middleware/Tracking/Gestures/PushDetector.cs
author bastiena
Mon, 02 Apr 2012 16:30:56 +0200
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child 17 fda26bfcabef
permissions -rw-r--r--
Middleware : segmentation of Middleware between 4 modules : Communication Debug Tracking MainModule I chose to integer the events in the mainModule, so I can use them to send data to Debug and Communication. Soon DLLs will be copied to a main root folder "lib".
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/*
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* This file is part of the TraKERS\Middleware package.
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*
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* (c) IRI <http://www.iri.centrepompidou.fr/>
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*
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* For the full copyright and license information, please view the LICENSE_MIDDLEWARE
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* file that was distributed with this source code.
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*/
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/*
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 * Projet : TraKERS
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 * Module : MIDDLEWARE
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 * Sous-Module : Tracking/Gestures
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 * Classe : PushDetector
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 * 
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 * Auteur : alexandre.bastien@iri.centrepompidou.fr
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 * 
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 * Fonctionnalités : Permet de détecter si l'utilisateur a effectué un Push, en se basant sur
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 * des règles appliquées à la positions des noeuds dans le temps.
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 */
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Kinect;
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namespace Trakers.MainModule.Gestures
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{
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    public class PushDetector : GestureDetector
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    {
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        public enum Direction { PUSH, PULL };
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        public enum Hand { LEFT, RIGHT, BOTH, NONE };
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        public PushDetector() : base()
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        {
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            gesturePeriod = (float)0.3;
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            indexesPerSecond = 30;
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            indexesToCheck = (int)(gesturePeriod * indexesPerSecond);
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        }
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        /*
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         * Lit les noeuds de l'historique du squelette afin de détecter un Push.
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         * Règles :
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         * Se fait avec une main (gauche ou droite).
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         * Chaque nouvelle position de la main doit être plus profonde que la précédente.
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         * Chaque nouvelle position de la main ne doit pas dévier trop de l'axe perpendiculaire au plan (X, Y).
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         * Le geste doit mesurer en profondeur une certaine distance.
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         */
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        public Hand CheckForPush()
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        {
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            //Crée un historique de squelette local, puisque l'historique est mis à jour toutes les ~1/30 s.
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            List<List<Joint>> localHistory = new List<List<Joint>>(history);
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            //Si il n'y a pas assez de positions dans l'historique local pour vérifier le geste.
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            if (localHistory.Count < indexesToCheck + 1)
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                return Hand.NONE;
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            //La distance de référence est ici la distance entre le milieu du dos et le milieu des épaules.
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            refDistance = Math.Abs(localHistory[0][(int)JointType.Spine].Position.Y - localHistory[0][(int)JointType.ShoulderCenter].Position.Y);
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            //On commence la position pour les indexesToCheck dernières postures (celle à l'index 0 étant la dernière).
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            SkeletonPoint startPointLeft = localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position;
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            SkeletonPoint startPointRight = localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position;
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            //Booléens indiquant si le mouvement serait valide pour la main gauche ou droite.
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            bool leftHandOK = true, rightHandOK = true;
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            //De la position p1 à pn, on suit l'algorithme.
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            for (int i = localHistory.Count - indexesToCheck + 1; i < localHistory.Count; i++)
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            {
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                //Si la position Y de la main est plus haute que la tête
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                //OU si la position Y de la main est plus basse que la hanche
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                //OU si la nouvelle position Z de la main est moins profonde que la précédente
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                //OU si la nouvelle position X de la main est plus éloignée de la distance N par rapport à la première position X
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                //OU si la nouvelle position Y de la main est plus éloignée de la distance N par rapport à la première position Y
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                //Alors la main en question ne fait pas de push.
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                if (localHistory[i][(int)JointType.HandLeft].Position.Y < localHistory[i][(int)JointType.Head].Position.Y ||
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                localHistory[i][(int)JointType.HandLeft].Position.Y > localHistory[i][(int)JointType.HipCenter].Position.Y ||
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                localHistory[i][(int)JointType.HandLeft].Position.Z > localHistory[i - 1][(int)JointType.HandLeft].Position.Z ||
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                Math.Abs(localHistory[i][(int)JointType.HandLeft].Position.X - startPointLeft.X) > refDistance / 5 ||
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                Math.Abs(localHistory[i][(int)JointType.HandLeft].Position.Y - startPointLeft.Y) > refDistance / 5)
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                    leftHandOK = false;
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                if (localHistory[i][(int)JointType.HandRight].Position.Y < localHistory[i][(int)JointType.Head].Position.Y ||
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                localHistory[i][(int)JointType.HandRight].Position.Y > localHistory[i][(int)JointType.HipCenter].Position.Y ||
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                localHistory[i][(int)JointType.HandRight].Position.Z > localHistory[i - 1][(int)JointType.HandRight].Position.Z ||
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                Math.Abs(localHistory[i][(int)JointType.HandRight].Position.X - startPointRight.X) > refDistance / 5 ||
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                Math.Abs(localHistory[i][(int)JointType.HandRight].Position.Y - startPointRight.Y) > refDistance / 5)
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                    rightHandOK = false;
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                if (!leftHandOK && !rightHandOK)
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                    return Hand.NONE;
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            }
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            //Si la distance en Z du geste a été plus courte que la distance N
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            //Alors on retourne faux.
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            if (Math.Abs(localHistory[localHistory.Count - 1][(int)JointType.HandLeft].Position.Z - localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position.Z) * 100 < 20)
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                leftHandOK = false;
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            if (Math.Abs(localHistory[localHistory.Count - 1][(int)JointType.HandRight].Position.Z - localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position.Z) * 100 < 20)
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                rightHandOK = false;
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            //Si la dernière position de la main droite/gauche est sur le côté gauche/droit du corps
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            //OU si la première position calculée de la main droite/gauche est sur le côté gauche/droit du corps
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            //Alors on retourne faux.
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            if (localHistory[localHistory.Count - 1][(int)JointType.HandLeft].Position.X > localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X ||
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               localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position.X > localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X)
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                leftHandOK = false;
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            if (localHistory[localHistory.Count - 1][(int)JointType.HandRight].Position.X < localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X ||
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               localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position.X < localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X)
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                rightHandOK = false;
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            if (!leftHandOK && !rightHandOK)
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                return Hand.NONE;
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            //On supprime l'historique local.
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            localHistory.Clear();
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            //Si on est arrivé jusqu'ici, toutes les conditions pour un push ont été remplies.
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            if (leftHandOK && rightHandOK)
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                return Hand.BOTH;
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            else if (leftHandOK)
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                return Hand.LEFT;
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            else if (rightHandOK)
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                return Hand.RIGHT;
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            return Hand.NONE;
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        }
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        /*
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         * Lit les noeuds de l'historique du squelette afin de détecter un Pull.
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         * Règles :
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         * Se fait avec une main.
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         * Chaque nouvelle position de la main doit être moins profonde que la précédente.
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         * Chaque nouvelle position de la main ne doit pas dévier trop de l'axe perpendiculaire au plan (X, Y).
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         * Le geste doit mesurer en profondeur une certaine distance.
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         */
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        public Hand CheckForPull()
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        {
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            //Crée un historique de squelette local, puisque l'historique est mis à jour toutes les ~1/30 s.
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            List<List<Joint>> localHistory = new List<List<Joint>>(history);
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            //Si il n'y a pas assez de positions dans l'historique local pour vérifier le geste.
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            if (localHistory.Count < indexesToCheck + 1)
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                return Hand.NONE;
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            //La distance de référence est ici la distance entre le milieu du dos et le milieu des épaules.
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            refDistance = Math.Abs(localHistory[0][(int)JointType.Spine].Position.Y - localHistory[0][(int)JointType.ShoulderCenter].Position.Y);
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            //On commence la position pour les indexesToCheck dernières postures (celle à l'index 0 étant la dernière).
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            SkeletonPoint startPointLeft = localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position;
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            SkeletonPoint startPointRight = localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position;
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            //Booléens indiquant si le mouvement serait valide pour la main gauche ou droite.
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            bool leftHandOK = true, rightHandOK = true;
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            //De la position p1 à pn, on suit l'algorithme.
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            for (int i = localHistory.Count - indexesToCheck + 1; i < localHistory.Count; i++)
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            {
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                //Si la position Y de la main est plus haute que la tête
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                //OU si la position Y de la main est plus basse que la hanche
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                //OU si la nouvelle position Z de la main est plus profonde que la précédente
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                //OU si la nouvelle position X de la main est plus éloignée de la distance N par rapport à la première position X
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                //OU si la nouvelle position Y de la main est plus éloignée de la distance N par rapport à la première position Y
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                //Alors la main en question ne fait pas de push.
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                if (localHistory[i][(int)JointType.HandLeft].Position.Y < localHistory[i][(int)JointType.Head].Position.Y ||
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                localHistory[i][(int)JointType.HandLeft].Position.Y > localHistory[i][(int)JointType.HipCenter].Position.Y ||
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                localHistory[i][(int)JointType.HandLeft].Position.Z < localHistory[i - 1][(int)JointType.HandLeft].Position.Z ||
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                Math.Abs(localHistory[i][(int)JointType.HandLeft].Position.X - startPointLeft.X) > refDistance / 5 ||
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                Math.Abs(localHistory[i][(int)JointType.HandLeft].Position.Y - startPointLeft.Y) > refDistance / 5)
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                    leftHandOK = false;
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                if (localHistory[i][(int)JointType.HandRight].Position.Y < localHistory[i][(int)JointType.Head].Position.Y ||
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                localHistory[i][(int)JointType.HandRight].Position.Y > localHistory[i][(int)JointType.HipCenter].Position.Y ||
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                localHistory[i][(int)JointType.HandRight].Position.Z < localHistory[i - 1][(int)JointType.HandRight].Position.Z ||
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                Math.Abs(localHistory[i][(int)JointType.HandRight].Position.X - startPointRight.X) > refDistance / 5 ||
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                Math.Abs(localHistory[i][(int)JointType.HandRight].Position.Y - startPointRight.Y) > refDistance / 5)
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                    rightHandOK = false;
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                if (!leftHandOK && !rightHandOK)
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                    return Hand.NONE;
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            }
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            //Si la distance en Z du geste a été plus courte que la distance N
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            //Alors on retourne faux.
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            if (Math.Abs(localHistory[localHistory.Count - 1][(int)JointType.HandLeft].Position.Z - localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position.Z) * 100 < 20)
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                leftHandOK = false;
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            if (Math.Abs(localHistory[localHistory.Count - 1][(int)JointType.HandRight].Position.Z - localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position.Z) * 100 < 20)
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                rightHandOK = false;
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            //Si la dernière position de la main droite/gauche est sur le côté gauche/droit du corps
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            //OU si la première position calculée de la main droite/gauche est sur le côté gauche/droit du corps
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            //Alors on retourne faux.
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            if (localHistory[localHistory.Count - 1][(int)JointType.HandLeft].Position.X > localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X ||
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               localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position.X > localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X)
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                leftHandOK = false;
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            if (localHistory[localHistory.Count - 1][(int)JointType.HandRight].Position.X < localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X ||
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               localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position.X < localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X)
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                rightHandOK = false;
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            if (!leftHandOK && !rightHandOK)
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                return Hand.NONE;
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            //On supprime l'historique local.
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            localHistory.Clear();
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            //Si on est arrivé jusqu'ici, toutes les conditions pour un push ont été remplies.
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            if (leftHandOK && rightHandOK)
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                return Hand.BOTH;
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            else if (leftHandOK)
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                return Hand.LEFT;
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            else if (rightHandOK)
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                return Hand.RIGHT;
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            return Hand.NONE;
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   213
        }
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    }
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}