(FingerType id, PointSkeleton3D position)
 {
     //if (null != position)
     Fingers[id].Position      = new PointSkeleton3D(position);
     Fingers[id].TrackingState = FingerTrackingState.Tracked;
 }
        /// <summary>
        /// Depth Frame Ready
        /// Kinect tracks skeletons,  localize the Skeleton Hand Joint Position
        /// Map Skeleton point given by Kinect to PointDepth3D , Add result to HandTracker's List buffer for computing every frame
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void sensor_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    if (skeletonData.Length != skeletonFrame.SkeletonArrayLength)
                    {
                        skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }
                    skeletonFrame.CopySkeletonDataTo(skeletonData);
                    int personCount = 0;
                    foreach (Skeleton sk in skeletonData)
                    {
                        if (sk.TrackingState == SkeletonTrackingState.Tracked)
                        {
                            //Skeleton point map to depth point given by Kinect
                            CoordinateMapper mapper = new CoordinateMapper(this.sensor);
                            DepthImagePoint left = mapper.MapSkeletonPointToDepthPoint(
                                sk.Joints[JointType.HandLeft].Position,
                                this.sensor.DepthStream.Format);

                            DepthImagePoint right = mapper.MapSkeletonPointToDepthPoint(
                                sk.Joints[JointType.HandRight].Position,
                                this.sensor.DepthStream.Format);

                            rightWrist = new PointSkeleton3D(sk.Joints[JointType.WristRight].Position);
                            rightHand = new PointSkeleton3D(sk.Joints[JointType.HandRight].Position);
                            rightElbow = new PointSkeleton3D(sk.Joints[JointType.ElbowRight].Position);

                            personCount++;

                        }
                    }
                    skeletonReadyFlag = (personCount == 0 ? false : true);
                }
            }
        }
示例#19
0
 /// <summary>
 /// Get the Euclidean Distance between two point in Skeleton Space
 /// </summary>
 /// <param name="point1"></param>
 /// <param name="point2"></param>
 /// <returns></returns>
 public static float EuclideanDistance(PointSkeleton3D point1, PointSkeleton3D point2)
 {
     return((float)Math.Sqrt((point1.X - point2.X) * (point1.X - point2.X)
                             + (point1.Y - point2.Y) * (point1.Y - point2.Y)
                             + (point1.Z - point2.Z) * (point1.Z - point2.Z)));
 }
示例#20
0
 /// <summary>
 /// Get the Euclidean Distance between two point in Skeleton Space
 /// </summary>
 /// <param name="point1"></param>
 /// <param name="point2"></param>
 /// <returns></returns>
 public static float EuclideanDistance(PointSkeleton3D point1, PointSkeleton3D point2)
 {
     return (float)Math.Sqrt((point1.X - point2.X) * (point1.X - point2.X)
                                 + (point1.Y - point2.Y) * (point1.Y - point2.Y)
                                 + (point1.Z - point2.Z) * (point1.Z - point2.Z));
 }
 private void Tracked(FingerType id, PointSkeleton3D position)
 {
     //if (null != position)
     Fingers[id].Position = new PointSkeleton3D(position);
     Fingers[id].TrackingState = FingerTrackingState.Tracked;
 }
        /// <summary>
        /// Finger Identification with two fingertips' max Distance 
        /// </summary>
        /// <param name="fingertips"></param>
        public void Identify3(List<PointSkeleton3D> fingertips, int timeStamp)
        {
            if (null == fingertips)
                return;
            if(fingertips.Count == 5)
            {
                //1.Find two indexs for ThumbFinger and LittleFinger
                int thumbIndex = 0, littleIndex = 0 ;
                float max = float.MinValue;

                for (int i = 0; i < fingertips.Count; i++)
                {
                    for (int j = i + 1; j < fingertips.Count; j++)
                    {
                        float dis = PointSkeleton3D.EuclideanDistance(fingertips[i], fingertips[j]);
                        if (dis > max)
                        {
                            max = dis;
                            thumbIndex = i;
                            littleIndex = j;
                        }
                    }
                }
                //2.S and T Set construction, compute min distance between two Sets
                PointSkeleton3D[] S = new PointSkeleton3D[2];
                S[0] = new PointSkeleton3D(fingertips[littleIndex]);
                S[1] = new PointSkeleton3D(fingertips[thumbIndex]);
                PointSkeleton3D[] T = new PointSkeleton3D[3];
                int k = 0;
                for (int i = 0; i < fingertips.Count; i++)
                {
                    if (fingertips[i] != S[0] && fingertips[i] != S[1])
                        T[k++] = new PointSkeleton3D(fingertips[i]);
                }

                int[] neighbour = new int[S.Length];
                float[] minDis = new float[S.Length];
                for (int i = 0; i < S.Length; i++)
                {
                    float min = float.MaxValue;
                    int temp = 0;
                    for (int j = 0; j < T.Length; j++)
                    {
                        float dis = PointSkeleton3D.EuclideanDistance(S[i], T[j]);
                        if (dis < min)
                        {
                            min = dis;
                            temp = j;
                        }
                    }
                    if (min != float.MaxValue)
                    {
                        neighbour[i] = temp;
                        minDis[i] = min;
                    }
                }
                if (minDis[0] == Math.Max(minDis[0], minDis[1]))
                {
                    //Fingers[FingerType.ThumbRight].Position = S[0];
                    //Fingers[FingerType.ThumbRight].TrackingState = FingerTrackingState.Tracked;
                    //Fingers[FingerType.IndexRight].Position = T[neighbour[0]];
                    //Fingers[FingerType.IndexRight].TrackingState = FingerTrackingState.Tracked;

                    //Fingers[FingerType.LittleRight].Position = S[1];
                    //Fingers[FingerType.LittleRight].TrackingState = FingerTrackingState.Tracked;
                    //Fingers[FingerType.RingRight].Position = T[neighbour[1]];
                    //Fingers[FingerType.RingRight].TrackingState = FingerTrackingState.Tracked;

                    Tracked(FingerType.ThumbRight, S[0]);
                    Tracked(FingerType.IndexRight, T[neighbour[0]]);
                    Tracked(FingerType.LittleRight, S[1]);
                    Tracked(FingerType.RingRight, T[neighbour[1]]);
                }
                else
                {
                    //Fingers[FingerType.ThumbRight].Position = S[1];
                    //Fingers[FingerType.ThumbRight].TrackingState = FingerTrackingState.Tracked;
                    //Fingers[FingerType.IndexRight].Position = T[neighbour[1]];
                    //Fingers[FingerType.IndexRight].TrackingState = FingerTrackingState.Tracked;

                    //Fingers[FingerType.LittleRight].Position = S[0];
                    //Fingers[FingerType.LittleRight].TrackingState = FingerTrackingState.Tracked;
                    //Fingers[FingerType.RingRight].Position = T[neighbour[0]];
                    //Fingers[FingerType.RingRight].TrackingState = FingerTrackingState.Tracked;

                    Tracked(FingerType.LittleRight, S[0]);
                    Tracked(FingerType.RingRight, T[neighbour[0]]);
                    Tracked(FingerType.ThumbRight, S[1]);
                    Tracked(FingerType.IndexRight, T[neighbour[1]]);
                }

                //3.Middle Finger Remaineds
                int remain = 0;
                for (int i = 0; i < T.Length; i++)
                {
                    if (i != neighbour[0] && i != neighbour[1])
                        remain = i;
                }
                //Fingers[FingerType.MiddleRight].Position = T[remain];
                //Fingers[FingerType.MiddleRight].TrackingState = FingerTrackingState.Tracked;
                Tracked(FingerType.MiddleRight, T[remain]);
            }
            FingerTrack(fingertips, timeStamp);
        }
示例#23
0
 public static float Length(PointSkeleton3D point1)
 {
     return((float)(Math.Sqrt(point1.X * point1.X + point1.Y * point1.Y + point1.Z * point1.Z)));
 }
 /// <summary>
 /// Map PointSkeleton3D to Point2D
 /// </summary>
 /// <param name="pointSkleton3D"></param>
 /// <param name="colorImageFormat"></param>
 /// <returns></returns>
 public Point2D MapSkeletonPointToColorPoint(PointSkeleton3D pointSkleton3D, ColorImageFormat colorImageFormat)
 {
     SkeletonPoint point = new SkeletonPoint();
     point.X = pointSkleton3D.X;
     point.Y = pointSkleton3D.Y;
     point.Z = pointSkleton3D.Z;
     ColorImagePoint ImgPoint = mapper.MapSkeletonPointToColorPoint(point, colorImageFormat);
     return new Point2D(ImgPoint.X, ImgPoint.Y);
 }
示例#25
0
 public Finger()
 {
     Position      = new PointSkeleton3D();
     TrackingState = FingerTrackingState.NotTracked;
 }
 /// <summary>
 /// Sort Fingertips list with depth increasing
 /// </summary>
 /// <param name="p1"></param>
 /// <param name="p2"></param>
 /// <returns></returns>
 private int CompareByDepth(PointSkeleton3D p1, PointSkeleton3D p2)
 {
     if (p1.Z == p2.Z)
         return 0;
     return (p1.Z > p2.Z) ? 1 : -1;
 }
        /// <summary>
        /// Map PointSkeleton3D to PointDepth3D
        /// </summary>
        /// <param name="pointSkleton3D"></param>
        /// <param name="depthImageFormat"></param>
        /// <returns></returns>
        public PointDepth3D MapSkeletonPointToDepthPoint(PointSkeleton3D pointSkleton3D,DepthImageFormat depthImageFormat)
        {
            SkeletonPoint point = new SkeletonPoint();
            point.X = pointSkleton3D.X;
            point.Y = pointSkleton3D.Y;
            point.Z = pointSkleton3D.Z;

            return new PointDepth3D(mapper.MapSkeletonPointToDepthPoint(point,depthImageFormat));
        }
示例#28
0
 public static float Length(PointSkeleton3D point1)
 {
     return (float)(Math.Sqrt(point1.X * point1.X + point1.Y * point1.Y + point1.Z * point1.Z));
 }
 //timeStamp没啥用??
 private void FingerTrack(List<PointSkeleton3D> fingertips,int timeStamp)
 {
     foreach (var i in Fingers)
     {
         if (i.Value.TrackingState == FingerTrackingState.Tracked)
         {
             PointSkeleton3D res = new PointSkeleton3D();
             float min = float.MaxValue;
             foreach (var j in fingertips)
             {
                 float temp = PointSkeleton3D.EuclideanDistance(i.Value.Position, j);
                 if (temp < DIS_THRESHOLD && min > temp)
                 {
                     min = temp;
                     res = j;
                 }
             }
             if (min != float.MaxValue)
             {
                 i.Value.Position.X = res.X;
                 i.Value.Position.Y = res.Y;
                 i.Value.Position.Z = res.Z;
                 i.Value.Position.TimeStamp = res.TimeStamp;
             }
             else if ((timeStamp > i.Value.Position.TimeStamp && timeStamp - i.Value.Position.TimeStamp >= FRAME_INTERVAL)
                         || (timeStamp < i.Value.Position.TimeStamp && (timeStamp + KinectUtil.LOOP_TIMES) - i.Value.Position.TimeStamp >= FRAME_INTERVAL))
             {
                 i.Value.TrackingState = FingerTrackingState.NotTracked;
             }
         }
     }
 }
        /// <summary>
        /// Smooth FingerTips with current computed result and time stamp
        /// </summary>
        /// <param name="curr"></param>
        /// <param name="timeStamp"></param>
        public void Smooth(List <PointSkeleton3D> curr, int timeStamp)
        {
            if (curr == null || curr.Count > 6)
            {
                return;
            }
            NoiseFilter(curr);
            if (fingerTips.Count >= curr.Count)
            {
                List <PointSkeleton3D> candinateDelete = new List <PointSkeleton3D>();
                foreach (var i in fingerTips)
                {
                    PointSkeleton3D res = new PointSkeleton3D();
                    float           min = float.MaxValue;

                    //Find nearest cooresponding point in two Lists
                    foreach (var j in curr)
                    {
                        float temp = PointSkeleton3D.EuclideanDistance(i, j);
                        if (temp < DIS_THRESHOLD && min > temp)
                        {
                            min = temp;
                            res = new PointSkeleton3D(j);
                        }
                    }
                    //Update result with weighted method
                    if (min != float.MaxValue)
                    {
                        if (min < 0.008f)
                        {
                            i.TimeStamp = timeStamp;
                        }
                        else
                        {
                            i.X         = i.X * ALPHA + (1 - ALPHA) * res.X;
                            i.Y         = i.Y * ALPHA + (1 - ALPHA) * res.Y;
                            i.Z         = i.Z * ALPHA + (1 - ALPHA) * res.Z;
                            i.TimeStamp = timeStamp;
                        }
                    }
                    //the point lost, Check the timestamp difference
                    else if ((timeStamp > i.TimeStamp && timeStamp - i.TimeStamp >= FRAME_INTERVAL) ||
                             (timeStamp < i.TimeStamp && (timeStamp + KinectUtil.LOOP_TIMES) - i.TimeStamp >= FRAME_INTERVAL))
                    {
                        candinateDelete.Add(i);
                    }
                }
                foreach (var k in candinateDelete)
                {
                    fingerTips.Remove(k);
                }
            }
            else
            {
                fingerTips.Clear();
                foreach (var i in curr)
                {
                    PointSkeleton3D point = new PointSkeleton3D(i, timeStamp);
                    fingerTips.Add(point);
                }
            }
        }
        /// <summary>
        /// Smooth FingerTips with current computed result and time stamp
        /// </summary>
        /// <param name="curr"></param>
        /// <param name="timeStamp"></param>
        public void Smooth(List<PointSkeleton3D> curr,int timeStamp)
        {
            if (curr == null || curr.Count > 6)
            {
                return;
            }
            NoiseFilter(curr);
            if (fingerTips.Count >= curr.Count)
            {
                List<PointSkeleton3D> candinateDelete = new List<PointSkeleton3D>();
                foreach (var i in fingerTips)
                {
                    PointSkeleton3D res = new PointSkeleton3D();
                    float min = float.MaxValue;

                    //Find nearest cooresponding point in two Lists
                    foreach (var j in curr)
                    {
                        float temp = PointSkeleton3D.EuclideanDistance(i, j);
                        if (temp < DIS_THRESHOLD && min > temp)
                        {
                            min = temp;
                            res = new PointSkeleton3D(j);
                        }
                    }
                    //Update result with weighted method
                    if (min != float.MaxValue)
                    {
                        if (min < 0.008f)
                        {
                            i.TimeStamp = timeStamp;
                        }
                        else
                        {
                            i.X = i.X * ALPHA + (1 - ALPHA) * res.X;
                            i.Y = i.Y * ALPHA + (1 - ALPHA) * res.Y;
                            i.Z = i.Z * ALPHA + (1 - ALPHA) * res.Z;
                            i.TimeStamp = timeStamp;
                        }
                    }
                    //the point lost, Check the timestamp difference
                    else if ((timeStamp > i.TimeStamp && timeStamp - i.TimeStamp >= FRAME_INTERVAL)
                            || (timeStamp < i.TimeStamp && (timeStamp + KinectUtil.LOOP_TIMES) - i.TimeStamp >= FRAME_INTERVAL))
                    {
                        candinateDelete.Add(i);
                    }
                }
                foreach (var k in candinateDelete)
                {
                    fingerTips.Remove(k);
                }
            }
            else
            {
                fingerTips.Clear();
                foreach (var i in curr)
                {
                    PointSkeleton3D point = new PointSkeleton3D(i,timeStamp);
                    fingerTips.Add(point);
                }
            }
        }
示例#32
0
 public static float Angle(PointSkeleton3D point1, PointSkeleton3D point2)
 {
     return (float)Math.Acos((point1.X * point2.X + point1.Y * point2.Y + point1.Z * point2.Z) / (Length(point1) * Length(point2)));
 }
示例#33
0
 public Finger()
 {
     Position = new PointSkeleton3D();
     TrackingState = FingerTrackingState.NotTracked;
 }
 /// <summary>
 /// Finger identification with angle between palm-wrist line and every fingertip 
 /// </summary>
 /// <param name="fingertips"></param>
 /// <param name="palm"></param>
 /// <param name="wrist"></param>
 public void Identify2(List<PointSkeleton3D> fingertips, PointSkeleton3D palm, PointSkeleton3D wrist)
 {
     if (null == fingertips)
         return;
     if (fingertips.Count == 5)
     {
         PointSkeleton3D v1 = palm - wrist;
         float min = float.MaxValue;
         PointSkeleton3D res = new PointSkeleton3D();
         foreach (var i in fingertips)
         {
             PointSkeleton3D v2 = i - palm;
             float angle = PointSkeleton3D.Angle(v1, v2);
             if (angle < min)
             {
                 min = angle;
                 res = i;
             }
         }
         Fingers[FingerType.MiddleRight].Position = res;
         Fingers[FingerType.MiddleRight].TrackingState = FingerTrackingState.Tracked;
     }
     else
     {
         Fingers[FingerType.MiddleRight].TrackingState = FingerTrackingState.NotTracked;
     }
 }