diff -r 000000000000 -r 6fefd4afe506 middleware/src/Tracking/Gestures/GestureDetector.cs --- /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> history = new List>(); + //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 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 history = new List(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; + }*/ + } +}