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Authored by
고다경
2020-05-30 14:46:55 +0900
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Commit
415a8f3497271cef369e5a66e62fcd0ade02cbef
415a8f34
1 parent
b9ac02dd
Rule-Based 각도 계산
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BodySourceView.cs
BodySourceView.cs
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b9ac02d
using
UnityEngine
;
using
UnityEngine.UI
;
using
System.Collections
;
using
System.Collections.Generic
;
using
Kinect
=
Windows
.
Kinect
;
using
System.IO
;
using
System
;
public
class
BodySourceView
:
MonoBehaviour
{
public
Material
BoneMaterial
;
public
Material
xbot
;
public
GameObject
BodySourceManager
;
private
Dictionary
<
ulong
,
GameObject
>
_Bodies
=
new
Dictionary
<
ulong
,
GameObject
>();
private
BodySourceManager
_BodyManager
;
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
;
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
()
{
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"
;
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.material = xbot;
/////////////////
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
;
}
int
num
=
0
;
string
str
=
""
;
private
void
RefreshBodyObject
(
Kinect
.
Body
body
,
GameObject
bodyObject
)
{
//StreamWriter sw = new StreamWriter(new FileStream("a.txt", FileMode.Create));
// sw.WriteLine("Hello");
//sw.Close();
// Debug.Log("바디트래킹됨=================" + num++);
//NewBehaviourScript.test();
// str += "바디트래킹됨=================" + num++ + "\n";
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
;
///////////////////////////
Debug
.
Log
(
body
.
Joints
[
Kinect
.
JointType
.
SpineBase
].
Position
.
X
);
if
(
body
.
Joints
[
jt
].
JointType
.
ToString
()
==
"SpineBase"
)
{
Debug
.
Log
(
sourceJoint
.
Position
.
X
);
//str += sourceJoint.Position.X;
//str += "\n";
Debug
.
Log
(
sourceJoint
.
Position
.
Y
);
//str += sourceJoint.Position.Y;
//str += "\n";
Debug
.
Log
(
sourceJoint
.
Position
.
Z
);
}
//str += body.Joints[jt].JointType;
//str += "\n";
//str += sourceJoint.Position.Z;
//str += "\n";
//Debug.Log("<<<<<<<<<<<<<<<<<");
// str += "<<<<<<<<<<<<<<<<<<<\n";
if
(
_BoneMap
.
ContainsKey
(
jt
))
{
targetJoint
=
body
.
Joints
[
_BoneMap
[
jt
]];
}
Transform
jointObj
=
bodyObject
.
transform
.
Find
(
jt
.
ToString
());
jointObj
.
localPosition
=
GetVector3FromJoint
(
sourceJoint
);
LineRenderer
lr
=
jointObj
.
GetComponent
<
LineRenderer
>();
if
(
targetJoint
.
HasValue
)
{
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
;
}
}
}
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