diff -r f4e52a4c34b3 -r d40f84d77db4 middleware/src/Tracking/Gestures/PushDetector.cs --- 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;