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;
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 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;
string hipbal, leftkneewarning, rightkneewarning, leftsidehighkick, rightsidehighkick;
string spinestraight, pullhipback, great;
//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 = "";
AngleRightKnee.text = "";
KneeToeLeft.text = "";
KneeToeRight.text = "";
LeftLegUp.text = "왼쪽 다리 들어올린 각도: Tracking";
RightLegUp.text = "오른쪽 다리 들어올린 각도: Tracking";
PullHipBack.text = "";
Great.text = "";
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 = "";
//hipbal = "양쪽 균형이 잡혀있습니다.";
}
else
{
hipbal = "양쪽 힘이 동일하지 않습니다. \n균형을 잡으세요!";
}
if (ReadAngles[5] > 90)
{
//leftkneewarning = "왼쪽 무릎이 발끝을 넘어갔습니다.";
pullhipback = "엉덩이를 뒤로 더 빼세요!";
}
else
{
leftkneewarning = "";
}
if (ReadAngles[6] > 90)
{
//rightkneewarning = "오른쪽 무릎이 발끝을 넘어갔습니다.";
pullhipback = "엉덩이를 뒤로 더 빼세요!";
}
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 = "";
}
if (ReadAngles[0] < 170 || ReadAngles[0] > 190)
{
spinestraight = "허리를 곧게 펴세요!";
}
else {
spinestraight = "";
}
if (ReadAngles[3] < 100 || ReadAngles[4] < 100)
{
great = "GREAT!";
}
else {
great = "";
}
IfSpineIsStraight.text =spinestraight;
HipBalance.text = 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;
PullHipBack.text = pullhipback;
LeftLegUp.text = leftsidehighkick;
RightLegUp.text = rightsidehighkick;
Great.text = great;
///////////////////////////
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;
}
}
}