示例#1
0
 void gr_gestureRecognized(Gesture g)
 {
     Console.WriteLine(g.gestureName);
 }
示例#2
0
        /// <summary>
        /// Called whenever a new skeleton frame is ready.
        /// </summary>
        /// <param name="e">The skeleton frame event that holds any frame information</param>
        /// <param name="Skeletons">Dictionary w/ player skeletons; each skeleton consists of a map of Joints and actual joint data</param>
        public void SkeletonFrame(SkeletonFrameReadyEventArgs e, Dictionary<int, Dictionary<JointType, Joint>> Skeletons)
        {
            //Console.WriteLine("SkeletonFrame.");
            try
            {
                // 1. For every skeleton...
                foreach (var s in Skeletons)
                {
                    // (get the skeleton data dictionary)
                    Dictionary<JointType, Joint> dict = s.Value;

                    // 2. ... and every gesture that is supposed to be recognized...
                    foreach (Gesture g in this.recognizableGestures)
                    {
                        // 3. ...test if gesture is recognized and the start conditions are conform
                        if (g==currentGesture && g.startRecognition(dict))
                        {

                            // set variable true, so that only this gesture is proofed and all others ignored
                            isGestureRecording = true;

                            // 4. ...set the start date of the gesture
                            if (positions.Count == 0)
                            {
                                startdate = DateTime.Now;
                            }
                            // 5. ...tests if time is under maximal gestureDuration and smaller minimal gestureMove lenght
                            if ((DateTime.Now - startdate).TotalMilliseconds < g.gestureDuration && g.getActualMoveLength() <= g.minimalLength)
                            {
                                if (g.saveObservation(dict))
                                {
                                    positions.Add(dict);
                                }
                            }
                            else
                            {
                                if (g.isGesture(positions))
                                {
                                    //. ... and if this is the case, fire the appropriate event.
                                    GestureRecognized(g);
                                    Log("Gesture " + g.gestureName + " recognized ( Player " + s.Key + " )");
                                    isGestureRecording = false;
                                    currentGesture = null;
                                }
                                else
                                {
                                    Log("couldn't recognize "+g.gestureName + " (Player "+ s.Key + " )");
                                    isGestureRecording = false;
                                    currentGesture = null;
                                }
                            }
                        }
                        else
                        {
                            //...if given Skeleton is start posture not registred yet and no gesture is recording
                            if (g.isStartPosture(dict) && g!=currentGesture && !isGestureRecording)
                            {
                                if (currentGesture == null)
                                {
                                    currentGesture = g;
                                } // otherwise, currentGesture is set to a previously registered (as in start posture recognized) gesture

                                Log("start posture of Player " + s.Key + " for gesture: " + g.gestureName + " recognized. Previously registered "+ currentGesture.gestureName + " is recording: " + currentGesture.startRecognition(dict) + ", positions recorded = " + positions.Count);
                                //only current gesture which start posture is recognized is saved

                                // maybe this should be changed: it will override the previous gesture even if it is already recording. this should check if a previously registered gesture could be recording.
                                currentGesture = g;
                                positions.Clear();
                            }
                        }
                    }
                }
            }
            catch (KeyNotFoundException)
            {
                Log("No skeleton found.");
            }
        }