middleware/src/Tracking/Gestures/GestureDetector.cs
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Fri, 09 Mar 2012 14:52:11 +0100
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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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}