Move.cs
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using Kinect = Windows.Kinect;
using System.Runtime.InteropServices;
using System.IO;
using System;
using System.Threading;
using UnityEngine.SceneManagement;
public class Move : MonoBehaviour
{
// [DllImport("NtKinectDll")]
// private static extern System.IntPtr getKinect();
// [DllImport("NtKinectDll")]
// private static extern int setSkeleton(System.IntPtr kinect, System.IntPtr data, System.IntPtr state, System.IntPtr id);
int bodyCount = 6;
int jointCount = 25;
//public Material BoneMaterial;
public GameObject BodySourceManager;
private Dictionary<ulong, GameObject> _Bodies = new Dictionary<ulong, GameObject>();
private BodySourceManager _BodyManager;
public GameObject Trainnner;
public GameObject Trainnne;
CharacterSkeleton skeleton_Trainnner;
CharacterSkeleton skeleton_Trainnne;
public bool mirror = true;
public bool move = true;
private System.IntPtr kinect;
//lsy
public string[] lines;
public string[] lines_right;
public int trainer_i = -1;
public int trainer_j = 0;
public float[] trainer_data1;
public int[] trainer_state;
public int speed = 0;
public int trainer_count = 0;
public bool trainer_check = true;
public bool trainer_check_outside = true;
public float trainer_timer = 0;
public bool trainer_other_side = false;
public int trainer_speed = 0;
//lsy end
public Text AngleLeftKnee;
public Text AngleRightKnee;
public Text KneeToeLeft;
public Text KneeToeRight;
public Text LeftLegUp;
public Text RightLegUp;
public Text IfSpineIsStraight;
public Text HipBalance;
public Text PullHipBack;
public Text Great;
public Text Trainner_count, Trainee_count;
string trainercnt;
public static string traineecnt;
string hipbal, leftkneewarning, rightkneewarning, leftsidehighkick, rightsidehighkick;
string spinestraight, pullhipback, great;
string exercise;
int workout_flag, workout_count, workout_flag2;
bool workout;
int sidehk_flag, lunge_flag_l, lunge_flag_r;
private float timer;
private float flag_timer;
int flag;
public GameObject count3;
public GameObject count2;
public GameObject count1;
public GameObject HipBalance1, PullHipBack2, LegUp3, SpineStraight4, Great5, KneeDown6;
public GameObject ex_start;
public GameObject Squat_Instruction, SideHighKick_Instruction, Lunge_Left_Instruction, Lunge_Right_Instruction;
public GameObject Right_Start;
int tot;
string total;
//lsy
void Trainer_Run()
{
if (!trainer_check)//운동 끝났을 때
{
trainer_timer += Time.deltaTime;
if (trainer_timer > 3)
{
Debug.Log("3초 됨 운동 끝!!!!!"); //결과씬이나 다른씬으로
trainer_check_outside = false;
SceneManager.LoadScene("Result"); // Result씬으로 이동
}
return;
}
//Thread.Sleep(50);
if (trainer_j >= lines.Length - 3)
{
if (trainer_count < 20 && exercise == "Squat")
{
trainer_count++;
Debug.Log("카운트 : " + trainer_count);
trainercnt = trainer_count + "/20";
Trainner_count.text = trainercnt;
}
if (trainer_count < 10 && exercise == "SideHiKick")
{
trainer_count++;
Debug.Log("카운트 : " + trainer_count);
trainercnt = trainer_count + "/10";
Trainner_count.text = trainercnt;
}
if (trainer_count < 10 && exercise == "Lunge")
{
trainer_count++;
Debug.Log("카운트 : " + trainer_count);
trainercnt = trainer_count + "/10";
Trainner_count.text = trainercnt;
}
if (trainer_count >= 20 && exercise == "Squat")
{
trainer_check = false;//스쿼트일때 운동 끝나는 시점!!!!!
}
if (trainer_count >= 10 && exercise == "SideHiKick")
{
if (!trainer_other_side)
{
if (trainer_timer > 3)
{
Right_Start.SetActive(false);
trainer_count = 0;
lines = lines_right;
trainer_other_side = true;
trainer_timer = 0;
}
else
{
Right_Start.SetActive(true);
trainer_timer += Time.deltaTime;
return;
}
}
else
{
trainer_check = false;//사이드하이킥일때 운동 끝나는 시점!!!!!
}
}
if (trainer_count >= 10 && exercise == "Lunge")
{
if (!trainer_other_side)
{
if (trainer_timer > 3)
{
Lunge_Right_Instruction.SetActive(false);
trainer_speed = 10;
trainer_count = 0;
lines = lines_right;
trainer_other_side = true;
trainer_timer = 0;
}
else
{
Lunge_Right_Instruction.SetActive(true);
trainer_timer += Time.deltaTime;
return;
}
}
else
{
trainer_check = false;//런지일때 운동 끝나는 시점!!!!!
}
}
trainer_j = 0;
return;
}
trainer_i = -1;
trainer_data1 = new float[bodyCount * jointCount * 3];
trainer_state = new int[bodyCount * jointCount];
for (int k = 0; k < 25; k++)
{
trainer_i++;
trainer_data1[trainer_i] = float.Parse(lines[trainer_j]);
trainer_i++;
trainer_data1[trainer_i] = float.Parse(lines[trainer_j + 1]);
trainer_i++;
trainer_data1[trainer_i] = float.Parse(lines[trainer_j + 2]);
if ((float.Parse(lines[trainer_j]) + float.Parse(lines[trainer_j + 1]) + float.Parse(lines[trainer_j + 2])) != 0)
{
trainer_state[trainer_i - 2] = 1;
}
skeleton_Trainnner.dasomset_trainer(trainer_data1, trainer_state, 0, true, true);
trainer_j = trainer_j + 3;
}
if (speed < trainer_speed)
{
trainer_j -= 75;
speed++;
}
else
{
// Debug.Log("다음");
// Debug.Log(trainer_j);
speed = 0;
}
}
//lsy end
void Trainee_Count()
{
if (exercise == "Squat")
{
workout_flag = 0;
workout_flag2 = 0;
total = "20";
//tot = 20;
}
else if (exercise == "SideHiKick")
{
workout_flag = 0;
tot = 10;
total = "20";
}
else if (exercise == "Lunge")
{
workout_flag = 0;
tot = 10;
total = "20";
}
workout_count++;
workout = false;
Debug.Log("트레이니: " + workout_count);
traineecnt = workout_count + "/" + total;
Trainee_count.text = traineecnt;
}
void Start()
{
timer = 0;
Trainner_count.text = "";
Trainee_count.text = "";
total = "20";
tot = 20;
skeleton_Trainnner = new CharacterSkeleton(Trainnner);
skeleton_Trainnne = new CharacterSkeleton(Trainnne);
//lsy
trainer_state = new int[bodyCount * jointCount];
trainer_data1 = new float[bodyCount * jointCount * 3];
//lsy end
exercise = ClickExercise.selected_exercise; //ClickExercise에서 선택한 운동이 무엇인지 String으로 넘어옴.
Debug.Log(exercise); //Squat, SideHiKick, Lunge 에 따라서 Trainer움직이고, 사용자에게 instruction주기
if (exercise == "Squat")
{
lines = File.ReadAllLines(@"Trainer_txt/squart.txt");
Debug.Log("읽음");
}
else if (exercise == "SideHiKick")
{
lines = File.ReadAllLines(@"Trainer_txt/leg_right.txt");
lines_right = File.ReadAllLines(@"Trainer_txt/leg_left.txt");
Debug.Log("읽음");
}
else if (exercise == "Lunge")
{
lines = File.ReadAllLines(@"Trainer_txt/runzi_right.txt");
lines_right = File.ReadAllLines(@"Trainer_txt/runzi_left.txt");
Debug.Log("읽음");
}
else
{
lines = File.ReadAllLines(@"Trainer_txt/squart.txt");
Debug.Log("읽음");
}
workout_count = 0;
workout_flag = 0;
workout_flag2 = 0;
workout = false;
sidehk_flag = 0;
lunge_flag_l = 0;
lunge_flag_r = 0;
flag = 0;
flag_timer = 0;
if (exercise == "Squat")
{
Squat_Instruction.SetActive(true);
}
else if (exercise == "SideHiKick")
{
SideHighKick_Instruction.SetActive(true);
}
else if (exercise == "Lunge")
{
Lunge_Left_Instruction.SetActive(true);
}
//HipBalance1.SetActive(false);
//PullHipBack2.SetActive(false);
//LegUp3.SetActive(false);
//SpineStraight4.SetActive(false);
//Great5.SetActive(false);
//KneeDown6.SetActive(false);
}
private Dictionary<Kinect.JointType, Kinect.JointType> _BoneMap = new Dictionary<Kinect.JointType, Kinect.JointType>()
{
{ Kinect.JointType.FootLeft, Kinect.JointType.AnkleLeft },
{ Kinect.JointType.AnkleLeft, Kinect.JointType.KneeLeft },
{ Kinect.JointType.KneeLeft, Kinect.JointType.HipLeft },
{ Kinect.JointType.HipLeft, Kinect.JointType.SpineBase },
{ Kinect.JointType.FootRight, Kinect.JointType.AnkleRight },
{ Kinect.JointType.AnkleRight, Kinect.JointType.KneeRight },
{ Kinect.JointType.KneeRight, Kinect.JointType.HipRight },
{ Kinect.JointType.HipRight, Kinect.JointType.SpineBase },
{ Kinect.JointType.HandTipLeft, Kinect.JointType.HandLeft },
{ Kinect.JointType.ThumbLeft, Kinect.JointType.HandLeft },
{ Kinect.JointType.HandLeft, Kinect.JointType.WristLeft },
{ Kinect.JointType.WristLeft, Kinect.JointType.ElbowLeft },
{ Kinect.JointType.ElbowLeft, Kinect.JointType.ShoulderLeft },
{ Kinect.JointType.ShoulderLeft, Kinect.JointType.SpineShoulder },
{ Kinect.JointType.HandTipRight, Kinect.JointType.HandRight },
{ Kinect.JointType.ThumbRight, Kinect.JointType.HandRight },
{ Kinect.JointType.HandRight, Kinect.JointType.WristRight },
{ Kinect.JointType.WristRight, Kinect.JointType.ElbowRight },
{ Kinect.JointType.ElbowRight, Kinect.JointType.ShoulderRight },
{ Kinect.JointType.ShoulderRight, Kinect.JointType.SpineShoulder },
{ Kinect.JointType.SpineBase, Kinect.JointType.SpineMid },
{ Kinect.JointType.SpineMid, Kinect.JointType.SpineShoulder },
{ Kinect.JointType.SpineShoulder, Kinect.JointType.Neck },
{ Kinect.JointType.Neck, Kinect.JointType.Head },
};
void Update()
{
timer += Time.deltaTime;
//Debug.Log("Timer: " + timer);
if (timer < 3)
{
if (exercise == "Squat")
{
Squat_Instruction.SetActive(true);
}
else if (exercise == "SideHiKick")
{
SideHighKick_Instruction.SetActive(true);
}
else if (exercise == "Lunge")
{
Lunge_Left_Instruction.SetActive(true);
}
}
else if (timer < 4)
{
Squat_Instruction.SetActive(false);
SideHighKick_Instruction.SetActive(false);
Lunge_Left_Instruction.SetActive(false);
count3.SetActive(true);
count2.SetActive(false);
count1.SetActive(false);
ex_start.SetActive(true);
}
else if (timer < 5) {
count3.SetActive(false);
count2.SetActive(true);
}
else if (timer < 6)
{
count2.SetActive(false);
count1.SetActive(true);
ex_start.SetActive(true);
}
else
{
count1.SetActive(false);
ex_start.SetActive(false);
//lsy
if (trainer_check_outside)
{
Trainer_Run();
}
//lsy end
float[] data1 = new float[bodyCount * jointCount * 3];
int[] state = new int[bodyCount * jointCount];
int[] id = new int[bodyCount];
GCHandle gch = GCHandle.Alloc(data1, GCHandleType.Pinned);
GCHandle gch2 = GCHandle.Alloc(state, GCHandleType.Pinned);
GCHandle gch3 = GCHandle.Alloc(id, GCHandleType.Pinned);
if (BodySourceManager == null)
{
return;
}
_BodyManager = BodySourceManager.GetComponent<BodySourceManager>();
if (_BodyManager == null)
{
return;
}
Kinect.Body[] data = _BodyManager.GetData();
if (data == null)
{
return;
}
List<ulong> trackedIds = new List<ulong>();
foreach (var body in data)
{
if (body == null)
{
continue;
}
if (body.IsTracked)
{
trackedIds.Add(body.TrackingId);
}
}
List<ulong> knownIds = new List<ulong>(_Bodies.Keys);
// First delete untracked bodies
foreach (ulong trackingId in knownIds)
{
if (!trackedIds.Contains(trackingId))
{
Destroy(_Bodies[trackingId]);
_Bodies.Remove(trackingId);
}
}
foreach (var body in data)
{
if (body == null)
{
continue;
}
if (body.IsTracked)
{
if (!_Bodies.ContainsKey(body.TrackingId))
{
_Bodies[body.TrackingId] = CreateBodyObject(body.TrackingId);
}
RefreshBodyObject(body, _Bodies[body.TrackingId]);
}
}
}
}
private GameObject CreateBodyObject(ulong id)
{
GameObject body = new GameObject("Body:" + id);
for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
{
GameObject jointObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
//LineRenderer lr = jointObj.AddComponent<LineRenderer>();
//lr.SetVertexCount(2);
//lr.material = BoneMaterial;
//lr.SetWidth(0.05f, 0.05f);
jointObj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
jointObj.name = jt.ToString();
jointObj.transform.parent = body.transform;
}
return body;
}
private void RefreshBodyObject(Kinect.Body body, GameObject bodyObject)
{
float[] data1 = new float[bodyCount * jointCount * 3];
int[] state = new int[bodyCount * jointCount];
int[] id1 = new int[bodyCount];
GCHandle gch = GCHandle.Alloc(data1, GCHandleType.Pinned);
GCHandle gch2 = GCHandle.Alloc(state, GCHandleType.Pinned);
GCHandle gch3 = GCHandle.Alloc(id1, GCHandleType.Pinned);
int i = -1;
for (Kinect.JointType jt = Kinect.JointType.SpineBase; jt <= Kinect.JointType.ThumbRight; jt++)
{
Kinect.Joint sourceJoint = body.Joints[jt];
Kinect.Joint? targetJoint = null;
if (_BoneMap.ContainsKey(jt))
{
targetJoint = body.Joints[_BoneMap[jt]];
}
Transform jointObj = bodyObject.transform.Find(jt.ToString());
jointObj.localPosition = GetVector3FromJoint(sourceJoint);
//Debug.Log(i);
i++;
data1[i] = sourceJoint.Position.X;
i++;
data1[i] = sourceJoint.Position.Y;
i++;
data1[i] = sourceJoint.Position.Z;
if ((sourceJoint.Position.X + sourceJoint.Position.Y + sourceJoint.Position.Z) != 0)
{
state[i - 2] = 1;
}
skeleton_Trainnne.dasomset(data1, state, 0, true, true, body.Joints[jt], jointObj);
/*
LineRenderer lr = jointObj.GetComponent<LineRenderer>();
if (targetJoint.HasValue)
{
//Debug.Log(jointObj.localPosition);
//Debug.Log(GetVector3FromJoint(targetJoint.Value));
lr.SetPosition(0, jointObj.localPosition);
lr.SetPosition(1, GetVector3FromJoint(targetJoint.Value));
lr.SetColors(GetColorForState(sourceJoint.TrackingState), GetColorForState(targetJoint.Value.TrackingState));
}
else
{
lr.enabled = false;
}
*/
}
///////////////////////////
Angles MyAngles = new Angles();
byte[] ReadAngles = MyAngles.GetVector(body);
if (exercise == "Squat")
{
if (ReadAngles[1] - ReadAngles[2] <= 5)
{
HipBalance1.SetActive(false);
}
else
{
//"양쪽 힘이 동일하지 않습니다. \n균형을 잡으세요!";
HipBalance1.SetActive(true);
}
if (ReadAngles[5] > 95 || ReadAngles[6] > 95)
{
//"엉덩이를 뒤로 더 빼세요!";
PullHipBack2.SetActive(true);
}
else
{
PullHipBack2.SetActive(false);
}
if (ReadAngles[3] < 95 && ReadAngles[4] < 95)
{
Great5.SetActive(true);
}
else
{
great = "";
Great5.SetActive(false);
}
////////////운동 횟수 카운트//////////////////////
if (ReadAngles[3] < 95 && ReadAngles[4] < 95 && workout
&& workout_flag >= 95 && workout_flag2 >= 95)
{
Trainee_Count();
}
else
{
workout_flag = ReadAngles[3];
workout_flag2 = ReadAngles[4];
workout = true;
}
}
else if (exercise == "SideHiKick")
{
if ((ReadAngles[7] < 45) && (ReadAngles[7] > 10)
&& (sidehk_flag < ReadAngles[7]))
{
LegUp3.SetActive(true); //다리를 더 높이 들어올리세요
Great5.SetActive(false);
}
else
{
LegUp3.SetActive(false);
Great5.SetActive(false);
//이전각도
sidehk_flag = ReadAngles[7];
}
if (ReadAngles[7] >= 45)
{
Great5.SetActive(true); //Great
}
else
{
Great5.SetActive(false);
}
////////운동 횟수 카운트////////////////////
if (ReadAngles[7] > 45 && workout && workout_flag <= 45)
{
Trainee_Count();
}
else
{
workout_flag = ReadAngles[7];
workout = true;
}
}
else if (exercise == "Lunge")
{
if (!trainer_other_side)
{
if (lunge_flag_l < 120 && ReadAngles[3] >= 91 && lunge_flag_l > ReadAngles[3])
{
great = "";
Great5.SetActive(false);
KneeDown6.SetActive(true); //무릎을 더 굽혀주세요.
}
else if (ReadAngles[3] < 91)
{
great = "GREAT!";
Great5.SetActive(true);
KneeDown6.SetActive(false);
}
//////////////운동 횟수 카운트//////////////////
//왼쪽
if (ReadAngles[3] < 95 && workout && workout_flag >= 95)
{
Trainee_Count();
}
else
{
workout_flag = ReadAngles[3];
workout = true;
}
}
else
{
if (lunge_flag_r < 120 && ReadAngles[4] >= 91 && lunge_flag_r > ReadAngles[4])
{
great = "";
Great5.SetActive(false);
KneeDown6.SetActive(true); //무릎을 더 굽혀주세요.
}
else if (ReadAngles[4] < 91)
{
great = "GREAT!";
Great5.SetActive(true);
KneeDown6.SetActive(false);
}
//////////////운동 횟수 카운트//////////////////
//오른쪽
if (ReadAngles[4] < 95 && workout && workout_flag >= 95)
{
Trainee_Count();
}
else
{
workout_flag = ReadAngles[4];
workout = true;
}
}
lunge_flag_l = ReadAngles[3];
lunge_flag_r = ReadAngles[4];
}
//공통된 사항
if (ReadAngles[0] < 170 || ReadAngles[0] > 190)
{
spinestraight = "허리를 곧게 펴세요!";
SpineStraight4.SetActive(true);
}
else
{
spinestraight = "";
SpineStraight4.SetActive(false);
}
///////////////////////////
}
private static Color GetColorForState(Kinect.TrackingState state)
{
switch (state)
{
case Kinect.TrackingState.Tracked:
return Color.green;
case Kinect.TrackingState.Inferred:
return Color.red;
default:
return Color.black;
}
}
private static Vector3 GetVector3FromJoint(Kinect.Joint joint)
{
return new Vector3(joint.Position.X * 10, joint.Position.Y * 10, joint.Position.Z * 10);
}
public class Angles
{
public double AngleBetweenTwoVectors(Vector3 Va, Vector3 Vb)
{
double dotProduct;
Va.Normalize();
Vb.Normalize();
dotProduct = Vector3.Dot(Va, Vb);
return (double)Math.Acos(dotProduct) * (180 / Math.PI);
}
public byte[] GetVector(Kinect.Body body)
{
Vector3 SpineShoulder = new Vector3(body.Joints[Kinect.JointType.SpineShoulder].Position.X, body.Joints[Kinect.JointType.SpineShoulder].Position.Y, body.Joints[Kinect.JointType.SpineShoulder].Position.Z);
Vector3 RightShoulder = new Vector3(body.Joints[Kinect.JointType.ShoulderRight].Position.X, body.Joints[Kinect.JointType.ShoulderRight].Position.Y, body.Joints[Kinect.JointType.ShoulderRight].Position.Z);
Vector3 LeftShoulder = new Vector3(body.Joints[Kinect.JointType.ShoulderLeft].Position.X, body.Joints[Kinect.JointType.ShoulderLeft].Position.Y, body.Joints[Kinect.JointType.ShoulderLeft].Position.Z);
Vector3 RightElbow = new Vector3(body.Joints[Kinect.JointType.ElbowRight].Position.X, body.Joints[Kinect.JointType.ElbowRight].Position.Y, body.Joints[Kinect.JointType.ElbowRight].Position.Z);
Vector3 LeftElbow = new Vector3(body.Joints[Kinect.JointType.ElbowLeft].Position.X, body.Joints[Kinect.JointType.ElbowLeft].Position.Y, body.Joints[Kinect.JointType.ElbowLeft].Position.Z);
Vector3 RightWrist = new Vector3(body.Joints[Kinect.JointType.WristRight].Position.X, body.Joints[Kinect.JointType.WristRight].Position.Y, body.Joints[Kinect.JointType.WristRight].Position.Z);
Vector3 LeftWrist = new Vector3(body.Joints[Kinect.JointType.WristLeft].Position.X, body.Joints[Kinect.JointType.WristLeft].Position.Y, body.Joints[Kinect.JointType.WristLeft].Position.Z);
Vector3 UpVector = new Vector3((float)0.0, (float)1.0, (float)0.0);
//////////////////////////////////////
Vector3 SpineMid = new Vector3(body.Joints[Kinect.JointType.SpineMid].Position.X, body.Joints[Kinect.JointType.SpineMid].Position.Y, body.Joints[Kinect.JointType.SpineMid].Position.Z);
Vector3 SpineBase = new Vector3(body.Joints[Kinect.JointType.SpineBase].Position.X, body.Joints[Kinect.JointType.SpineBase].Position.Y, body.Joints[Kinect.JointType.SpineBase].Position.Z);
Vector3 HipLeft = new Vector3(body.Joints[Kinect.JointType.HipLeft].Position.X, body.Joints[Kinect.JointType.HipLeft].Position.Y, body.Joints[Kinect.JointType.HipLeft].Position.Z);
Vector3 KneeLeft = new Vector3(body.Joints[Kinect.JointType.KneeLeft].Position.X, body.Joints[Kinect.JointType.KneeLeft].Position.Y, body.Joints[Kinect.JointType.KneeLeft].Position.Z);
Vector3 AnkleLeft = new Vector3(body.Joints[Kinect.JointType.AnkleLeft].Position.X, body.Joints[Kinect.JointType.AnkleLeft].Position.Y, body.Joints[Kinect.JointType.AnkleLeft].Position.Z);
Vector3 HipRight = new Vector3(body.Joints[Kinect.JointType.HipRight].Position.X, body.Joints[Kinect.JointType.HipRight].Position.Y, body.Joints[Kinect.JointType.HipRight].Position.Z);
Vector3 KneeRight = new Vector3(body.Joints[Kinect.JointType.KneeRight].Position.X, body.Joints[Kinect.JointType.KneeRight].Position.Y, body.Joints[Kinect.JointType.KneeRight].Position.Z);
Vector3 AnkleRight = new Vector3(body.Joints[Kinect.JointType.AnkleRight].Position.X, body.Joints[Kinect.JointType.AnkleRight].Position.Y, body.Joints[Kinect.JointType.AnkleRight].Position.Z);
Vector3 FootRight = new Vector3(body.Joints[Kinect.JointType.FootRight].Position.X, body.Joints[Kinect.JointType.FootRight].Position.Y, body.Joints[Kinect.JointType.FootRight].Position.Z);
Vector3 FootLeft = new Vector3(body.Joints[Kinect.JointType.FootLeft].Position.X, body.Joints[Kinect.JointType.FootLeft].Position.Y, body.Joints[Kinect.JointType.FootLeft].Position.Z);
double StraightSpine = AngleBetweenTwoVectors(SpineShoulder - SpineMid, SpineBase - SpineMid); //스쿼트, 런지 - Joint 3개로도 가능
double AngleLeftHip = AngleBetweenTwoVectors(SpineBase - SpineShoulder, HipLeft - KneeLeft); //스쿼트, 런지
double AngleRightHip = AngleBetweenTwoVectors(SpineBase - SpineShoulder, HipRight - KneeRight); //스쿼트, 런지
//double AngleLeftKnee = AngleBetweenTwoVectors(KneeLeft - HipLeft, KneeLeft - AnkleLeft); //스쿼트, 런지, 사이드하이킥 - Joint 3개로도 가능
double AngleLeftKnee = AngleBetweenTwoVectors(HipLeft - KneeLeft, AnkleLeft - KneeLeft); //스쿼트, 런지, 사이드하이킥 - Joint 3개로도 가능
//double AngleRightKnee = AngleBetweenTwoVectors(KneeRight - HipRight, KneeRight - AnkleRight); //스쿼트, 런지, 사이드하이킥 - Joint 3개로도 가능
double AngleRightKnee = AngleBetweenTwoVectors(HipRight - KneeRight, AnkleRight - KneeRight); //스쿼트, 런지, 사이드하이킥 - Joint 3개로도 가능
double KneeToeLeft = AngleBetweenTwoVectors(AnkleLeft - FootLeft, KneeLeft - FootLeft); //스쿼트 - Joint 3개로도 가능
double KneeToeRight = AngleBetweenTwoVectors(AnkleRight - FootRight, KneeRight - FootRight); //스쿼트 - Joint 3개로도 가능
//double LeftLegUp = AngleBetweenTwoVectors(SpineMid - SpineShoulder, KneeLeft - HipLeft); //사이드 하이킥
//double RightLegUp = AngleBetweenTwoVectors(SpineMid - SpineShoulder, KneeRight - HipRight); //사이드 하이킥
double LeftLegUp = AngleBetweenTwoVectors(KneeRight - HipRight, KneeLeft - HipLeft); //사이드 하이킥
double RightLegUp = AngleBetweenTwoVectors(KneeLeft - HipLeft, KneeRight - HipRight); //사이드 하이킥
//LeftLegUp이랑 RightLegUp이랑 각도 동일
byte[] Angles = { Convert.ToByte(StraightSpine),
Convert.ToByte(AngleLeftHip), Convert.ToByte(AngleRightHip),
Convert.ToByte(AngleLeftKnee), Convert.ToByte(AngleRightKnee),
Convert.ToByte(KneeToeLeft), Convert.ToByte(KneeToeRight),
Convert.ToByte(LeftLegUp), Convert.ToByte(RightLegUp)};
return Angles;
}
}
}