--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/middleware/src/Tracking/Gestures/GestureDetector.cs Fri Mar 09 14:52:11 2012 +0100
@@ -0,0 +1,139 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using Microsoft.Kinect;
+using System.Drawing;
+
+namespace Trakers.Tracking.Gestures
+{
+ public class GestureDetector
+ {
+ //Historique des positions du squelette.
+ protected List<List<Joint>> history = new List<List<Joint>>();
+ //protected JointCollection previousSkeleton;
+
+ //Voici les ID des noeuds d'un squelette.
+ protected int hipCenterID = 0, spineID = 1, shoulderCenterID = 2, headID = 3;
+ protected int shoulderLeftID = 4, elbowLeftID = 5, wristLeftID = 6, handLeftID = 7;
+ protected int shoulderRightID = 8, elbowRightID = 9, wristRightID = 10, handRightID = 11;
+ protected int hipLeftID = 12, kneeLeftID = 13, ankleLeftID = 14, footLeftID = 15;
+ protected int hipRightID = 16, kneeRightID = 17, ankleRightID = 18, footRightID = 19;
+
+ //Elements nécessaires à la reconnaissance du geste :
+ //Distance du parcours du geste (va dépendre de la distance de l'utilisateur).
+ protected float refDistance;
+ //Position de départ pour le geste.
+ protected SkeletonPoint startPoint;
+ //Estimation du temps que prend la gesture (en s).
+ protected float gesturePeriod = 1;
+ //Estimation du nombre d'indexes par seconde (framerate).
+ protected int indexesPerSecond = 30;
+ //Estimation du nombre de positions du squelette à vérifier dans l'historique.
+ protected int indexesToCheck;// = gesturePeriod * indexesPerSecond;
+
+ public GestureDetector()
+ {
+
+ }
+
+ //Setters.
+ public void setRefDistance(float _refDistance)
+ {
+ refDistance = _refDistance;
+ }
+ public void setStartPoint(SkeletonPoint _startPoint)
+ {
+ startPoint = _startPoint;
+ }
+ public void setGesturePeriod(float _gesturePeriod)
+ {
+ gesturePeriod = _gesturePeriod;
+ }
+ public void setIndexesPerSecond(int _indexesPerSecond)
+ {
+ indexesPerSecond = _indexesPerSecond;
+ }
+ public void setIndexesToCheck(int _indexesToCheck)
+ {
+ indexesToCheck = _indexesToCheck;
+ }
+
+ //Getters.
+ public float getRefDistance()
+ {
+ return refDistance;
+ }
+ public SkeletonPoint getStartPoint()
+ {
+ return startPoint;
+ }
+ public float getGesturePeriod()
+ {
+ return gesturePeriod;
+ }
+ public int getIndexesPerSecond()
+ {
+ return indexesPerSecond;
+ }
+ public int getIndexesToCheck()
+ {
+ return indexesToCheck;
+ }
+
+ //Stocke les gestes du skelette pour ~3 seconds (si on prend en compte que le framerate de la Kinect
+ //est de ~30 fps.
+ public void UpdateSkeletonHistory(List<Joint> latestSkeleton)
+ {
+ /*if (previousSkeleton == null)
+ previousSkeleton = latestSkeleton;
+ else if (previousSkeleton != latestSkeleton)
+ {*/
+ history.Add(latestSkeleton);
+ /*if (history.Count > 3)
+ {
+ System.Console.WriteLine(history[0][0].Position.X + " " + history[1][0].Position.X + " " + history[2][0].Position.X);
+ }*/
+ if (history.Count > 90)
+ {
+ history.RemoveAt(0);
+ }
+ //}
+ }
+
+ /*public bool CheckForHandWave()
+ {
+ //Crée un historique de squelette local, puisque l'historique est mis à jour toutes les ~1/30 s.
+ List<Skeleton> history = new List<Skeleton>(history);
+ //Si il n'y a pas assez de positions dans l'historique local pour vérifier le geste.
+ if (history.Count < indexesToCheck)
+ return false;
+
+ float refDistance = Math.Abs(history[0].Joints.ElementAt(spineID).Position.Y - history[0].Joints.ElementAt(hipCenterID).Position.Y);
+ float startPos = history[history.Count - indexesToCheck].Joints.ElementAt(handRightID).Position.X;
+ bool movedRight = false;
+ for (int i = history.Count - indexesToCheck + 1; i < history.Count; i++)
+ {
+ // Throughout the gesture period, right hand should be above theelbow, below the head and hand should be higher than the wrist
+ if (!(history[i].Joints[JointID.HandRight].Position.Y > history[i].Joints[JointID.ElbowRight].Position.Y + refDistance &&
+ history[i].Joints[JointID.HandRight].Position.Y < history[i].Joints[JointID.Head].Position.Y &&
+ history[i].Joints[JointID.HandRight].Position.Y > history[i].Joints[JointID.WristRight].Position.Y + refDistance / 4))
+ {
+ return false;
+ }
+ // If the previous condition was met, check if the hand has moved to the right
+ if (history[i].Joints[JointID.HandRight].Position.X >= startPos + refDistance / 2 && !movedRight)
+ {
+ movedRight = true;
+ }
+ // If the hand did move to the right, check if it returned near the original position
+ if (movedRight && history[i].Joints[JointID.HandRight].Position.X <= startPos + refDistance / 5)
+ {
+ skeletonHistory.Clear();
+ return true;
+ }
+ }
+ return false;
+ }*/
+ }
+}