当我们想要将骨骼绘制到XNA中时(使用KnectSDK和C#),您必须计算两个关节之间的差异并在它们之间绘制骨骼。这是绘制骨骼的功能:
private void DrawBone(JointCollection joints, JointType startJoint, JointType endJoint)
{
Vector2 start = this.mapMethod(joints[startJoint].Position);
Vector2 end = this.mapMethod(joints[endJoint].Position);
Vector2 diff = end - start;
Vector2 scale = new Vector2(1.0f, diff.Length() / this.boneTexture.Height);
float angle = (float)Math.Atan2(diff.Y, diff.X) - MathHelper.PiOver2;
Color color = Color.LightGreen;
if (joints[startJoint].TrackingState != JointTrackingState.Tracked ||
joints[endJoint].TrackingState != JointTrackingState.Tracked)
{
color = Color.Gray;
}
this.SharedSpriteBatch.Draw(this.boneTexture, start, null, color, angle, this.boneOrigin, scale, SpriteEffects.None, 1.0f);
}
我只是想了解计算角度的方式以及角度公式的工作原理
由于
答案 0 :(得分:2)
这是计算两个向量之间角度的代码(下面的代码说明):
public class Angles
{
public double AngleBetweenTwoVectors(Vector3D vectorA, Vector3D vectorB)
{
double dotProduct = 0.0;
dotProduct = Vector3D.DotProduct(vectorA, vectorB);
return (double)Math.Acos(dotProduct)/Math.PI*180;
}
public double[] GetVector(Skeleton skeleton)
{
Vector3D ShoulderCenter = new Vector3D(skeleton.Joints[JointType.ShoulderCenter].Position.X, skeleton.Joints[JointType.ShoulderCenter].Position.Y, skeleton.Joints[JointType.ShoulderCenter].Position.Z);
Vector3D RightShoulder = new Vector3D(skeleton.Joints[JointType.ShoulderRight].Position.X, skeleton.Joints[JointType.ShoulderRight].Position.Y, skeleton.Joints[JointType.ShoulderRight].Position.Z);
Vector3D LeftShoulder = new Vector3D(skeleton.Joints[JointType.ShoulderLeft].Position.X, skeleton.Joints[JointType.ShoulderLeft].Position.Y, skeleton.Joints[JointType.ShoulderLeft].Position.Z);
Vector3D RightElbow = new Vector3D(skeleton.Joints[JointType.ElbowRight].Position.X, skeleton.Joints[JointType.ElbowRight].Position.Y, skeleton.Joints[JointType.ElbowRight].Position.Z);
Vector3D LeftElbow = new Vector3D(skeleton.Joints[JointType.ElbowLeft].Position.X, skeleton.Joints[JointType.ElbowLeft].Position.Y, skeleton.Joints[JointType.ElbowLeft].Position.Z);
Vector3D RightWrist = new Vector3D(skeleton.Joints[JointType.WristRight].Position.X, skeleton.Joints[JointType.WristRight].Position.Y, skeleton.Joints[JointType.WristRight].Position.Z);
Vector3D LeftWrist = new Vector3D(skeleton.Joints[JointType.WristLeft].Position.X, skeleton.Joints[JointType.WristLeft].Position.Y, skeleton.Joints[JointType.WristLeft].Position.Z);
/* ShoulderCenter.Normalize();
RightShoulder.Normalize();
LeftShoulder.Normalize();
RightElbow.Normalize();
LeftElbow.Normalize();
RightWrist.Normalize();
LeftWrist.Normalize();
if (skeleton.Joints[JointType.ShoulderCenter].TrackingState == JointTrackingState.Tracked) {
}
*/
double AngleRightElbow = AngleBetweenTwoVectors(RightElbow - RightShoulder, RightElbow - RightWrist);
double AngleRightShoulder = AngleBetweenTwoVectors(RightShoulder - ShoulderCenter, RightShoulder - RightElbow);
double AngleLeftElbow = AngleBetweenTwoVectors(LeftElbow - LeftShoulder, LeftElbow - LeftWrist);
double AngleLeftShoulder = AngleBetweenTwoVectors(LeftShoulder - ShoulderCenter, LeftShoulder - LeftElbow);
double[] Angles = {AngleRightElbow, AngleRightShoulder, AngleLeftElbow, AngleLeftShoulder};
return Angles;
}
}
首先,我们来看一下GetVector(Skeleton skeleton)
方法。在这个方法中,我们首先定义我们的Vector3D(对于您选择的关节)。然后我们调用方法AngleBetweenTwoVectors
并给它两个参数。
AngleBetweenTwoVectors
。
在这种方法中,我们首先要计算点积。有关点积的更多信息,请单击here。
使用点积我们可以计算角度。为此,我们只需要使用arcos()
方法。
我努力的另一件事:集会。 您需要导入:
using System.Windows.Media;
using Microsoft.Kinect;
using Microsoft.Kinect.Toolkit.Fusion;
using System.Windows.Media.Media3D;
要获得[...]。Toolkit.Fusion程序集转到"添加引用"并点击"浏览"。然后,您将从MicrosoftSDK&Knesct / Developer Toolkit v1.8.0 / Assemblies指导汇编目录。导入程序集并将其添加到项目中。