Louis DUFOUR 1 year ago
commit 53f080b7cf

@ -36,6 +36,7 @@
<Reference Include="Microsoft.Kinect, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35, processorArchitecture=MSIL">
<HintPath>..\packages\Microsoft.Kinect.2.0.1410.19000\lib\net45\Microsoft.Kinect.dll</HintPath>
</Reference>
<Reference Include="PresentationFramework" />
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
@ -54,6 +55,14 @@
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\KinectUtils\KinectUtils.csproj">
<Project>{2d44487e-f514-4063-9494-2af1e8c9e9c8}</Project>
<Name>KinectUtils</Name>
</ProjectReference>
<ProjectReference Include="..\LibMyGesturesBank\MyGesturesBank.csproj">
<Project>{2496DFB1-EB55-47A1-A780-211E079B289D}</Project>
<Name>MyGesturesBank</Name>
</ProjectReference>
<ProjectReference Include="..\Lib\Lib.csproj">
<Project>{0751c83e-7845-4e5f-a5d3-e11aba393aca}</Project>
<Name>Lib</Name>

@ -1,11 +1,14 @@
using Lib;
using Microsoft.Kinect;
using MyGesturesBank;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Controls;
namespace ConsoleApp
{
@ -13,6 +16,32 @@ namespace ConsoleApp
{
static void Main(string[] args)
{
KinectManager kinectManager = new KinectManager();
Canvas skeletonCanvas = null;
KinectStreamsFactory Factory = new KinectStreamsFactory(kinectManager, skeletonCanvas);
BodyImageStream CurrentKinectStream = (BodyImageStream)Factory[KinectStreams.Body];
CurrentKinectStream.Start();
PostureHandUp handUpPosture = new PostureHandUp();
PostureHandsOnHead handsOnHeadPosture = new PostureHandsOnHead();
handUpPosture.GestureRecognized += (sender, e) =>
{
Console.WriteLine("Posture Hand Up reconnue !");
};
handsOnHeadPosture.GestureRecognized += (sender, e) =>
{
Console.WriteLine("Posture Hands On Head reconnue !");
};
Body body = null;
while (true)
{
body = CurrentKinectStream.Bodies.FirstOrDefault();
if (body != null)
{
handUpPosture.TestGesture(body);
handsOnHeadPosture.TestGesture(body);
}
Thread.Sleep(50);
}
// KinectManager kinectManager = new KinectManager();
// if (kinectManager.StartSensor())
// {
@ -38,7 +67,7 @@ namespace ConsoleApp
// // Boucle pour tester les postures
// while (true)
// {
// Body body = kinectManager.GetNextBody(); // Méthode fictive pour obtenir les données du corps
// Body body = kinecManager.GetNextBody(); // Méthode fictive pour obtenir les données du corps
// if (body != null)
// {
// handUpPosture.TestGesture(body);
@ -47,7 +76,8 @@ namespace ConsoleApp
// Thread.Sleep(50); // Une petite pause pour ne pas surcharger le CPU
// }
}
//}
}
}
}

@ -3,9 +3,9 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using MyGesturesBank;
using KinectUtils;
namespace KinectUtils
namespace MyGesturesBank
{
public class AllGesturesFactory : IGestureFactory
{
@ -13,8 +13,8 @@ namespace KinectUtils
{
return new List<BaseGesture>
{
new SwipeRightHand(),
new ClapHands()
//new SwipeRightHand(),
//new ClapHands()
// Ajoutez d'autres gestes ici
};
}

@ -9,7 +9,7 @@ namespace KinectUtils
public event EventHandler GestureRecognized;
// Nom du geste - marqué comme virtual pour permettre la substitution
public string GestureName { get; protected set; }
public virtual string GestureName { get; protected set; }
// Méthode abstraite pour tester le geste
public abstract void TestGesture(Body body);

@ -7,36 +7,36 @@ using System.Threading.Tasks;
namespace KinectUtils
{
abstract class Gesture : BaseGesture
public abstract class Gesture : BaseGesture
{
public bool IsTesting { get; protected set; }
public bool IsRecognitionRunning { get; set; }
protected int MinNbOfFrames = 10; // Exemple de valeur, ajustez selon le geste
protected int MaxNbOfFrames = 50; // Exemple de valeur, ajustez selon le geste
private int mCurrentFrameCount = 0;
// public bool isRecognitionRunning { get; set; }
private int currentFrameCount = 0;
public override void TestGesture(Body body)
{
if (!IsTesting)
if (!IsRecognitionRunning)
{
if (TestInitialConditions(body))
{
IsTesting = true;
mCurrentFrameCount = 0;
IsRecognitionRunning = true;
currentFrameCount = 0;
}
}
else
{
mCurrentFrameCount++;
currentFrameCount++;
if (!TestPosture(body) || !TestRunningGesture(body) || mCurrentFrameCount > MaxNbOfFrames)
if (!TestPosture(body) || !TestRunningGesture(body) || currentFrameCount > MaxNbOfFrames)
{
IsTesting = false;
IsRecognitionRunning = false;
}
else if (TestEndConditions(body) && mCurrentFrameCount >= MinNbOfFrames)
else if (TestEndConditions(body) && currentFrameCount >= MinNbOfFrames)
{
OnGestureRecognized(body);
IsTesting = false;
IsRecognitionRunning = false;
}
}
}
@ -47,3 +47,4 @@ namespace KinectUtils
abstract protected bool TestEndConditions(Body body);
}
}

@ -1,16 +1,21 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Remoting.Messaging;
using System.Text;
using System.Threading.Tasks;
using Lib;
using Microsoft.Kinect;
namespace KinectUtils
{
public static class GestureManager
{
public static event EventHandler<GestureRecognizedEventArgs> GestureRecognized;
public static List<BaseGesture> KnownGestures = new List<BaseGesture>();
static private BodyFrameReader bodyFrameReader;
static private Body[] bodies;
static event EventHandler GestureRecognized;
static KinectManager KinectManager { get; set; }
static List<BaseGesture> KnownGestures { get; set; }
public static void AddGestures(IGestureFactory factory)
{
@ -39,7 +44,29 @@ namespace KinectUtils
static public void StartAcquiringFrames(KinectManager kinectManager)
{
throw new NotImplementedException();
bodyFrameReader = kinectManager.Sensor.BodyFrameSource.OpenReader();
bodyFrameReader.FrameArrived += Reader_BodyFrameArrived;
}
static private void Reader_BodyFrameArrived(object sender, BodyFrameArrivedEventArgs e)
{
using (var bodyframe = e.FrameReference.AcquireFrame())
{
if (bodyframe != null)
{
bodyframe.GetAndRefreshBodyData(bodies);
foreach (var body in bodies)
{
if (body.IsTracked)
{
foreach(var gesture in KnownGestures)
{
gesture.TestGesture(body);
}
}
}
}
}
}
}
}

@ -6,7 +6,7 @@ using System.Threading.Tasks;
namespace KinectUtils
{
interface IGestureFactory
public interface IGestureFactory
{
IEnumerable<BaseGesture> CreateGestures();
}

@ -52,10 +52,6 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\LibMyGesturesBank\MyGesturesBank.csproj">
<Project>{2496dfb1-eb55-47a1-a780-211e079b289d}</Project>
<Name>MyGesturesBank</Name>
</ProjectReference>
<ProjectReference Include="..\Lib\Lib.csproj">
<Project>{0751c83e-7845-4e5f-a5d3-e11aba393aca}</Project>
<Name>Lib</Name>

@ -16,7 +16,7 @@ namespace KinectUtils
if (TestPosture(body))
{
// Posture is recognized
OnGestureRecognized();
OnGestureRecognized(body);
}
}

@ -153,20 +153,22 @@ namespace Lib
if (bodyframe != null)
{
bodyframe.GetAndRefreshBodyData(this.bodies);
Canvas.Children.Clear(); // nettoyer le Canvas avant de dessiner
foreach (var body in this.bodies)
// nettoyer le Canvas avant de dessiner
if (Canvas != null)
{
if (body.IsTracked)
Canvas.Children.Clear();
foreach (var body in this.bodies)
{
// dessiner le squelette
drawskeleton(body);
if (body.IsTracked)
{
// dessiner le squelette
drawskeleton(body);
}
}
}
}
}
}
}
}
}

@ -0,0 +1,22 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using KinectUtils;
namespace MyGesturesBank
{
public class AllGesturesFactory : IGestureFactory
{
public IEnumerable<BaseGesture> CreateGestures()
{
return new List<BaseGesture>
{
new SwipeRightHand(),
//new ClapHands()
// Ajoutez d'autres gestes ici
};
}
}
}

@ -0,0 +1,44 @@
using KinectUtils;
using Microsoft.Kinect;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace LibMyGesturesBank
{
public class ClapHands : Gesture
{
protected override bool TestInitialConditions(Body body)
{
// Les conditions initiales ne sont pas strictes pour un clap, on commence donc directement avec TestPosture et TestRunningGesture
return true;
}
protected override bool TestPosture(Body body)
{
var handRight = body.Joints[JointType.HandRight].Position;
var handLeft = body.Joints[JointType.HandLeft].Position;
// Vérifie si les mains sont à une hauteur similaire et devant le corps
return Math.Abs(handRight.Y - handLeft.Y) < 0.1f && handRight.Z < 0.5f && handLeft.Z < 0.5f;
}
protected override bool TestRunningGesture(Body body)
{
var handRight = body.Joints[JointType.HandRight].Position;
var handLeft = body.Joints[JointType.HandLeft].Position;
// Vérifie si les mains se sont rencontrées au centre
return Math.Abs(handRight.X - handLeft.X) < 0.1f;
}
protected override bool TestEndConditions(Body body)
{
// Le clap est un geste instantané, donc si les conditions sont remplies une fois, le geste est considéré comme terminé
return true;
}
}
}

@ -44,6 +44,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="ClapHands.cs" />
<Compile Include="PostureHandsOnHead .cs" />
<Compile Include="PostureHandUp.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
@ -52,6 +53,10 @@
<Compile Include="TwoHandsDragon.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\KinectUtils\KinectUtils.csproj">
<Project>{2d44487e-f514-4063-9494-2af1e8c9e9c8}</Project>
<Name>KinectUtils</Name>
</ProjectReference>
<ProjectReference Include="..\Lib\Lib.csproj">
<Project>{0751c83e-7845-4e5f-a5d3-e11aba393aca}</Project>
<Name>Lib</Name>

@ -7,11 +7,13 @@ namespace MyGesturesBank
{
protected override bool TestPosture(Body body)
{
// Exemple de condition : la main droite est plus haute que l'épaule droite
return body.Joints[JointType.HandRight].Position.Y > body.Joints[JointType.ShoulderRight].Position.Y;
}
var handRight = body.Joints[JointType.HandRight].Position;
var handLeft = body.Joints[JointType.HandLeft].Position;
var head = body.Joints[JointType.Head].Position;
public override string GestureName => "Hand Up";
return handRight.Y > head.Y || handLeft.Y > head.Y;
}
}
}

@ -8,26 +8,15 @@ namespace MyGesturesBank
{
protected override bool TestPosture(Body body)
{
// Condition pour la main droite proche de la tête
bool rightHandNearHead = IsHandNearHead(body.Joints[JointType.HandRight], body.Joints[JointType.Head]);
var handRight = body.Joints[JointType.HandRight].Position;
var handLeft = body.Joints[JointType.HandLeft].Position;
var head = body.Joints[JointType.Head].Position;
// Condition pour la main gauche proche de la tête
bool leftHandNearHead = IsHandNearHead(body.Joints[JointType.HandLeft], body.Joints[JointType.Head]);
// Ajustez les seuils selon la précision souhaitée
var threshold = 0.1f; // Seuil pour ajuster la précision de la détection
return rightHandNearHead && leftHandNearHead;
return Math.Abs(handRight.Y - head.Y) < threshold && Math.Abs(handLeft.Y - head.Y) < threshold;
}
private bool IsHandNearHead(Joint hand, Joint head)
{
// Exemple de condition : la main est à moins de 30 cm de la tête
return Math.Sqrt(
Math.Pow(hand.Position.X - head.Position.X, 2) +
Math.Pow(hand.Position.Y - head.Position.Y, 2) +
Math.Pow(hand.Position.Z - head.Position.Z, 2)) < 0.3;
}
public override string GestureName => "Hands On Head";
}

@ -1,4 +1,6 @@
using System;
using KinectUtils;
using Microsoft.Kinect;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@ -6,7 +8,15 @@ using System.Threading.Tasks;
namespace MyGesturesBank
{
internal class RightHandUp
public class RightHandUp : Posture
{
protected override bool TestPosture(Body body)
{
var handRight = body.Joints[JointType.HandRight].Position;
var head = body.Joints[JointType.Head].Position;
return handRight.Y > head.Y;
}
}
}

@ -10,28 +10,50 @@ namespace MyGesturesBank
{
public class SwipeRightHand : Gesture
{
private float previousX = float.NaN;
protected override bool TestInitialConditions(Body body)
{
// Implémentez la logique pour vérifier les conditions initiales du balayage à droite
return false;
var handRight = body.Joints[JointType.HandRight].Position;
var shoulderRight = body.Joints[JointType.ShoulderRight].Position;
// Conditions initiales : main droite au niveau ou à droite de l'épaule droite, mais pas trop éloignée
return handRight.X >= shoulderRight.X && handRight.X - shoulderRight.X < 0.5f;
}
protected override bool TestPosture(Body body)
{
// Implémentez la vérification de la posture pour le balayage à droite
return false;
var handRight = body.Joints[JointType.HandRight].Position;
var head = body.Joints[JointType.Head].Position;
// La main droite ne doit pas être plus haute que la tête
return handRight.Y <= head.Y;
}
protected override bool TestRunningGesture(Body body)
{
// Implémentez la dynamique du geste de balayage à droite
var handRight = body.Joints[JointType.HandRight].Position.X;
if (!float.IsNaN(previousX))
{
// Vérifie si la main droite se déplace vers la droite
bool isMovingRight = handRight > previousX;
previousX = handRight;
return isMovingRight;
}
previousX = handRight;
return false;
}
protected override bool TestEndConditions(Body body)
{
// Vérifiez si les conditions de fin du geste de balayage à droite sont remplies
return false;
var handRight = body.Joints[JointType.HandRight].Position;
var spineBase = body.Joints[JointType.SpineBase].Position;
// Condition de fin : la main droite est bien à droite de la base de la colonne vertébrale
return handRight.X > spineBase.X + 0.5f; // Ajustez cette valeur selon le besoin
}
}

@ -1,4 +1,6 @@
using System;
using KinectUtils;
using Microsoft.Kinect;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@ -6,7 +8,16 @@ using System.Threading.Tasks;
namespace MyGesturesBank
{
internal class TwoHandsDragon
public class TwoHandsDragon : Posture
{
protected override bool TestPosture(Body body)
{
var handRight = body.Joints[JointType.HandRight].Position;
var handLeft = body.Joints[JointType.HandLeft].Position;
var head = body.Joints[JointType.Head].Position;
return handRight.Y > head.Y && handLeft.Y > head.Y;
}
}
}

Loading…
Cancel
Save