Move.cs
19.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
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;
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 int trainer_i = -1;
public int trainer_j = 0;
public float[] trainer_data1;
public int[] trainer_state;
//lsy end
public Text IfSpineIsStraight;
public Text HipBalance;
public Text AngleLeftKnee;
public Text AngleRightKnee;
public Text KneeToeLeft;
public Text KneeToeRight;
public Text LeftLegUp;
public Text RightLegUp;
string hipbal, leftkneewarning, rightkneewarning, leftsidehighkick, rightsidehighkick;
//lsy
void Trainer_Run()
{
if (trainer_j >= lines.Length - 3)
{
trainer_j = 0;
return;
}
trainer_i = -1;
trainer_data1 = new float[bodyCount * jointCount * 3];
trainer_state = new int[bodyCount * jointCount];
Debug.Log("초기화");
//Thread.Sleep(5000);
for (int k = 0; k < 25; k++)
{
Debug.Log("trainer_j: " + trainer_j);
Debug.Log("test1");
Debug.Log(lines[trainer_j]);
trainer_i++;
trainer_data1[trainer_i] = float.Parse(lines[trainer_j]);
Debug.Log("test2" + trainer_i);
trainer_i++;
trainer_data1[trainer_i] = float.Parse(lines[trainer_j + 1]);
Debug.Log("test3" + trainer_i);
trainer_i++;
trainer_data1[trainer_i] = float.Parse(lines[trainer_j + 2]);
Debug.Log("test4" + trainer_i);
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;
}
Debug.Log("test4-1");
skeleton_Trainnner.dasomset_trainer(trainer_data1, trainer_state, 0, true, true);
Debug.Log("test5");
Debug.Log(trainer_i);
Debug.Log("메모라인 : " + trainer_j);
trainer_j = trainer_j + 3;
}
Debug.Log("탈출!======================================================");
}
//lsy end
void Start()
{
skeleton_Trainnner = new CharacterSkeleton(Trainnner);
skeleton_Trainnne = new CharacterSkeleton(Trainnne);
//lsy
trainer_state = new int[bodyCount * jointCount];
trainer_data1 = new float[bodyCount * jointCount * 3];
lines = File.ReadAllLines(@"..\..\New_TEXT_File.txt");
Debug.Log("읽음");
//lsy end
}
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()
{
//lsy
Trainer_Run();
//lsy end
IfSpineIsStraight.text = "허리를 곧게: Tracking";
HipBalance.text = "양쪽 힙 균형: Calculating";
AngleLeftKnee.text = "왼쪽 무릎 각도: Tracking";
AngleRightKnee.text = "오른쪽 무릎 각도: Tracking";
KneeToeLeft.text = "왼쪽 무릎과 발끝: Tracking";
KneeToeRight.text = "오른쪽 무릎과 발끝: Tracking";
LeftLegUp.text = "왼쪽 다리 들어올린 각도: Tracking";
RightLegUp.text = "오른쪽 다리 들어올린 각도: Tracking";
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;
///////////////////////////
Angles MyAngles = new Angles();
byte[] ReadAngles = MyAngles.GetVector(body);
// ReadAngles[0].ToString();
//Debug.Log("HipLeft " + ReadAngles[1].ToString());
//Debug.Log("HipRight " + ReadAngles[2].ToString());
//Debug.Log("KneeLeft " + ReadAngles[3].ToString());
//Debug.Log("KneeRight " + ReadAngles[4].ToString());
if (ReadAngles[1] - ReadAngles[2] <= 5)
{
hipbal = "양쪽 균형이 잡혀있습니다.";
}
else
{
hipbal = "양쪽 힘이 동일하지 않습니다. 균형을 잡으세요";
}
if (ReadAngles[5] > 90)
{
leftkneewarning = "왼쪽 무릎이 발끝을 넘어갔습니다.";
}
else
{
leftkneewarning = "";
}
if (ReadAngles[6] > 90)
{
rightkneewarning = "오른쪽 무릎이 발끝을 넘어갔습니다.";
}
else
{
rightkneewarning = "";
}
if (ReadAngles[7] < 45)
{
leftsidehighkick = "왼쪽 다리를 좀 더 높이 들어올리세요";
}
else
{
leftsidehighkick = "";
}
if (ReadAngles[8] < 45)
{
rightsidehighkick = "오른쪽 다리를 좀 더 높이 들어올리세요";
}
else
{
rightsidehighkick = "";
}
IfSpineIsStraight.text = "허리를 곧게: " + ReadAngles[0].ToString();
HipBalance.text = "양쪽 힙 균형: " + hipbal;
AngleLeftKnee.text = "왼쪽 무릎 각도: " + ReadAngles[3].ToString();
AngleRightKnee.text = "오른쪽 무릎 각도: " + ReadAngles[4].ToString();
KneeToeLeft.text = "올바르지 않은 자세: " + leftkneewarning;
KneeToeRight.text = "올바르지 않은 자세: " + rightkneewarning;
LeftLegUp.text = "왼쪽 다리 운동중: " + leftsidehighkick;
RightLegUp.text = "오른쪽 다리 운동중: " + rightsidehighkick;
///////////////////////////
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;
}
*/
}
}
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 AngleRightElbow = AngleBetweenTwoVectors(RightElbow - RightShoulder, RightElbow - RightWrist);
double AngleRightShoulder = AngleBetweenTwoVectors(UpVector, RightShoulder - RightElbow);
double AngleLeftElbow = AngleBetweenTwoVectors(LeftElbow - LeftShoulder, LeftElbow - LeftWrist);
double AngleLeftShoulder = AngleBetweenTwoVectors(UpVector, LeftShoulder - LeftElbow);
*/
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 AngleRightKnee = AngleBetweenTwoVectors(KneeRight - HipRight, KneeRight - AnkleRight); //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
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;
}
}
}