Kinect 1.8 體感開發,手勢,姿態(Pose) 捕捉判斷方法以及一些輔方法,kinectpose
![](https://www.aspphp.online/bianchen/UploadFiles_4619/201701/2017012017312891.png)
![](https://www.aspphp.online/bianchen/UploadFiles_4619/201701/2017012017312869.gif)
![]()
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Kinect;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Shapes;
using System.Timers;
namespace DEV
{
public class KinectHelper
{
#region 成員
//體感設備
private KinectSensor kinectDriver;
//骨架數據
private Skeleton[] frameSkeletons;
//姿勢庫
private readonly Brush[] _SkeletonBrushes = new Brush[] { Brushes.Black, Brushes.Crimson, Brushes.Indigo, Brushes.DodgerBlue, Brushes.Purple, Brushes.Pink };
Window minWindow;
bool isOK = false;
bool isKinectControl = false;
double MoveX;
double MoveY;
double Zoon;
Vector4 handLeft2;
Vector4 handRight2;
Timer KinectTimer;
#endregion 成員
#region 構造函數
public KinectHelper(KinectSensor kin, Window win)
{
try
{
kinectDriver = kin;
if (kinectDriver != null)
{
minWindow = win;
//設置平滑參數
TransformSmoothParameters smoothParameters = new TransformSmoothParameters();
// 設置處理骨骼數據幀時的平滑量,接受一個0-1的浮點值,值越大,平滑的越多。0表示不進行平滑。
smoothParameters.Smoothing = .5f;
// 接受一個從0-1的浮點型,值越小,修正越多
smoothParameters.Correction = .9f;
// 抖動半徑,單位為m,如果關節點“抖動”超過了設置的這個半徑,將會被糾正到這個半徑之內
smoothParameters.JitterRadius = 0.05f;
// 用來和抖動半徑一起來設置抖動半徑的最大邊界,任何超過這一半徑的點都不會認為是抖動產生的,而被認定為是一個新的點。該屬性為浮點型,單位為米
smoothParameters.MaxDeviationRadius = 0.1f;
kinectDriver.SkeletonStream.Enable(smoothParameters);
kinectDriver.SkeletonFrameReady += kinectDriver_SkeletonFrameReady;
frameSkeletons = new Skeleton[kinectDriver.SkeletonStream.FrameSkeletonArrayLength];
kinectDriver.Start();
}
KinectTimer = new Timer();
KinectTimer.Interval = 4000;
KinectTimer.Elapsed += KinectTimer_Elapsed;
}
catch (Exception ex)
{
System.Windows.MessageBox.Show(ex.Message);
}
}
void KinectTimer_Elapsed(object sender, ElapsedEventArgs e)
{
if (isOK == false)
{
isOK = true;
}
else
{
isOK = false;
}
}
/// <summary>
/// 體感設備捕捉到骨架事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
void kinectDriver_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
try
{
using (SkeletonFrame fram = e.OpenSkeletonFrame())
{
if (fram == null) return;
(this.minWindow.FindName("mess") as TextBlock).Text = "骨架流開始了";
fram.CopySkeletonDataTo(frameSkeletons);
//獲取第一位置骨架
Skeleton skeleton = GetPrimarySkeleton(frameSkeletons);
if (skeleton != null)
{
ProcessPosePerForming2(skeleton);
}
for (int i = 0; i < frameSkeletons.Length; i++)
{
DrawSkeleton(this.frameSkeletons[i], this._SkeletonBrushes[i]);
}
}
}
catch (Exception ex)
{
System.Windows.MessageBox.Show(ex.Message);
}
}
#endregion
#region 方法
/// <summary>
/// 獲取第一位置骨架
/// </summary>
/// <param name="frameSkeletons">骨架流</param>
/// <returns></returns>
private Skeleton GetPrimarySkeleton(Skeleton[] frameSkeletons)
{
Skeleton ske = null;
try
{
for (int i = 0; i < frameSkeletons.Length; i++)
{
if (frameSkeletons[i].TrackingState == SkeletonTrackingState.Tracked)
{
if (ske == null)
{
ske = frameSkeletons[i];
(this.minWindow.FindName("mess") as TextBlock).Text = "捕捉到骨架了";
}
else
{
if (ske.Position.Z > frameSkeletons[i].Position.Z)
{
ske = frameSkeletons[i];
}
}
}
}
}
catch (Exception ex)
{
System.Windows.MessageBox.Show(ex.Message);
}
(minWindow.FindName("mess") as TextBlock).Text = "捕捉到骨架";
return ske;
}
/// <summary>
/// 空間坐標和界面二維坐標轉換
/// </summary>
/// <param name="joint"><關節/param>
/// <param name="offset"></param>
/// <returns></returns>
public Point GetJointPoint(Joint joint, Point offset)
{
//得到節點在UI主界面上的空間位置
DepthImagePoint point = kinectDriver.CoordinateMapper.MapSkeletonPointToDepthPoint(joint.Position, kinectDriver.DepthStream.Format);
point.X = (int)(point.X - offset.X);
point.Y = (int)(point.Y - offset.Y);
return new Point(point.X, point.Y);
}
/// <summary>
/// 計算2骨骼之間的角度
/// </summary>
/// <param name="centerJoint">中心關節點</param>
/// <param name="angleJoint">角度關節點</param>
/// <returns></returns>
public double GetJointAngle(Joint centerJoint, Joint angleJoint)
{
double angel = 0;
double a, b, c;
Point primaryPoint = GetJointPoint(centerJoint, new Point());
Point angelPoint = GetJointPoint(angleJoint, new Point());
Point pr = new Point(primaryPoint.X + angelPoint.X, primaryPoint.Y);
try
{
a = Math.Sqrt(Math.Pow(primaryPoint.X - angelPoint.X, 2) + Math.Pow(primaryPoint.Y - angelPoint.Y, 2));
b = primaryPoint.X;
c = Math.Sqrt(Math.Pow(angelPoint.X - pr.X, 2) + Math.Pow(angelPoint.Y - pr.Y, 2));
double angelRed = Math.Acos((a * a + b * b - c * c) / (2 * a * b));
angel = angelRed * 180 / Math.PI;
if (primaryPoint.Y < angelPoint.Y)
{
angel = 360 - angelRed;
}
}
catch (Exception ex)
{
System.Windows.MessageBox.Show(ex.Message);
}
return angel;
}
/// <summary>
/// 通過3個關節點計算角度
/// </summary>
/// <param name="leftJoint">邊關節</param>
/// <param name="centerJoint">中心關節</param>
/// <param name="rightJoint">邊關節</param>
/// <returns></returns>
public double GetJointAngle(Joint leftJoint, Joint centerJoint, Joint rightJoint)
{
double angel = 0;
double a, b, c;
Point primaryPoint = GetJointPoint(leftJoint, new Point());
Point angelPoint = GetJointPoint(centerJoint, new Point());
Point pr = GetJointPoint(rightJoint, new Point());
try
{
a = Math.Sqrt(Math.Pow(primaryPoint.X - angelPoint.X, 2) + Math.Pow(primaryPoint.Y - angelPoint.Y, 2));
b = Math.Sqrt(Math.Pow(angelPoint.X - pr.X, 2) + Math.Pow(angelPoint.Y - pr.Y, 2));
c = Math.Sqrt(Math.Pow(pr.X - primaryPoint.X, 2) + Math.Pow(pr.Y - primaryPoint.Y, 2));
double angelRed = Math.Acos((a * a + b * b - c * c) / (2 * a * b));
angel = angelRed * 180 / Math.PI;
if (primaryPoint.Y > angelPoint.Y)
{
angel = 360 - angelRed;
}
}
catch (Exception ex)
{
System.Windows.MessageBox.Show(ex.Message);
}
return angel;
}
/// <summary>
/// 將捕捉到的人體的空間坐標(3維)點轉換為計算機界面坐標(2維)
/// </summary>
/// <param name="joint">人體關節</param>
/// <returns></returns>
private Point GetJointPoint(Joint joint)
{
Grid layoutRoot = (minWindow.FindName("mian") as Grid);
DepthImagePoint point = this.kinectDriver.CoordinateMapper.MapSkeletonPointToDepthPoint(joint.Position, kinectDriver.DepthStream.Format);
point.X *= (int)layoutRoot.ActualWidth / kinectDriver.DepthStream.FrameWidth;
point.Y *= (int)layoutRoot.ActualHeight / kinectDriver.DepthStream.FrameHeight;
return new Point(point.X, point.Y);
}
/// <summary>
/// 獲取關節的4維坐標
/// </summary>
/// <param name="joint">關節</param>
/// <returns></returns>
private Vector4 GetJointVector4(Joint joint)
{
Vector4 v4 = new Vector4();
Grid layoutRoot = (minWindow.FindName("mian") as Grid);
DepthImagePoint point = this.kinectDriver.CoordinateMapper.MapSkeletonPointToDepthPoint(joint.Position, kinectDriver.DepthStream.Format);
point.X *= (int)layoutRoot.ActualWidth / kinectDriver.DepthStream.FrameWidth;
point.Y *= (int)layoutRoot.ActualHeight / kinectDriver.DepthStream.FrameHeight;
v4.X = point.X;
v4.Y = point.Y;
v4.Z = joint.Position.Z;
return v4;
}
KinectHelp
Kinect 關節對應
![](https://www.aspphp.online/bianchen/UploadFiles_4619/201701/2017012017312933.png)
姿勢判斷
![](https://www.aspphp.online/bianchen/UploadFiles_4619/201701/2017012017312869.gif)
![]()
/// <summary>
/// 根據人體各種姿態的生理數據判斷姿態
/// 通過關節之間角度,關節之間的相關位置判斷姿態
/// </summary>
/// <param name="sk">骨架數據</param>
private void ProcessPosePerForming2(Skeleton sk)
{
string mess = "";
//T型姿態
//double angelLeft = GetJointAngle(sk.Joints[JointType.ElbowLeft],sk.Joints[JointType.ShoulderLeft]);
//double angelRight = GetJointAngle(sk.Joints[JointType.ElbowRight],sk.Joints[JointType.ShoulderRight]);
#region 獲取數據
double angelLeft = GetJointAngle(sk.Joints[JointType.ShoulderLeft], sk.Joints[JointType.ElbowLeft], sk.Joints[JointType.WristLeft]);
double angelRight = GetJointAngle(sk.Joints[JointType.ShoulderRight], sk.Joints[JointType.ElbowRight], sk.Joints[JointType.WristRight]);
//胸關節空間位置
Vector4 shoulderCenter = GetJointVector4(sk.Joints[JointType.ShoulderCenter]);
Vector4 handLeft = GetJointVector4(sk.Joints[JointType.HandLeft]);
Vector4 handRight = GetJointVector4(sk.Joints[JointType.HandRight]);
Vector4 spine = GetJointVector4(sk.Joints[JointType.Spine]);
double leftCentZ = Math.Round((shoulderCenter.Z - handLeft.Z), 2);
double rightCenterZ = Math.Round((shoulderCenter.Z - handRight.Z), 2);
double leftAndRightX = Math.Round(Math.Abs((handRight.X - handLeft.X)), 2);
double leftAndRightY = Math.Round(Math.Abs((handRight.Y - handLeft.Y)), 2);
#endregion
#region 姿勢判斷
//T型姿勢
if (leftAndRightX >= 750 && leftAndRightY <= 10 && isOK == false)
{
mess = "T型姿勢";
KinectTimer.Start();
isKinectControl = true;
(minWindow.FindName("gridMainMenu") as Grid).Visibility = Visibility.Collapsed;
(minWindow.FindName("gridPose") as Grid).Visibility = Visibility.Visible;
(minWindow.FindName("gridTuch") as Grid).Visibility = Visibility.Collapsed;
if ((this.minWindow as MainMenu).mainWindow != null)
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
}
}
else
//左手舉起,右手放下
if (leftAndRightY > 200 && handLeft.Y < handRight.Y && isOK)
{
mess = "左手舉起,右手放下";
(minWindow.FindName("gridMainMenu") as Grid).Visibility = Visibility.Collapsed;
(minWindow.FindName("gridPose") as Grid).Visibility = Visibility.Collapsed;
(minWindow.FindName("gridTuch") as Grid).Visibility = Visibility.Visible;
}
else
//右手舉起,左手放下
if (leftAndRightY > 200 && handLeft.Y > handRight.Y && isOK)
{
mess = "右手舉起,左手放下";
}
else
//雙手交叉
if ((handRight.X - handLeft.X) < 0 && handLeft.Y < 150 && handRight.Y < 150 && isOK) //handLeft.Y<spine.Y&&handRight.Y<spine.Y
{
mess = "雙手交叉";
KinectTimer.Stop();
isKinectControl = false;
(minWindow.FindName("gridMainMenu") as Grid).Visibility = Visibility.Visible;
(minWindow.FindName("gridPose") as Grid).Visibility = Visibility.Collapsed;
(minWindow.FindName("gridTuch") as Grid).Visibility = Visibility.Collapsed;
if ((this.minWindow as MainMenu).mainWindow != null)
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,GUI_FUNC_225_鼠標左鍵按下");
}
}
else
//雙手高舉
if ((angelRight >= 350 && angelRight <= 380) && (angelLeft >= 350 && angelLeft <= 380))
{
mess = "雙手高舉";
}
#endregion
#region 測試用例
(minWindow.FindName("leftX") as TextBlock).Text = "左手X:" + handLeft.X;
(minWindow.FindName("leftY") as TextBlock).Text = "左手Y:" + handLeft.Y;
(minWindow.FindName("leftZ") as TextBlock).Text = "左手Z:" + handLeft.Z;
(minWindow.FindName("rightX") as TextBlock).Text = "右手X:" + handRight.X;
(minWindow.FindName("rightY") as TextBlock).Text = "右手Y:" + handRight.Y;
(minWindow.FindName("rightZ") as TextBlock).Text = "右手Z:" + handRight.Z;
(minWindow.FindName("centerX") as TextBlock).Text = "中心X:" + shoulderCenter.X;
(minWindow.FindName("centerY") as TextBlock).Text = "中心Y:" + shoulderCenter.Y;
(minWindow.FindName("centerZ") as TextBlock).Text = "中心Z:" + shoulderCenter.Z;
//(minWindow.FindName("leftAndCenter") as TextBlock).Text = "(脊椎Y-左手Y)=:(" + spine.Y + "-" + handLeft.Y + ")=" + Math.Round((spine.Y - handLeft.Y), 2);
//(minWindow.FindName("rightAndCenter") as TextBlock).Text = "(脊椎Y-右手Y)=:(" + spine.Y + "-" + handRight.Y + ")=" + Math.Round((spine.Y - handRight.Y), 2);
//(minWindow.FindName("leftAndCenter") as TextBlock).Text = "(中心Z-左手Z)=:(" + shoulderCenter.Z + "-" + handLeft.Z + ")=" + Math.Round((shoulderCenter.Z - handLeft.Z), 2);
//(minWindow.FindName("rightAndCenter") as TextBlock).Text = "(右手Z-中心Z)=:(" + shoulderCenter.Z + "-" + handRight.Z + ")=" + Math.Round((shoulderCenter.Z - handRight.Z), 2);
//(minWindow.FindName("rightAndRightX") as TextBlock).Text = "(左手X-右手X)=:(" + handRight.X + "-" + handLeft.X + ")=" + Math.Round((handRight.X - handLeft.X), 2);//Math.Round(Math.Abs((handRight.X - handLeft.X)), 2);
//(minWindow.FindName("rightAndLeftY") as TextBlock).Text = "(左手Y-右手Y)絕對值=:(" + handRight.Y + "-" + handLeft.Y + ")=" + Math.Round(Math.Abs((handRight.Y - handLeft.Y)), 2);
//(minWindow.FindName("leftCenterY") as TextBlock).Text = "(中心Y-左手Y)絕對值=:(" + shoulderCenter.Y + "-" + handLeft.Y + ")=" + Math.Abs(Math.Round((shoulderCenter.Y - handLeft.Y), 2));
//(minWindow.FindName("rightCenterY") as TextBlock).Text = "(中心Y-右手Y)絕對值=:(" + shoulderCenter.Y + "-" + handLeft.Y + ")=" + Math.Abs(Math.Round((shoulderCenter.Y - handLeft.Y), 2));
(minWindow.FindName("els") as Ellipse).Width = Math.Abs((handRight.X - handLeft.X));
(minWindow.FindName("els") as Ellipse).Height = Math.Abs((handRight.Y - handLeft.Y));
(minWindow.FindName("mess") as TextBlock).Text = mess;
#endregion
#region 判斷姿勢執行函數
string function = "";
bool isSheck = true;
if (handRight2 == null)
{
handRight2 = handRight;
}
#region 計算平滑度
double maxX;
double maxY;
(minWindow.FindName("rightAndCenter") as TextBlock).Text = "(右手X1-是右手X2)=:(" + handRight.X+ "-" + handRight2.X + ")=" + Math.Abs((handRight.X - handRight2.X));
(minWindow.FindName("rightAndLeftY") as TextBlock).Text = "(左手Y1-右手Y2)絕對值=:(" + handRight.Y + "-" + handRight2.Y + ")=" + Math.Abs((handRight.Y - handRight2.Y));
maxX = Math.Abs((handRight.X - handRight2.X));
maxY = Math.Abs((handRight.Y - handRight2.Y));
if (maxX > 3 || maxY>3)
{
isSheck = false;
(minWindow.FindName("leftCenterY") as TextBlock).Text = "滑動了";
}
else
{
(minWindow.FindName("leftCenterY") as TextBlock).Text = "抖動";
isSheck = true;
}
#endregion
//左手控制
if (isKinectControl && leftCentZ > 0.4 && rightCenterZ < 0.4)
{
double movX = MoveX - handLeft.X;
double movY = MoveY - handLeft.Y;
if ((this.minWindow as MainMenu).mainWindow != null)
{
if (movX < 0)//向右
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("相機移動控制, 0, 3");
}
else if (movX > 0)//向左
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("相機移動控制, 0, 4");
}
if (movY > 0)//向上
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("相機移動控制, 0, 1");
}
else if (movY < 0)//向下
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("相機移動控制, 0, 2");
}
}
function = "右手控制地圖移動X方向:" + handRight.X + "右手控制地圖移動Y方向:" + handRight.Y;
MoveY = handLeft.Y;
MoveX = handLeft.X;
function = "左手控制地圖移動X方向:" + handLeft.X + "左手控制地圖移動Y方向:" + handLeft.Y;
}
//右手控制
if (isKinectControl && leftCentZ < 0.4 && rightCenterZ > 0.4 && !isSheck)
{
(minWindow.FindName("moveX") as TextBlock).Text = "手移動X" + MoveX + "-" + handRight.X + "=" + (MoveX - handRight.X).ToString();
(minWindow.FindName("moveY") as TextBlock).Text = "手移動Y" + MoveY + "-" + handRight.Y + "=" + (MoveY - handRight.Y).ToString();
double movX = MoveX - handRight.X;
double movY = MoveY - handRight.Y;
if ((this.minWindow as MainMenu).mainWindow != null)
{
if (movX < 0)//向右
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("相機移動控制, 0, 3");
}
else if (movX > 0)//向左
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("相機移動控制, 0, 4");
}
if (movY > 0)//向上
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("相機移動控制, 0, 1");
}
else if (movY < 0)//向下
{
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("相機移動控制, 0, 2");
}
}
function = "右手控制地圖移動X方向:" + handRight.X + "右手控制地圖移動Y方向:" + handRight.Y;
MoveY = handRight.Y;
MoveX = handRight.X;
}
if (isKinectControl && leftCentZ < 0 && rightCenterZ < 0)
{
function = "地圖復位";
}
//地圖縮放
if (isKinectControl && leftCentZ < 0 && rightCenterZ > 0)
{
function = "地圖縮放右手控制:" + rightCenterZ;
}
if (isKinectControl && leftCentZ > 0 && rightCenterZ < 0)
{
function = "地圖縮放左手控制:" + rightCenterZ;
}
//雙手X放大
if (isKinectControl && leftCentZ > 0 && leftCentZ < 0.3 && rightCenterZ > 0 && rightCenterZ < 0.3 && leftAndRightX > 300 && !isSheck)
{
if ((this.minWindow as MainMenu).mainWindow != null)
{
if (MoveX - leftAndRightX > 0)//縮小
{
string fun1 = "設置相機只能水平移動, 0";
string fun2 = "相機移動控制, 0, 2";
// (this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun1);
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun2);
}
if (MoveX - leftAndRightX < 0)//放大
{
string fun1 = "設置相機只能水平移動, 0";
string fun2 = "相機移動控制, 0, 1";
// (this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun1);
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun2);
}
}
(minWindow.FindName("moveX") as TextBlock).Text = "雙手放大X" + MoveX + "-" + leftAndRightX + "=" + (MoveX - leftAndRightX).ToString();
MoveX = leftAndRightX;
}
//雙手Y放大
if (isKinectControl && leftCentZ > 0 && leftCentZ < 0.3 && rightCenterZ > 0 && rightCenterZ < 0.3 && leftAndRightY > 100 && !isSheck)
{
function = "地圖放大雙手控制Y:" + leftAndRightX;
if ((this.minWindow as MainMenu).mainWindow != null)
{
if (MoveY - leftAndRightY > 0)// 縮小
{
string fun1 = "設置相機只能水平移動, 0";
string fun2 = "相機移動控制, 0, 2";
// (this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun1);
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun2);
}
if (MoveY - leftAndRightY < 0)//放大
{
string fun1 = "設置相機只能水平移動, 0";
string fun2 = "相機移動控制, 0, 1";
// (this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun1);
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun2);
}
}
(minWindow.FindName("moveY") as TextBlock).Text = "雙手縮放Y" + MoveY + "-" + leftAndRightY + "=" + (MoveY - leftAndRightY).ToString();
MoveY = leftAndRightY;
}
//雙手放大
if (isKinectControl && leftCentZ > 0.4 && rightCenterZ > 0.4 && leftAndRightY > 80 && !isSheck)
{
if ((this.minWindow as MainMenu).mainWindow != null)
{
string fun1 = "設置相機只能水平移動, 0";
string fun2 = "相機移動控制, 0, 1";
// (this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun1);
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun2);
}
function = "地圖縮小控制X:" + leftAndRightY;
}
//雙縮小
if (isKinectControl && leftCentZ > 0.4 && rightCenterZ > 0.4 && leftAndRightX > 600)
{
if ((this.minWindow as MainMenu).mainWindow != null)
{
string fun1 = "設置相機只能水平移動, 0";
string fun2 = "相機移動控制, 0, 2";
// (this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript("執行內部函數,funReset");
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun1);
(this.minWindow as MainMenu).mainWindow.VRPControl.ExecuteVrpScript(fun2);
}
}
(minWindow.FindName("ctiveInfo") as TextBlock).Text = function;
#endregion
handRight2 = handRight;
}
/// <summary>
/// 繪畫人體當前骨架
/// </summary>
/// <param name="skeleton">骨架數據</param>
/// <param name="brush">畫筆</param>
private void DrawSkeleton(Skeleton skeleton, Brush brush)
{
Grid SkeletonsPanel = (minWindow.FindName("SkeletonsPanel") as Grid);
SkeletonsPanel.Children.Clear();
if (skeleton != null && skeleton.TrackingState == SkeletonTrackingState.Tracked)
{
//繪制頭部和軀干部
Polyline figure = CreateFigure(skeleton, brush, new[] { JointType.Head, JointType.ShoulderCenter, JointType.ShoulderLeft, JointType.Spine,
JointType.ShoulderRight, JointType.ShoulderCenter, JointType.HipCenter,
JointType.HipLeft, JointType.Spine, JointType.HipRight, JointType.HipCenter});
SkeletonsPanel.Children.Add(figure);
//繪畫左腳
figure = CreateFigure(skeleton, brush, new[] { JointType.HipLeft, JointType.KneeLeft, JointType.AnkleLeft, JointType.FootLeft });
SkeletonsPanel.Children.Add(figure);
//畫右腳
figure = CreateFigure(skeleton, brush, new[] { JointType.HipRight, JointType.KneeRight, JointType.AnkleRight, JointType.FootRight });
SkeletonsPanel.Children.Add(figure);
//h畫左臂
figure = CreateFigure(skeleton, brush, new[] { JointType.ShoulderLeft, JointType.ElbowLeft, JointType.WristLeft, JointType.HandLeft });
SkeletonsPanel.Children.Add(figure);
//畫右臂
figure = CreateFigure(skeleton, brush, new[] { JointType.ShoulderRight, JointType.ElbowRight, JointType.WristRight, JointType.HandRight });
SkeletonsPanel.Children.Add(figure);
}
}
/// <summary>
/// 根據人體骨架繪制多線段
/// </summary>
/// <param name="skeleton">骨架數據</param>
/// <param name="brush">畫筆</param>
/// <param name="joints">關節</param>
/// <returns>多線段</returns>
private Polyline CreateFigure(Skeleton skeleton, Brush brush, JointType[] joints)
{
Polyline figure = new Polyline();
figure.StrokeThickness = 18;
figure.Stroke = brush;
for (int i = 0; i < joints.Length; i++)
{
figure.Points.Add(GetJointPoint(skeleton.Joints[joints[i]]));
}
return figure;
}
#endregion
}
}
View Code
![](https://www.aspphp.online/bianchen/UploadFiles_4619/201701/2017012017314259.png)