我使用kinect制作游戏(pong),我可以识别一个骨架,我可以做出手势来控制左手棒,但是当我尝试玩两个玩家时,不要认出其他玩家的骨架。这是我到目前为止所做的:
private void SensorSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
Skeleton[] skeletons = new Skeleton[0];
using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
{
if (skeletonFrame != null)
{
skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
skeletonFrame.CopySkeletonDataTo(skeletons);
}
if (skeletons.Length != 0)
{
foreach (Skeleton skel in skeletons)
{
if (skel.TrackingState == SkeletonTrackingState.Tracked)
{
this.tracked(skel);
this.trackedLeft(skel);
}
}
}
}
}
public void tracked(Skeleton skeleton)
{
Joint jHandRight = skeleton.Joints[JointType.HandRight];
Joint jHipCenter = skeleton.Joints[JointType.HipCenter];
if ((jHipCenter.Position.Z - jHandRight.Position.Z) > 0.2)
{
//Consider hand raised in front of them
//System.Diagnostics.Debug.WriteLine("Hand: Raised");
//MessageBox.Show("POR FAVORRRRRRRR");
//movement[0] = false;
movement[0] = true;
movement[1] = false;
}
else
{
//Hand is lowered by the users side
//System.Diagnostics.Debug.WriteLine("Hand: Lowered");
//MessageBox.Show("A SERRRRIIIIIOOOOOOOOOOOOOO");
//movement[1] = false;
movement[1] = true;
movement[0] = false;
}
}
有人可以帮助我。
答案 0 :(得分:1)
你需要一种方法来区分骨架一和二。有关如何执行此操作,请参阅Kinect user Detection。然后,您可以将第一个和第二个玩家的骨架传递给两个不同的方法。我使用玩家ID,因为如果一帧或两帧的骨架丢失,它们的ID保持不变
int id1 = 0, id2 = 0;
...
if (skeletons.Length != 0)
{
foreach (Skeleton skel in skeletons)
{
if (skel.TrackingState == SkeletonTrackingState.Tracked)
{
if (skel.TrackingID == id1)
this.tracked(skel);
else if (skel.TrackingID == id2)
this.trackedLeft(skel);
else
{
if (id1 != 0 && id2 == 0)
id2 = skel.TrackingID;
else if (id2 != 0 && id1 == 0)
id1 = skel.TrackingID;
}
}
}
}