--- a/middleware/src/Tracking/Gestures/PushDetector.cs Thu Mar 15 13:35:25 2012 +0100
+++ b/middleware/src/Tracking/Gestures/PushDetector.cs Mon Mar 19 10:21:56 2012 +0100
@@ -51,10 +51,10 @@
return Hand.NONE;
//La distance de référence est ici la distance entre le milieu du dos et le milieu des épaules.
- refDistance = Math.Abs(localHistory[0][spineID].Position.Y - localHistory[0][shoulderCenterID].Position.Y);
+ refDistance = Math.Abs(localHistory[0][(int)JointType.Spine].Position.Y - localHistory[0][(int)JointType.ShoulderCenter].Position.Y);
//On commence la position pour les indexesToCheck dernières postures (celle à l'index 0 étant la dernière).
- SkeletonPoint startPointLeft = localHistory[localHistory.Count - indexesToCheck][handLeftID].Position;
- SkeletonPoint startPointRight = localHistory[localHistory.Count - indexesToCheck][handRightID].Position;
+ SkeletonPoint startPointLeft = localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position;
+ SkeletonPoint startPointRight = localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position;
//Booléens indiquant si le mouvement serait valide pour la main gauche ou droite.
bool leftHandOK = true, rightHandOK = true;
@@ -62,106 +62,55 @@
//De la position p1 à pn, on suit l'algorithme.
for (int i = localHistory.Count - indexesToCheck + 1; i < localHistory.Count; i++)
{
- if (localHistory[i][handRightID].Position.Y > localHistory[i][headID].Position.Y)
- debug.R1.Fill = System.Windows.Media.Brushes.Blue;
- else
- debug.R1.Fill = System.Windows.Media.Brushes.DarkGray;
-
- if (localHistory[i][handRightID].Position.Y < localHistory[i][hipCenterID].Position.Y)
- debug.R2.Fill = System.Windows.Media.Brushes.Blue;
- else
- debug.R2.Fill = System.Windows.Media.Brushes.DarkGray;
-
- if (localHistory[i][handRightID].Position.Z < localHistory[i - 1][handRightID].Position.Z)
- debug.R3.Fill = System.Windows.Media.Brushes.Blue;
- else
- debug.R3.Fill = System.Windows.Media.Brushes.DarkGray;
-
- //Console.Out.WriteLine(Math.Abs(localHistory[i][handRightID].Position.X - startPointRight.X) + " " + Math.Abs(localHistory[i][handRightID].Position.Y - startPointRight.Y) + " " + refDistance / 10);
-
- if (Math.Abs(localHistory[i][handRightID].Position.X - startPointRight.X) < refDistance / 5 &&
- Math.Abs(localHistory[i][handRightID].Position.Y - startPointRight.Y) < refDistance / 5)
- debug.R4.Fill = System.Windows.Media.Brushes.Blue;
- else
- debug.R4.Fill = System.Windows.Media.Brushes.DarkGray;
-
//Si la position Y de la main est plus haute que la tête
//OU si la position Y de la main est plus basse que la hanche
//OU si la nouvelle position Z de la main est moins profonde que la précédente
//OU si la nouvelle position X de la main est plus éloignée de la distance N par rapport à la première position X
//OU si la nouvelle position Y de la main est plus éloignée de la distance N par rapport à la première position Y
//Alors la main en question ne fait pas de push.
- if (localHistory[i][handLeftID].Position.Y < localHistory[i][headID].Position.Y ||
- localHistory[i][handLeftID].Position.Y > localHistory[i][hipCenterID].Position.Y ||
- localHistory[i][handLeftID].Position.Z > localHistory[i - 1][handLeftID].Position.Z ||
- Math.Abs(localHistory[i][handLeftID].Position.X - startPointLeft.X) > refDistance / 5 ||
- Math.Abs(localHistory[i][handLeftID].Position.Y - startPointLeft.Y) > refDistance / 5)
+ if (localHistory[i][(int)JointType.HandLeft].Position.Y < localHistory[i][(int)JointType.Head].Position.Y ||
+ localHistory[i][(int)JointType.HandLeft].Position.Y > localHistory[i][(int)JointType.HipCenter].Position.Y ||
+ localHistory[i][(int)JointType.HandLeft].Position.Z > localHistory[i - 1][(int)JointType.HandLeft].Position.Z ||
+ Math.Abs(localHistory[i][(int)JointType.HandLeft].Position.X - startPointLeft.X) > refDistance / 5 ||
+ Math.Abs(localHistory[i][(int)JointType.HandLeft].Position.Y - startPointLeft.Y) > refDistance / 5)
leftHandOK = false;
- if (localHistory[i][handRightID].Position.Y < localHistory[i][headID].Position.Y ||
- localHistory[i][handRightID].Position.Y > localHistory[i][hipCenterID].Position.Y ||
- localHistory[i][handRightID].Position.Z > localHistory[i - 1][handRightID].Position.Z ||
- Math.Abs(localHistory[i][handRightID].Position.X - startPointRight.X) > refDistance / 5 ||
- Math.Abs(localHistory[i][handRightID].Position.Y - startPointRight.Y) > refDistance / 5)
+ if (localHistory[i][(int)JointType.HandRight].Position.Y < localHistory[i][(int)JointType.Head].Position.Y ||
+ localHistory[i][(int)JointType.HandRight].Position.Y > localHistory[i][(int)JointType.HipCenter].Position.Y ||
+ localHistory[i][(int)JointType.HandRight].Position.Z > localHistory[i - 1][(int)JointType.HandRight].Position.Z ||
+ Math.Abs(localHistory[i][(int)JointType.HandRight].Position.X - startPointRight.X) > refDistance / 5 ||
+ Math.Abs(localHistory[i][(int)JointType.HandRight].Position.Y - startPointRight.Y) > refDistance / 5)
rightHandOK = false;
if (!leftHandOK && !rightHandOK)
return Hand.NONE;
}
- //Console.Out.WriteLine("OK");
-
- if (Math.Abs(localHistory[localHistory.Count - 1][handRightID].Position.Z - localHistory[localHistory.Count - indexesToCheck][handRightID].Position.Z) * 100 > 20)
- debug.R5.Fill = System.Windows.Media.Brushes.Blue;
- else
- debug.R5.Fill = System.Windows.Media.Brushes.DarkGray;
-
- if (localHistory[localHistory.Count - 1][handRightID].Position.X > localHistory[localHistory.Count - 1][hipCenterID].Position.X ||
- localHistory[localHistory.Count - indexesToCheck][handRightID].Position.X > localHistory[localHistory.Count - 1][hipCenterID].Position.X)
- debug.R6.Fill = System.Windows.Media.Brushes.Blue;
- else
- debug.R6.Fill = System.Windows.Media.Brushes.DarkGray;
-
//Si la distance en Z du geste a été plus courte que la distance N
//Alors on retourne faux.
- //float dist = (localHistory[localHistory.Count - 1][handRightID].Position.X - localHistory[localHistory.Count - indexesToCheck][handRightID].Position.X);
-
- //Console.WriteLine(Math.Abs(localHistory[0][handLeftID].Position.Z - localHistory[localHistory.Count - indexesToCheck][handLeftID].Position.Z) * 100 + " " + refDistance);
-
- if (Math.Abs(localHistory[localHistory.Count - 1][handLeftID].Position.Z - localHistory[localHistory.Count - indexesToCheck][handLeftID].Position.Z) * 100 < 20)
+ if (Math.Abs(localHistory[localHistory.Count - 1][(int)JointType.HandLeft].Position.Z - localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position.Z) * 100 < 20)
leftHandOK = false;
- if (Math.Abs(localHistory[localHistory.Count - 1][handRightID].Position.Z - localHistory[localHistory.Count - indexesToCheck][handRightID].Position.Z) * 100 < 20)
+ if (Math.Abs(localHistory[localHistory.Count - 1][(int)JointType.HandRight].Position.Z - localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position.Z) * 100 < 20)
rightHandOK = false;
- /*if(rightHandOK || leftHandOK)
- Console.Out.WriteLine("000000000");*/
-
//Si la dernière position de la main droite/gauche est sur le côté gauche/droit du corps
//OU si la première position calculée de la main droite/gauche est sur le côté gauche/droit du corps
//Alors on retourne faux.
- if (localHistory[localHistory.Count - 1][handLeftID].Position.X > localHistory[localHistory.Count - 1][hipCenterID].Position.X ||
- localHistory[localHistory.Count - indexesToCheck][handLeftID].Position.X > localHistory[localHistory.Count - 1][hipCenterID].Position.X)
+ if (localHistory[localHistory.Count - 1][(int)JointType.HandLeft].Position.X > localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X ||
+ localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position.X > localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X)
leftHandOK = false;
- if (localHistory[localHistory.Count - 1][handRightID].Position.X < localHistory[localHistory.Count - 1][hipCenterID].Position.X ||
- localHistory[localHistory.Count - indexesToCheck][handRightID].Position.X < localHistory[localHistory.Count - 1][hipCenterID].Position.X)
+ if (localHistory[localHistory.Count - 1][(int)JointType.HandRight].Position.X < localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X ||
+ localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position.X < localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X)
rightHandOK = false;
- /*if (rightHandOK || leftHandOK)
- Console.Out.WriteLine("11111111111");*/
-
if (!leftHandOK && !rightHandOK)
return Hand.NONE;
- /*if (rightHandOK || leftHandOK)
- Console.Out.WriteLine("================");*/
-
//On supprime l'historique local.
localHistory.Clear();
debug.ExceptionLbl.Background = System.Windows.Media.Brushes.White;
- //Console.WriteLine("PUSH");
- //Console.Read();
-
//Si on est arrivé jusqu'ici, toutes les conditions pour un push ont été remplies.
+
if (leftHandOK && rightHandOK)
return Hand.BOTH;
else if (leftHandOK)
@@ -190,10 +139,10 @@
return Hand.NONE;
//La distance de référence est ici la distance entre le milieu du dos et le milieu des épaules.
- refDistance = Math.Abs(localHistory[0][spineID].Position.Y - localHistory[0][shoulderCenterID].Position.Y);
+ refDistance = Math.Abs(localHistory[0][(int)JointType.Spine].Position.Y - localHistory[0][(int)JointType.ShoulderCenter].Position.Y);
//On commence la position pour les indexesToCheck dernières postures (celle à l'index 0 étant la dernière).
- SkeletonPoint startPointLeft = localHistory[localHistory.Count - indexesToCheck][handLeftID].Position;
- SkeletonPoint startPointRight = localHistory[localHistory.Count - indexesToCheck][handRightID].Position;
+ SkeletonPoint startPointLeft = localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position;
+ SkeletonPoint startPointRight = localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position;
//Booléens indiquant si le mouvement serait valide pour la main gauche ou droite.
bool leftHandOK = true, rightHandOK = true;
@@ -207,76 +156,48 @@
//OU si la nouvelle position X de la main est plus éloignée de la distance N par rapport à la première position X
//OU si la nouvelle position Y de la main est plus éloignée de la distance N par rapport à la première position Y
//Alors la main en question ne fait pas de push.
- if (localHistory[i][handLeftID].Position.Y < localHistory[i][headID].Position.Y ||
- localHistory[i][handLeftID].Position.Y > localHistory[i][hipCenterID].Position.Y ||
- localHistory[i][handLeftID].Position.Z < localHistory[i - 1][handLeftID].Position.Z ||
- Math.Abs(localHistory[i][handLeftID].Position.X - startPointLeft.X) > refDistance / 5 ||
- Math.Abs(localHistory[i][handLeftID].Position.Y - startPointLeft.Y) > refDistance / 5)
+ if (localHistory[i][(int)JointType.HandLeft].Position.Y < localHistory[i][(int)JointType.Head].Position.Y ||
+ localHistory[i][(int)JointType.HandLeft].Position.Y > localHistory[i][(int)JointType.HipCenter].Position.Y ||
+ localHistory[i][(int)JointType.HandLeft].Position.Z < localHistory[i - 1][(int)JointType.HandLeft].Position.Z ||
+ Math.Abs(localHistory[i][(int)JointType.HandLeft].Position.X - startPointLeft.X) > refDistance / 5 ||
+ Math.Abs(localHistory[i][(int)JointType.HandLeft].Position.Y - startPointLeft.Y) > refDistance / 5)
leftHandOK = false;
- if (localHistory[i][handRightID].Position.Y < localHistory[i][headID].Position.Y ||
- localHistory[i][handRightID].Position.Y > localHistory[i][hipCenterID].Position.Y ||
- localHistory[i][handRightID].Position.Z < localHistory[i - 1][handRightID].Position.Z ||
- Math.Abs(localHistory[i][handRightID].Position.X - startPointRight.X) > refDistance / 5 ||
- Math.Abs(localHistory[i][handRightID].Position.Y - startPointRight.Y) > refDistance / 5)
+ if (localHistory[i][(int)JointType.HandRight].Position.Y < localHistory[i][(int)JointType.Head].Position.Y ||
+ localHistory[i][(int)JointType.HandRight].Position.Y > localHistory[i][(int)JointType.HipCenter].Position.Y ||
+ localHistory[i][(int)JointType.HandRight].Position.Z < localHistory[i - 1][(int)JointType.HandRight].Position.Z ||
+ Math.Abs(localHistory[i][(int)JointType.HandRight].Position.X - startPointRight.X) > refDistance / 5 ||
+ Math.Abs(localHistory[i][(int)JointType.HandRight].Position.Y - startPointRight.Y) > refDistance / 5)
rightHandOK = false;
if (!leftHandOK && !rightHandOK)
return Hand.NONE;
}
- //Console.Out.WriteLine("OK");
-
- if (Math.Abs(localHistory[localHistory.Count - 1][handRightID].Position.Z - localHistory[localHistory.Count - indexesToCheck][handRightID].Position.Z) * 100 > 20)
- debug.R5.Fill = System.Windows.Media.Brushes.Blue;
- else
- debug.R5.Fill = System.Windows.Media.Brushes.DarkGray;
-
- if (localHistory[localHistory.Count - 1][handRightID].Position.X > localHistory[localHistory.Count - 1][hipCenterID].Position.X ||
- localHistory[localHistory.Count - indexesToCheck][handRightID].Position.X > localHistory[localHistory.Count - 1][hipCenterID].Position.X)
- debug.R6.Fill = System.Windows.Media.Brushes.Blue;
- else
- debug.R6.Fill = System.Windows.Media.Brushes.DarkGray;
-
//Si la distance en Z du geste a été plus courte que la distance N
//Alors on retourne faux.
- //float dist = (localHistory[localHistory.Count - 1][handRightID].Position.X - localHistory[localHistory.Count - indexesToCheck][handRightID].Position.X);
-
- //Console.WriteLine(Math.Abs(localHistory[0][handLeftID].Position.Z - localHistory[localHistory.Count - indexesToCheck][handLeftID].Position.Z) * 100 + " " + refDistance);
-
- if (Math.Abs(localHistory[localHistory.Count - 1][handLeftID].Position.Z - localHistory[localHistory.Count - indexesToCheck][handLeftID].Position.Z) * 100 < 20)
+ if (Math.Abs(localHistory[localHistory.Count - 1][(int)JointType.HandLeft].Position.Z - localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position.Z) * 100 < 20)
leftHandOK = false;
- if (Math.Abs(localHistory[localHistory.Count - 1][handRightID].Position.Z - localHistory[localHistory.Count - indexesToCheck][handRightID].Position.Z) * 100 < 20)
+ if (Math.Abs(localHistory[localHistory.Count - 1][(int)JointType.HandRight].Position.Z - localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position.Z) * 100 < 20)
rightHandOK = false;
- /*if (rightHandOK || leftHandOK)
- Console.Out.WriteLine("000000000");*/
-
//Si la dernière position de la main droite/gauche est sur le côté gauche/droit du corps
//OU si la première position calculée de la main droite/gauche est sur le côté gauche/droit du corps
//Alors on retourne faux.
- if (localHistory[localHistory.Count - 1][handLeftID].Position.X > localHistory[localHistory.Count - 1][hipCenterID].Position.X ||
- localHistory[localHistory.Count - indexesToCheck][handLeftID].Position.X > localHistory[localHistory.Count - 1][hipCenterID].Position.X)
+ if (localHistory[localHistory.Count - 1][(int)JointType.HandLeft].Position.X > localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X ||
+ localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandLeft].Position.X > localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X)
leftHandOK = false;
- if (localHistory[localHistory.Count - 1][handRightID].Position.X < localHistory[localHistory.Count - 1][hipCenterID].Position.X ||
- localHistory[localHistory.Count - indexesToCheck][handRightID].Position.X < localHistory[localHistory.Count - 1][hipCenterID].Position.X)
+ if (localHistory[localHistory.Count - 1][(int)JointType.HandRight].Position.X < localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X ||
+ localHistory[localHistory.Count - indexesToCheck][(int)JointType.HandRight].Position.X < localHistory[localHistory.Count - 1][(int)JointType.HipCenter].Position.X)
rightHandOK = false;
- /*if (rightHandOK || leftHandOK)
- Console.Out.WriteLine("11111111111");*/
-
if (!leftHandOK && !rightHandOK)
return Hand.NONE;
- /*if (rightHandOK || leftHandOK)
- Console.Out.WriteLine("================");*/
-
//On supprime l'historique local.
localHistory.Clear();
debug.ExceptionLbl.Background = System.Windows.Media.Brushes.Black;
- //Console.WriteLine("PUSH");
- //Console.Read();
-
+
//Si on est arrivé jusqu'ici, toutes les conditions pour un push ont été remplies.
if (leftHandOK && rightHandOK)
return Hand.BOTH;