1 | using System;
|
---|
2 | using System.Collections.Generic;
|
---|
3 | using System.Linq;
|
---|
4 | using System.Text;
|
---|
5 | using System.Threading.Tasks;
|
---|
6 | using Microsoft.Kinect;
|
---|
7 | using System.Drawing;
|
---|
8 | using System.Windows.Forms;
|
---|
9 |
|
---|
10 | namespace FFTDDR
|
---|
11 | {
|
---|
12 | class SkeletonManager
|
---|
13 | {
|
---|
14 | public Skeleton[] skeletons;
|
---|
15 | public bool[] calibrated, calibrating, currentlyTracked;
|
---|
16 | public Vector4[] centre;
|
---|
17 | public Vector4[] leftFoot;
|
---|
18 | public Vector4[] rightFoot;
|
---|
19 | public Vector4[] deadSpot;
|
---|
20 | public float deadSpotRadius = 0.2f;
|
---|
21 | public bool previousLeftHandRaised = false;
|
---|
22 | public float previousRightHandY = 0;
|
---|
23 |
|
---|
24 |
|
---|
25 | public SkeletonManager(int numSkeletons)
|
---|
26 | {
|
---|
27 | skeletons = new Skeleton[numSkeletons];
|
---|
28 | calibrated = new bool[numSkeletons];
|
---|
29 | calibrating = new bool[numSkeletons];
|
---|
30 | currentlyTracked = new bool[numSkeletons];
|
---|
31 | centre = new Vector4[numSkeletons];
|
---|
32 | leftFoot = new Vector4[numSkeletons];
|
---|
33 | rightFoot = new Vector4[numSkeletons];
|
---|
34 | deadSpot = new Vector4[numSkeletons];
|
---|
35 |
|
---|
36 |
|
---|
37 | for (int i = 0; i < numSkeletons; i++)
|
---|
38 | {
|
---|
39 | calibrated[i] = false;
|
---|
40 | calibrating[i] = false;
|
---|
41 | currentlyTracked[i] = false;
|
---|
42 |
|
---|
43 | }
|
---|
44 | }
|
---|
45 | public void Update(Skeleton[] newSkeletons)
|
---|
46 | {
|
---|
47 | skeletons = newSkeletons;
|
---|
48 |
|
---|
49 | for (int i = 0; i < skeletons.Length; i++)
|
---|
50 | {
|
---|
51 | if(calibrated[i] == true){
|
---|
52 | leftFoot[i].X = skeletons[i].Joints[JointType.AnkleLeft].Position.X;
|
---|
53 | leftFoot[i].Y = skeletons[i].Joints[JointType.AnkleLeft].Position.Y;
|
---|
54 | leftFoot[i].Z = skeletons[i].Joints[JointType.AnkleLeft].Position.Z;
|
---|
55 | rightFoot[i].X = skeletons[i].Joints[JointType.AnkleRight].Position.X;
|
---|
56 | rightFoot[i].Y = skeletons[i].Joints[JointType.AnkleRight].Position.Y;
|
---|
57 | rightFoot[i].Z = skeletons[i].Joints[JointType.AnkleRight].Position.Z;
|
---|
58 |
|
---|
59 |
|
---|
60 | }
|
---|
61 | }
|
---|
62 |
|
---|
63 | }
|
---|
64 |
|
---|
65 | public int temp = 0;
|
---|
66 |
|
---|
67 | public string Calibrate(int skeletonNo)
|
---|
68 | {
|
---|
69 |
|
---|
70 | if (calibrating[skeletonNo] == false &&
|
---|
71 | skeletons[skeletonNo].Joints[JointType.HandLeft].Position.Y > skeletons[skeletonNo].Joints[JointType.Head].Position.Y
|
---|
72 | && skeletons[skeletonNo].Joints[JointType.HandRight].Position.Y > skeletons[skeletonNo].Joints[JointType.Head].Position.Y)
|
---|
73 | {
|
---|
74 | return "menu";
|
---|
75 | }
|
---|
76 |
|
---|
77 | if (calibrating[skeletonNo] == false &&
|
---|
78 | skeletons[skeletonNo].Joints[JointType.HandLeft].Position.X > skeletons[skeletonNo].Joints[JointType.HandRight].Position.X)
|
---|
79 | {
|
---|
80 |
|
---|
81 | calibrating[skeletonNo] = true;
|
---|
82 | centre[skeletonNo] = calculateCentre(skeletons[skeletonNo]);
|
---|
83 |
|
---|
84 | deadSpot[skeletonNo].X = centre[skeletonNo].X - deadSpotRadius / 2;
|
---|
85 | deadSpot[skeletonNo].Z = centre[skeletonNo].Z - deadSpotRadius / 2;
|
---|
86 |
|
---|
87 | calibrating[skeletonNo] = false;
|
---|
88 | calibrated[skeletonNo] = true;
|
---|
89 |
|
---|
90 | return "continue";
|
---|
91 | }
|
---|
92 |
|
---|
93 | // If right hand is above collarbone, only if noncalibrated.
|
---|
94 |
|
---|
95 | if (calibrating[skeletonNo] == false &&
|
---|
96 | skeletons[skeletonNo].Joints[JointType.HandLeft].Position.Y > skeletons[skeletonNo].Joints[JointType.ShoulderCenter].Position.Y)
|
---|
97 | {
|
---|
98 | if (previousLeftHandRaised == false)
|
---|
99 | {
|
---|
100 | previousLeftHandRaised = true;
|
---|
101 | previousRightHandY = skeletons[skeletonNo].Joints[JointType.HandRight].Position.Y;
|
---|
102 | }
|
---|
103 | float heightChange = previousRightHandY - skeletons[skeletonNo].Joints[JointType.HandRight].Position.Y;
|
---|
104 | if (heightChange < 0)
|
---|
105 | {
|
---|
106 | return heightChange.ToString();
|
---|
107 |
|
---|
108 | }
|
---|
109 | return heightChange.ToString();
|
---|
110 |
|
---|
111 | }
|
---|
112 | else if (calibrated[skeletonNo] == false && calibrating[skeletonNo] == false &&
|
---|
113 | skeletons[skeletonNo].Joints[JointType.HandLeft].Position.Y < skeletons[skeletonNo].Joints[JointType.ShoulderCenter].Position.Y)
|
---|
114 | {
|
---|
115 | previousLeftHandRaised = false;
|
---|
116 | }
|
---|
117 |
|
---|
118 |
|
---|
119 |
|
---|
120 | return "";
|
---|
121 |
|
---|
122 |
|
---|
123 | }
|
---|
124 |
|
---|
125 | private Vector4 calculateCentre(Skeleton skel)
|
---|
126 | {
|
---|
127 | Vector4 temp = new Vector4();
|
---|
128 | temp.X = (skel.Joints[JointType.FootLeft].Position.X + skel.Joints[JointType.FootRight].Position.X) / 2;
|
---|
129 | temp.Y = (skel.Joints[JointType.FootLeft].Position.Y + skel.Joints[JointType.FootRight].Position.Y) / 2;
|
---|
130 | temp.Z = (skel.Joints[JointType.FootLeft].Position.Z + skel.Joints[JointType.FootRight].Position.Z) / 2;
|
---|
131 |
|
---|
132 | return temp;
|
---|
133 | }
|
---|
134 |
|
---|
135 | public int FindQuadrant(float Z, float X, Vector4 center)
|
---|
136 | {
|
---|
137 | if (Z < (center.Z + 0.8) && Z > (center.Z - 0.8) && X < (center.X + 0.8) && X > (center.X - 0.8))
|
---|
138 | {
|
---|
139 | if (Z > center.Z)
|
---|
140 | {
|
---|
141 | if (X < center.X)
|
---|
142 | {
|
---|
143 | return 4;
|
---|
144 | }
|
---|
145 | else
|
---|
146 | {
|
---|
147 | return 3;
|
---|
148 | }
|
---|
149 | }
|
---|
150 | else
|
---|
151 | {
|
---|
152 | if (X < center.X)
|
---|
153 | {
|
---|
154 | return 1;
|
---|
155 | }
|
---|
156 | else
|
---|
157 | {
|
---|
158 | return 2;
|
---|
159 | }
|
---|
160 | }
|
---|
161 | }
|
---|
162 | else return 0;
|
---|
163 | }
|
---|
164 | }
|
---|
165 | }
|
---|