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1 using System; |
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2 using System.Collections.Generic; |
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3 using System.Linq; |
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4 using System.Text; |
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5 using Microsoft.Kinect; |
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6 using System.Drawing; |
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7 |
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8 namespace Trakers.Tracking.Gestures |
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9 { |
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10 public class GestureDetector |
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11 { |
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12 //Historique des positions du squelette. |
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13 protected List<List<Joint>> history = new List<List<Joint>>(); |
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14 //protected JointCollection previousSkeleton; |
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15 |
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16 //Voici les ID des noeuds d'un squelette. |
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17 protected int hipCenterID = 0, spineID = 1, shoulderCenterID = 2, headID = 3; |
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18 protected int shoulderLeftID = 4, elbowLeftID = 5, wristLeftID = 6, handLeftID = 7; |
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19 protected int shoulderRightID = 8, elbowRightID = 9, wristRightID = 10, handRightID = 11; |
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20 protected int hipLeftID = 12, kneeLeftID = 13, ankleLeftID = 14, footLeftID = 15; |
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21 protected int hipRightID = 16, kneeRightID = 17, ankleRightID = 18, footRightID = 19; |
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22 |
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23 //Elements nécessaires à la reconnaissance du geste : |
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24 //Distance du parcours du geste (va dépendre de la distance de l'utilisateur). |
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25 protected float refDistance; |
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26 //Position de départ pour le geste. |
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27 protected SkeletonPoint startPoint; |
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28 //Estimation du temps que prend la gesture (en s). |
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29 protected float gesturePeriod = 1; |
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30 //Estimation du nombre d'indexes par seconde (framerate). |
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31 protected int indexesPerSecond = 30; |
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32 //Estimation du nombre de positions du squelette à vérifier dans l'historique. |
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33 protected int indexesToCheck;// = gesturePeriod * indexesPerSecond; |
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34 |
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35 public GestureDetector() |
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36 { |
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37 |
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38 } |
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39 |
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40 //Setters. |
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41 public void setRefDistance(float _refDistance) |
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42 { |
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43 refDistance = _refDistance; |
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44 } |
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45 public void setStartPoint(SkeletonPoint _startPoint) |
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46 { |
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47 startPoint = _startPoint; |
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48 } |
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49 public void setGesturePeriod(float _gesturePeriod) |
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50 { |
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51 gesturePeriod = _gesturePeriod; |
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52 } |
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53 public void setIndexesPerSecond(int _indexesPerSecond) |
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54 { |
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55 indexesPerSecond = _indexesPerSecond; |
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56 } |
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57 public void setIndexesToCheck(int _indexesToCheck) |
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58 { |
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59 indexesToCheck = _indexesToCheck; |
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60 } |
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61 |
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62 //Getters. |
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63 public float getRefDistance() |
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64 { |
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65 return refDistance; |
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66 } |
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67 public SkeletonPoint getStartPoint() |
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68 { |
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69 return startPoint; |
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70 } |
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71 public float getGesturePeriod() |
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72 { |
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73 return gesturePeriod; |
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74 } |
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75 public int getIndexesPerSecond() |
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76 { |
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77 return indexesPerSecond; |
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78 } |
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79 public int getIndexesToCheck() |
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80 { |
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81 return indexesToCheck; |
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82 } |
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83 |
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84 //Stocke les gestes du skelette pour ~3 seconds (si on prend en compte que le framerate de la Kinect |
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85 //est de ~30 fps. |
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86 public void UpdateSkeletonHistory(List<Joint> latestSkeleton) |
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87 { |
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88 /*if (previousSkeleton == null) |
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89 previousSkeleton = latestSkeleton; |
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90 else if (previousSkeleton != latestSkeleton) |
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91 {*/ |
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92 history.Add(latestSkeleton); |
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93 /*if (history.Count > 3) |
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94 { |
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95 System.Console.WriteLine(history[0][0].Position.X + " " + history[1][0].Position.X + " " + history[2][0].Position.X); |
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96 }*/ |
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97 if (history.Count > 90) |
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98 { |
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99 history.RemoveAt(0); |
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100 } |
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101 //} |
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102 } |
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103 |
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104 /*public bool CheckForHandWave() |
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105 { |
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106 //Crée un historique de squelette local, puisque l'historique est mis à jour toutes les ~1/30 s. |
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107 List<Skeleton> history = new List<Skeleton>(history); |
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108 //Si il n'y a pas assez de positions dans l'historique local pour vérifier le geste. |
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109 if (history.Count < indexesToCheck) |
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110 return false; |
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111 |
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112 float refDistance = Math.Abs(history[0].Joints.ElementAt(spineID).Position.Y - history[0].Joints.ElementAt(hipCenterID).Position.Y); |
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113 float startPos = history[history.Count - indexesToCheck].Joints.ElementAt(handRightID).Position.X; |
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114 bool movedRight = false; |
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115 for (int i = history.Count - indexesToCheck + 1; i < history.Count; i++) |
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116 { |
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117 // 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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118 if (!(history[i].Joints[JointID.HandRight].Position.Y > history[i].Joints[JointID.ElbowRight].Position.Y + refDistance && |
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119 history[i].Joints[JointID.HandRight].Position.Y < history[i].Joints[JointID.Head].Position.Y && |
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120 history[i].Joints[JointID.HandRight].Position.Y > history[i].Joints[JointID.WristRight].Position.Y + refDistance / 4)) |
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121 { |
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122 return false; |
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123 } |
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124 // If the previous condition was met, check if the hand has moved to the right |
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125 if (history[i].Joints[JointID.HandRight].Position.X >= startPos + refDistance / 2 && !movedRight) |
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126 { |
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127 movedRight = true; |
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128 } |
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129 // If the hand did move to the right, check if it returned near the original position |
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130 if (movedRight && history[i].Joints[JointID.HandRight].Position.X <= startPos + refDistance / 5) |
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131 { |
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132 skeletonHistory.Clear(); |
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133 return true; |
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134 } |
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135 } |
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136 return false; |
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137 }*/ |
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138 } |
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139 } |