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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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using System.Drawing; |
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namespace Trakers.Tracking.Gestures |
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{ |
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public class GestureDetector |
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{ |
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//Historique des positions du squelette. |
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protected List<List<Joint>> history = new List<List<Joint>>(); |
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//protected JointCollection previousSkeleton; |
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//Voici les ID des noeuds d'un squelette. |
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protected int hipCenterID = 0, spineID = 1, shoulderCenterID = 2, headID = 3; |
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protected int shoulderLeftID = 4, elbowLeftID = 5, wristLeftID = 6, handLeftID = 7; |
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protected int shoulderRightID = 8, elbowRightID = 9, wristRightID = 10, handRightID = 11; |
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protected int hipLeftID = 12, kneeLeftID = 13, ankleLeftID = 14, footLeftID = 15; |
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protected int hipRightID = 16, kneeRightID = 17, ankleRightID = 18, footRightID = 19; |
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//Elements nécessaires à la reconnaissance du geste : |
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//Distance du parcours du geste (va dépendre de la distance de l'utilisateur). |
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protected float refDistance; |
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//Position de départ pour le geste. |
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protected SkeletonPoint startPoint; |
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//Estimation du temps que prend la gesture (en s). |
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protected float gesturePeriod = 1; |
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//Estimation du nombre d'indexes par seconde (framerate). |
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protected int indexesPerSecond = 30; |
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//Estimation du nombre de positions du squelette à vérifier dans l'historique. |
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protected int indexesToCheck;// = gesturePeriod * indexesPerSecond; |
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public GestureDetector() |
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{ |
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} |
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//Setters. |
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public void setRefDistance(float _refDistance) |
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{ |
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refDistance = _refDistance; |
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} |
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public void setStartPoint(SkeletonPoint _startPoint) |
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{ |
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startPoint = _startPoint; |
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} |
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public void setGesturePeriod(float _gesturePeriod) |
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{ |
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gesturePeriod = _gesturePeriod; |
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} |
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public void setIndexesPerSecond(int _indexesPerSecond) |
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{ |
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indexesPerSecond = _indexesPerSecond; |
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} |
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public void setIndexesToCheck(int _indexesToCheck) |
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{ |
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indexesToCheck = _indexesToCheck; |
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} |
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//Getters. |
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public float getRefDistance() |
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{ |
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return refDistance; |
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} |
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public SkeletonPoint getStartPoint() |
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{ |
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return startPoint; |
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} |
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public float getGesturePeriod() |
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{ |
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return gesturePeriod; |
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} |
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public int getIndexesPerSecond() |
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{ |
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return indexesPerSecond; |
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} |
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public int getIndexesToCheck() |
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{ |
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return indexesToCheck; |
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} |
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//Stocke les gestes du skelette pour ~3 seconds (si on prend en compte que le framerate de la Kinect |
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//est de ~30 fps. |
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public void UpdateSkeletonHistory(List<Joint> latestSkeleton) |
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{ |
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/*if (previousSkeleton == null) |
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previousSkeleton = latestSkeleton; |
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else if (previousSkeleton != latestSkeleton) |
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{*/ |
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history.Add(latestSkeleton); |
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/*if (history.Count > 3) |
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{ |
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System.Console.WriteLine(history[0][0].Position.X + " " + history[1][0].Position.X + " " + history[2][0].Position.X); |
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}*/ |
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if (history.Count > 90) |
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{ |
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history.RemoveAt(0); |
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} |
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//} |
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} |
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/*public bool CheckForHandWave() |
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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<Skeleton> history = new List<Skeleton>(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 (history.Count < indexesToCheck) |
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return false; |
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float refDistance = Math.Abs(history[0].Joints.ElementAt(spineID).Position.Y - history[0].Joints.ElementAt(hipCenterID).Position.Y); |
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float startPos = history[history.Count - indexesToCheck].Joints.ElementAt(handRightID).Position.X; |
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bool movedRight = false; |
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for (int i = history.Count - indexesToCheck + 1; i < history.Count; i++) |
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{ |
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// Throughout the gesture period, right hand should be above theelbow, below the head and hand should be higher than the wrist |
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if (!(history[i].Joints[JointID.HandRight].Position.Y > history[i].Joints[JointID.ElbowRight].Position.Y + refDistance && |
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history[i].Joints[JointID.HandRight].Position.Y < history[i].Joints[JointID.Head].Position.Y && |
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history[i].Joints[JointID.HandRight].Position.Y > history[i].Joints[JointID.WristRight].Position.Y + refDistance / 4)) |
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{ |
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return false; |
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} |
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// If the previous condition was met, check if the hand has moved to the right |
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if (history[i].Joints[JointID.HandRight].Position.X >= startPos + refDistance / 2 && !movedRight) |
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{ |
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movedRight = true; |
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} |
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// If the hand did move to the right, check if it returned near the original position |
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if (movedRight && history[i].Joints[JointID.HandRight].Position.X <= startPos + refDistance / 5) |
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{ |
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skeletonHistory.Clear(); |
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return true; |
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} |
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} |
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return false; |
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}*/ |
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} |
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} |