public static double[] getEulerFromBone(NGEBone bone, Skeleton skel) { double[] degVec = new double[3] { 0, 0, 0 }; double[] correctionDegVec = new double[3] { 0, 0, 0 }; JointType kinectJoint = new JointType(); JointType ParentKinectJoint = new JointType(); bool noData = false; kinectJoint = getJointTypeFromNGEBone(bone); switch (bone.Name) { case "HipCenter2": //correctionDegVec[0] = 150; correctionDegVec[0] = -30; //correctionDegVec[0] = -30; break; case "ShoulderLeft": correctionDegVec[0] = 30; break; case "ShoulderRight": correctionDegVec[0] = 30; break; case "HipRight": correctionDegVec[0] = -10; break; case "HipLeft": correctionDegVec[0] = -10; break; case "KneeLeft": correctionDegVec[0] = 10; break; case "KneeRight": correctionDegVec[0] = 10; break; case "ShoulderCenter": //correctionDegVec[0] = -20; break; case "Neck": correctionDegVec[0] = -20; break; case "CollarRight": noData = true; break; case "CollarLeft": noData = true; break; case "Spine": //Gibt die Rotation der Wirbelsäule zwischen Spine Joint und Shoulder Center an. degVec[0] = 30; degVec[1] = 0; degVec[2] = 0; noData = true; break; case "Head": //Informationen sind in "Neck" noData = true; break; case "AnkleRight": noData = true; break; case "AnkleLeft": noData = true; break; default: break; } if (bone.Root == false) { //Das NGE Skelett hat mehr Knochen wie das Kinect Skelett, diese Joints haben dauerthaft die Rotationen 0 0 0 if (noData == false) { Quaternion tempQuat; if (!(bone.Name == "HipRight" || bone.Name == "HipLeft" || bone.Name == "ShoulderLeft" || bone.Name == "ShoulderRight" || bone.Name == "HipCenter2")) { tempQuat = MathHelper.vector42Quat(skel.BoneOrientations[kinectJoint].HierarchicalRotation.Quaternion); degVec = MathHelper.quat2Deg(tempQuat); if (bone.Name == "HipCenter2") { degVec[1] = 0; degVec[2] = -degVec[2]; } //Beine if (bone.Axis == TransAxis.nY) { degVec[0] = -degVec[0]; degVec[1] = -degVec[1]; degVec[2] = degVec[2]; } //Rechter Arm if (bone.Axis == TransAxis.nX && bone.Name != "ShoulderRight") { double[] tempDecVec = new double[3] { degVec[0], degVec[1], degVec[2] }; degVec[0] = -tempDecVec[2]; degVec[1] = -tempDecVec[1]; degVec[2] = -tempDecVec[0]; } /* //Rechte Schulter if (bone.Name == "ShoulderRight") { double[] tempDecVec = new double[3] { degVec[0], degVec[1], degVec[2] }; degVec[0] = -tempDecVec[0]; degVec[1] = tempDecVec[1]; degVec[2] = tempDecVec[2]; } //Linke Schulter if (bone.Name == "ShoulderLeft") { double[] tempDecVec = new double[3] { degVec[0], degVec[1], degVec[2] }; degVec[0] = -tempDecVec[0]; degVec[1] = tempDecVec[1]; degVec[2] = tempDecVec[2]; } */ //Linker Arm if (bone.Axis == TransAxis.X && bone.Name != "ShoulderLeft") { double[] tempDecVec = new double[3] { degVec[0], degVec[1], degVec[2] }; degVec[0] = tempDecVec[2]; degVec[1] = tempDecVec[1]; degVec[2] = tempDecVec[0]; } } else { //Rotation per "Hand" ausrechnen mithilfe von Vektoren. Ist nötig, da dass NGE Skelett an den Hüft- und Schulterknochen nicht mit dem Kinect Skelett übereinstimmen Vector3D vec = new Vector3D(); Vector3D axis = new Vector3D(); switch (bone.Name) { case "HipRight": axis = new Vector3D(0, -1, 0); ParentKinectJoint = JointType.HipRight; break; case "HipLeft": axis = new Vector3D(0, -1, 0); ParentKinectJoint = JointType.HipLeft; break; case "HipCenter2": axis = new Vector3D(0, 1, 0); ParentKinectJoint = JointType.Spine; kinectJoint = JointType.ShoulderCenter; break; case "ShoulderRight": axis = new Vector3D(1, 0, 0); ParentKinectJoint = JointType.ShoulderRight; break; case "ShoulderLeft": axis = new Vector3D(-1, 0, 0); ParentKinectJoint = JointType.ShoulderLeft; break; } double skal = (skel.Joints[kinectJoint].Position.Z / skel.Joints[ParentKinectJoint].Position.Z); skal = 1; vec.X = skel.Joints[kinectJoint].Position.X * skal - skel.Joints[ParentKinectJoint].Position.X * 1/skal; vec.Y = skel.Joints[kinectJoint].Position.Y * skal - skel.Joints[ParentKinectJoint].Position.Y * 1 / skal; vec.Z = skel.Joints[kinectJoint].Position.Z - skel.Joints[ParentKinectJoint].Position.Z; vec.Normalize(); if (bone.Name == "ShoulderLeft" || bone.Name == "ShoulderRight") { double[] rotationOffset = new double[3]; rotationOffset = MathHelper.quat2Deg(skel.BoneOrientations[JointType.ShoulderCenter].AbsoluteRotation.Quaternion); Matrix3D rotMat = MathHelper.GetRotationMatrix( -(rotationOffset[0] * Math.PI / 180) -180, 0, 0); Vector3D vec2 = Vector3D.Multiply(vec, rotMat); tempQuat = MathHelper.getQuaternion(axis, vec2); degVec = MathHelper.quat2Deg(tempQuat); degVec[0] = degVec[0]; degVec[1] = degVec[1]; //+ rotationOffset[1]; degVec[2] = degVec[2]; degVec[2] = -degVec[2]; } if (bone.Name == "HipCenter2") { double[] rotationOffset = new double[3] { 0, 0, 0 }; rotationOffset = MathHelper.quat2Deg(skel.BoneOrientations[JointType.HipCenter].AbsoluteRotation.Quaternion); Vector3D vec2 = Vector3D.Multiply(vec, MathHelper.GetRotationMatrixY(-rotationOffset[1] * Math.PI / 180)); tempQuat = MathHelper.getQuaternion(axis, vec2); degVec = MathHelper.quat2Deg(tempQuat); degVec[1] = 0; degVec[0] = -degVec[0]; degVec[2] = -degVec[2]; } if (bone.Name == "HipRight" || bone.Name == "HipLeft") { double[] rotationOffset = new double[3]{0,0,0}; rotationOffset = MathHelper.quat2Deg(skel.BoneOrientations[JointType.HipCenter].AbsoluteRotation.Quaternion); Vector3D vec2 = Vector3D.Multiply(vec, MathHelper.GetRotationMatrixY(-rotationOffset[1] * Math.PI / 180)); tempQuat = MathHelper.getQuaternion(axis, vec2); degVec = MathHelper.quat2Deg(tempQuat); degVec[0] = -degVec[0] ; degVec[1] = -degVec[1] ; //Nur Yaw WInkel Wichtig degVec[2] = -degVec[2]; } } } } else { //Kinect Kamera Koordinatensystem ist genau spiegelverkehrt zum User Koordinatensystem Vector4 tempQuat = skel.BoneOrientations[kinectJoint].AbsoluteRotation.Quaternion; degVec = MathHelper.quat2Deg(tempQuat); //Hüfte bleibt immer parallel zum Boden ausgerichtet. Nur Oberkörper kann sich "verbiegen" degVec[0] = 0; degVec[1] = -degVec[1]; //Drehung um die eigene Achse "YAW Winkel" degVec[2] = 0; } //Korrektur degVec = MathHelper.addArray(degVec, correctionDegVec); //Falls WInkel über 180 Grad ist for (int k = 0; k < 3; k++) { if (degVec[k] > 180) { degVec[k] -= 360; } else if (degVec[k] < -180) { degVec[k] += 360; } } bone.setRotOffset(degVec[0], degVec[1], degVec[2]); //wird eigentlich nicht benötigt return degVec; }