dwelling act 4 (live motion cap w/ kinect azure)
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace com.rfilkov.kinect
{
/// <summary>
/// This interface needs to be implemented by all Kinect gesture listeners
/// </summary>
public interface GestureListenerInterface
{
/// <summary>
/// Invoked when a new user is detected. Here you can start gesture tracking by invoking KinectManager.DetectGesture()-function.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
void UserDetected(ulong userId, int userIndex);
/// <summary>
/// Invoked when a user gets lost. All tracked gestures for this user are cleared automatically.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
void UserLost(ulong userId, int userIndex);
/// <summary>
/// Invoked when a gesture is in progress.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="gesture">Gesture type</param>
/// <param name="progress">Gesture progress [0..1]</param>
/// <param name="joint">Joint type</param>
/// <param name="screenPos">Normalized viewport position</param>
void GestureInProgress(ulong userId, int userIndex, GestureType gesture, float progress,
KinectInterop.JointType joint, Vector3 screenPos);
/// <summary>
/// Invoked if a gesture is completed.
/// </summary>
/// <returns><c>true</c>, if the gesture detection must be restarted, <c>false</c> otherwise.</returns>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="gesture">Gesture type</param>
/// <param name="joint">Joint type</param>
/// <param name="screenPos">Normalized viewport position</param>
bool GestureCompleted(ulong userId, int userIndex, GestureType gesture,
KinectInterop.JointType joint, Vector3 screenPos);
/// <summary>
/// Invoked if a gesture is cancelled.
/// </summary>
/// <returns><c>true</c>, if the gesture detection must be retarted, <c>false</c> otherwise.</returns>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
/// <param name="gesture">Gesture type</param>
/// <param name="joint">Joint type</param>
bool GestureCancelled(ulong userId, int userIndex, GestureType gesture,
KinectInterop.JointType joint);
}
/// <summary>
/// Kinect gesture types.
/// </summary>
public enum GestureType
{
None = 0,
RaiseRightHand,
RaiseLeftHand,
Psi,
Tpose,
Stop,
Wave,
SwipeLeft,
SwipeRight,
SwipeUp,
SwipeDown,
ZoomIn,
ZoomOut,
Wheel,
Jump,
Squat,
Push,
Pull,
ShoulderLeftFront,
ShoulderRightFront,
LeanLeft,
LeanRight,
LeanForward,
LeanBack,
KickLeft,
KickRight,
Run,
RaisedRightHorizontalLeftHand, // by Andrzej W
RaisedLeftHorizontalRightHand,
TouchRightElbow, // suggested by Nayden N.
TouchLeftElbow,
MoveLeft, // suggested by Indra Adi D. C
MoveRight,
Apose, // suggested by avrxpert
UserGesture1 = 101,
UserGesture2 = 102,
UserGesture3 = 103,
UserGesture4 = 104,
UserGesture5 = 105,
UserGesture6 = 106,
UserGesture7 = 107,
UserGesture8 = 108,
UserGesture9 = 109,
UserGesture10 = 110,
}
/// <summary>
/// Kinect gesture manager is the component that tracks and processes the user gestures.
/// </summary>
public class KinectGestureManager : MonoBehaviour
{
/// <summary>
/// Programmatic gesture data container.
/// </summary>
public struct GestureData
{
public ulong userId;
public GestureType gesture;
public int state;
public float timestamp;
public int joint;
public Vector3 jointPos;
public Vector3 screenPos;
public float tagFloat;
public Vector3 tagVector;
public Vector3 tagVector2;
public float progress;
public bool complete;
public bool cancelled;
public List<GestureType> checkForGestures;
public float startTrackingAtTime;
}
[Tooltip("Minimum time between gesture detections (in seconds).")]
public float minTimeBetweenGestures = 0.7f;
[Tooltip("List of the gesture listeners in the scene. If the list is empty, the available gesture listeners will be detected at the scene start up.")]
public List<MonoBehaviour> gestureListeners = new List<MonoBehaviour>();
[Tooltip("UI-Text to display the status of the currently tracked gestures.")]
public UnityEngine.UI.Text gestureDebugText;
[Tooltip("Prefab used to display the joint positions on screen.")]
public GameObject jointDebugPrefab;
// Gesture related constants, variables and functions
protected int leftHandIndex;
protected int rightHandIndex;
protected int leftFingerIndex;
protected int rightFingerIndex;
protected int leftElbowIndex;
protected int rightElbowIndex;
protected int leftShoulderIndex;
protected int rightShoulderIndex;
protected int leftClavicleIndex;
protected int rightClavicleIndex;
protected int hipCenterIndex;
protected int neckIndex;
protected int leftHipIndex;
protected int rightHipIndex;
protected int leftKneeIndex;
protected int rightKneeIndex;
protected int leftAnkleIndex;
protected int rightAnkleIndex;
// gestures data and parameters
protected Dictionary<ulong, List<KinectGestureManager.GestureData>> playerGesturesData = new Dictionary<ulong, List<KinectGestureManager.GestureData>>();
protected Dictionary<ulong, float> gesturesTrackingAtTime = new Dictionary<ulong, float>();
// transformation matrix of the primary body sensor (used to apply the sensor orientation transformation)
//protected Matrix4x4 matBodySensor = Matrix4x4.identity;
// game objects used for joint debugging
private GameObject[] debugJoints = null;
/// <summary>
/// Adds a gesture to the list of detected gestures for the specified user.
/// </summary>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
public void DetectGesture(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : new List<GestureData>();
int index = GetGestureIndex(gesture, ref gesturesData);
if (index >= 0)
{
DeleteGesture(UserId, gesture);
}
GestureData gestureData = new GestureData();
gestureData.userId = UserId;
gestureData.gesture = gesture;
gestureData.state = 0;
gestureData.joint = 0;
gestureData.progress = 0f;
gestureData.complete = false;
gestureData.cancelled = false;
gestureData.checkForGestures = new List<GestureType>();
switch (gesture)
{
case GestureType.ZoomIn:
gestureData.checkForGestures.Add(GestureType.ZoomOut);
gestureData.checkForGestures.Add(GestureType.Wheel);
break;
case GestureType.ZoomOut:
gestureData.checkForGestures.Add(GestureType.ZoomIn);
gestureData.checkForGestures.Add(GestureType.Wheel);
break;
case GestureType.Wheel:
gestureData.checkForGestures.Add(GestureType.ZoomIn);
gestureData.checkForGestures.Add(GestureType.ZoomOut);
break;
}
gesturesData.Add(gestureData);
playerGesturesData[UserId] = gesturesData;
if (!gesturesTrackingAtTime.ContainsKey(UserId))
{
gesturesTrackingAtTime[UserId] = 0f;
}
}
/// <summary>
/// Resets the gesture state for the given gesture of the specified user.
/// </summary>
/// <returns><c>true</c>, if gesture was reset, <c>false</c> otherwise.</returns>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
public bool ResetGesture(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
if (index < 0)
return false;
GestureData gestureData = gesturesData[index];
gestureData.state = 0;
gestureData.joint = 0;
gestureData.progress = 0f;
gestureData.complete = false;
gestureData.cancelled = false;
gestureData.startTrackingAtTime = Time.realtimeSinceStartup + KinectInterop.Constants.MinTimeBetweenSameGestures;
gesturesData[index] = gestureData;
playerGesturesData[UserId] = gesturesData;
return true;
}
/// <summary>
/// Resets the gesture states for all gestures of the specified user.
/// </summary>
/// <param name="UserId">User ID</param>
public void ResetPlayerGestures(ulong UserId)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
if (gesturesData != null)
{
int listSize = gesturesData.Count;
for (int i = 0; i < listSize; i++)
{
ResetGesture(UserId, gesturesData[i].gesture);
}
}
}
/// <summary>
/// Deletes the gesture for the specified user.
/// </summary>
/// <returns><c>true</c>, if gesture was deleted, <c>false</c> otherwise.</returns>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
public bool DeleteGesture(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
if (index < 0)
return false;
gesturesData.RemoveAt(index);
playerGesturesData[UserId] = gesturesData;
return true;
}
/// <summary>
/// Deletes all gestures for the specified user.
/// </summary>
/// <param name="UserId">User ID</param>
public void ClearUserGestures(ulong UserId)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
if (gesturesData != null)
{
gesturesData.Clear();
playerGesturesData[UserId] = gesturesData;
}
}
/// <summary>
/// Gets the list of gestures for the specified user.
/// </summary>
/// <returns>The gestures list.</returns>
/// <param name="UserId">User ID</param>
public List<GestureType> GetGesturesList(ulong UserId)
{
List<GestureType> list = new List<GestureType>();
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
if (gesturesData != null)
{
foreach (GestureData data in gesturesData)
list.Add(data.gesture);
}
return list;
}
/// <summary>
/// Gets the gestures count for the specified user.
/// </summary>
/// <returns>The gestures count.</returns>
/// <param name="UserId">User ID</param>
public int GetGesturesCount(ulong UserId)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
if (gesturesData != null)
{
return gesturesData.Count;
}
return 0;
}
/// <summary>
/// Gets the gesture at the specified index for the given user.
/// </summary>
/// <returns>The gesture at specified index.</returns>
/// <param name="UserId">User ID</param>
/// <param name="i">Index</param>
public GestureType GetGestureAtIndex(ulong UserId, int i)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
if (gesturesData != null)
{
if (i >= 0 && i < gesturesData.Count)
{
return gesturesData[i].gesture;
}
}
return GestureType.None;
}
/// <summary>
/// Determines whether the given gesture is in the list of gestures for the specified user.
/// </summary>
/// <returns><c>true</c> if the gesture is in the list of gestures for the specified user; otherwise, <c>false</c>.</returns>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
public bool IsTrackingGesture(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
return index >= 0;
}
/// <summary>
/// Determines whether the given gesture for the specified user is complete.
/// </summary>
/// <returns><c>true</c> if the gesture is complete; otherwise, <c>false</c>.</returns>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
/// <param name="bResetOnComplete">If set to <c>true</c>, resets the gesture state.</param>
public bool IsGestureComplete(ulong UserId, GestureType gesture, bool bResetOnComplete)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
if (index >= 0)
{
GestureData gestureData = gesturesData[index];
if (bResetOnComplete && gestureData.complete)
{
ResetPlayerGestures(UserId);
return true;
}
return gestureData.complete;
}
return false;
}
/// <summary>
/// Determines whether the given gesture for the specified user is canceled.
/// </summary>
/// <returns><c>true</c> if the gesture is canceled; otherwise, <c>false</c>.</returns>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
public bool IsGestureCancelled(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
if (index >= 0)
{
GestureData gestureData = gesturesData[index];
return gestureData.cancelled;
}
return false;
}
/// <summary>
/// Gets the progress (in range [0, 1]) of the given gesture for the specified user.
/// </summary>
/// <returns>The gesture progress.</returns>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
public float GetGestureProgress(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
if (index >= 0)
{
GestureData gestureData = gesturesData[index];
return gestureData.progress;
}
return 0f;
}
/// <summary>
/// Gets the normalized screen position of the given gesture for the specified user.
/// </summary>
/// <returns>The normalized screen position.</returns>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
public Vector3 GetGestureScreenPos(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
if (index >= 0)
{
GestureData gestureData = gesturesData[index];
return gestureData.screenPos;
}
return Vector3.zero;
}
/// <summary>
/// Gets latest gesture timestamp.
/// </summary>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
/// <returns>Latest timestamp</returns>
public float GetGestureTimestamp(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
if (index >= 0)
{
GestureData gestureData = gesturesData[index];
return gestureData.timestamp;
}
return 0f;
}
/// <summary>
/// Gets current gesture state.
/// </summary>
/// <param name="UserId">User ID</param>
/// <param name="gesture">Gesture type</param>
/// <returns>Current gesture state</returns>
public int GetGestureState(ulong UserId, GestureType gesture)
{
List<GestureData> gesturesData = playerGesturesData.ContainsKey(UserId) ? playerGesturesData[UserId] : null;
int index = gesturesData != null ? GetGestureIndex(gesture, ref gesturesData) : -1;
if (index >= 0)
{
GestureData gestureData = gesturesData[index];
return gestureData.state;
}
return 0;
}
/// <summary>
/// Locate the available gesture listeners.
/// </summary>
public void RefreshGestureListeners()
{
gestureListeners.Clear();
MonoBehaviour[] monoScripts = FindObjectsOfType<MonoBehaviour>() as MonoBehaviour[];
foreach (MonoBehaviour monoScript in monoScripts)
{
if ((monoScript is GestureListenerInterface) && monoScript.enabled)
{
//GestureListenerInterface gl = (GestureListenerInterface)monoScript;
gestureListeners.Add(monoScript);
}
}
}
/// <summary>
/// Invoked when a new user gets detected.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
public void UserWasAdded(ulong userId, int userIndex)
{
//Debug.Log("GM - UserAdded: " + userId);
//// add the gestures to be detected by all users, if any
//foreach (GestureType gesture in playerCommonGestures)
//{
// DetectGesture(userId, gesture);
//}
// notify all gesture listeners of the newly detected user
foreach (GestureListenerInterface listener in gestureListeners)
{
if (listener != null)
{
listener.UserDetected(userId, userIndex);
}
}
}
/// <summary>
/// Invoked when user was removed.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="userIndex">User index</param>
public void UserWasRemoved(ulong userId, int userIndex)
{
//Debug.Log("GM - UserRemoved: " + userId);
// notify all gesture listeners for losing this user
foreach (GestureListenerInterface listener in gestureListeners)
{
if (listener != null)
{
listener.UserLost(userId, userIndex);
}
}
// clear the user gestures
ClearUserGestures(userId);
}
/// <summary>
/// Updates the progress of the given user's gestures.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="kinectManager">Reference to the KinectManager</param>
public void UpdateUserGestures(ulong userId, KinectManager kinectManager)
{
if (!playerGesturesData.ContainsKey(userId))
return;
//Debug.Log("GM - UpdateGestures for user: " + userId);
// Check for player's gestures
CheckForGestures(userId, kinectManager);
// Check for complete gestures
List<GestureData> gesturesData = playerGesturesData[userId];
int userIndex = kinectManager.GetUserIndexById(userId);
for (int g = 0; g < gesturesData.Count; g++)
{
GestureData gestureData = gesturesData[g];
if (gestureData.complete)
{
foreach (GestureListenerInterface listener in gestureListeners)
{
if (listener != null && listener.GestureCompleted(userId, userIndex, gestureData.gesture, (KinectInterop.JointType)gestureData.joint, gestureData.screenPos))
{
ResetPlayerGestures(userId);
}
}
}
else if (gestureData.cancelled)
{
foreach (GestureListenerInterface listener in gestureListeners)
{
if (listener != null && listener.GestureCancelled(userId, userIndex, gestureData.gesture, (KinectInterop.JointType)gestureData.joint))
{
ResetGesture(userId, gestureData.gesture);
}
}
}
else if (gestureData.progress >= 0.1f)
{
foreach (GestureListenerInterface listener in gestureListeners)
{
if (listener != null)
{
listener.GestureInProgress(userId, userIndex, gestureData.gesture, gestureData.progress,
(KinectInterop.JointType)gestureData.joint, gestureData.screenPos);
}
}
}
//gesturesData[g] = gestureData;
}
}
protected void Start()
{
// locate the available gesture listeners
RefreshGestureListeners();
}
// Estimates the current state of the defined gestures
protected void CheckForGestures(ulong UserId, KinectManager kinectManager)
{
if (!playerGesturesData.ContainsKey(UserId) || !gesturesTrackingAtTime.ContainsKey(UserId))
return;
// check for gestures
if (Time.realtimeSinceStartup >= gesturesTrackingAtTime[UserId])
{
// get joint positions and tracking
int iAllJointsCount = (int)KinectInterop.JointType.Count;
bool[] playerJointsTracked = new bool[iAllJointsCount];
Vector3[] playerJointsPos = new Vector3[iAllJointsCount];
//// sensor orientation angle
//float orientAngle = kinectManager.GetPrimaryBodySensorOrientationAngle();
//Vector3 sensorOri = new Vector3(0f, 0f, orientAngle);
//matBodySensor.SetTRS(Vector3.zero, Quaternion.Euler(sensorOri), Vector3.one);
int[] aiNeededJointIndexes = GetNeededJointIndexes();
int iNeededJointsCount = aiNeededJointIndexes.Length;
if (jointDebugPrefab != null && debugJoints == null)
{
// array holding the skeleton joints
debugJoints = new GameObject[iNeededJointsCount];
for (int i = 0; i < iNeededJointsCount; i++)
{
debugJoints[i] = Instantiate(jointDebugPrefab) as GameObject;
debugJoints[i].transform.parent = transform;
debugJoints[i].name = ((KinectInterop.JointType)aiNeededJointIndexes[i]).ToString();
debugJoints[i].SetActive(false);
}
}
for (int i = 0; i < iNeededJointsCount; i++)
{
int joint = aiNeededJointIndexes[i];
if (joint >= 0)
{
playerJointsTracked[joint] = kinectManager.IsJointTracked(UserId, joint);
playerJointsPos[joint] = kinectManager.GetJointPosition(UserId, joint);
//playerJointsPos[joint] = matBodySensor.MultiplyPoint3x4(playerJointsPos[joint]); // apply sensor orientation
if(debugJoints != null)
{
debugJoints[i].transform.position = playerJointsPos[joint];
debugJoints[i].SetActive(playerJointsTracked[joint]);
}
}
}
// check for gestures
List<GestureData> gesturesData = playerGesturesData[UserId];
int listGestureSize = gesturesData.Count;
float timestampNow = Time.realtimeSinceStartup;
string sDebugGestures = string.Empty; // "Tracked Gestures:\n";
for (int g = 0; g < listGestureSize; g++)
{
GestureData gestureData = gesturesData[g];
if ((timestampNow >= gestureData.startTrackingAtTime) &&
!IsConflictingGestureInProgress(gestureData, ref gesturesData))
{
CheckForGesture(UserId, ref gestureData, Time.realtimeSinceStartup, ref playerJointsPos, ref playerJointsTracked);
gesturesData[g] = gestureData;
if (gestureData.complete)
{
gesturesTrackingAtTime[UserId] = timestampNow + minTimeBetweenGestures;
}
if (gestureDebugText && (UserId == kinectManager.GetPrimaryUserID()))
{
sDebugGestures += string.Format("{0} - state: {1}, time: {2:F1}, progress: {3}%\n",
gestureData.gesture, gestureData.state,
gestureData.timestamp,
(int)(gestureData.progress * 100 + 0.5f));
}
}
}
playerGesturesData[UserId] = gesturesData;
if (gestureDebugText && (UserId == kinectManager.GetPrimaryUserID()))
{
for (int i = 0; i < iNeededJointsCount; i++)
{
int joint = aiNeededJointIndexes[i];
sDebugGestures += string.Format("\n {0}: {1}", (KinectInterop.JointType)joint,
playerJointsTracked[joint] ? playerJointsPos[joint].ToString() : "");
}
gestureDebugText.text = sDebugGestures;
}
}
}
private bool IsConflictingGestureInProgress(GestureData gestureData, ref List<GestureData> gesturesData)
{
foreach (GestureType gesture in gestureData.checkForGestures)
{
int index = GetGestureIndex(gesture, ref gesturesData);
if (index >= 0)
{
if (gesturesData[index].progress > 0f)
return true;
}
}
return false;
}
// return the index of gesture in the list, or -1 if not found
private int GetGestureIndex(GestureType gesture, ref List<GestureData> gesturesData)
{
int listSize = gesturesData.Count;
for (int i = 0; i < listSize; i++)
{
if (gesturesData[i].gesture == gesture)
return i;
}
return -1;
}
/// <summary>
/// Gets the list of gesture joint indexes.
/// </summary>
/// <returns>The needed joint indexes.</returns>
public virtual int[] GetNeededJointIndexes()
{
leftHandIndex = (int)KinectInterop.JointType.HandLeft;
rightHandIndex = (int)KinectInterop.JointType.HandRight;
leftFingerIndex = (int)KinectInterop.JointType.HandtipLeft;
rightFingerIndex = (int)KinectInterop.JointType.HandtipRight;
leftElbowIndex = (int)KinectInterop.JointType.ElbowLeft;
rightElbowIndex = (int)KinectInterop.JointType.ElbowRight;
leftShoulderIndex = (int)KinectInterop.JointType.ShoulderLeft;
rightShoulderIndex = (int)KinectInterop.JointType.ShoulderRight;
leftClavicleIndex = (int)KinectInterop.JointType.ClavicleLeft;
rightClavicleIndex = (int)KinectInterop.JointType.ClavicleRight;
hipCenterIndex = (int)KinectInterop.JointType.Pelvis;
neckIndex = (int)KinectInterop.JointType.Neck;
leftHipIndex = (int)KinectInterop.JointType.HipLeft;
rightHipIndex = (int)KinectInterop.JointType.HipRight;
leftKneeIndex = (int)KinectInterop.JointType.KneeLeft;
rightKneeIndex = (int)KinectInterop.JointType.KneeRight;
leftAnkleIndex = (int)KinectInterop.JointType.AnkleLeft;
rightAnkleIndex = (int)KinectInterop.JointType.AnkleRight;
int[] neededJointIndexes = {
leftHandIndex, rightHandIndex, leftFingerIndex, rightFingerIndex, leftElbowIndex, rightElbowIndex, leftShoulderIndex, rightShoulderIndex,
leftClavicleIndex, rightClavicleIndex, hipCenterIndex, neckIndex,
leftHipIndex, rightHipIndex, leftKneeIndex, rightKneeIndex, leftAnkleIndex, rightAnkleIndex
};
return neededJointIndexes;
}
// sets basic parameters of the gesture data
protected void SetGestureJoint(ref GestureData gestureData, float timestamp, int joint, Vector3 jointPos)
{
gestureData.joint = joint;
gestureData.jointPos = jointPos;
gestureData.timestamp = timestamp;
gestureData.state++;
}
// marks the gesture data as cancelled gesture
protected void SetGestureCancelled(ref GestureData gestureData)
{
gestureData.state = 0;
gestureData.progress = 0f;
gestureData.cancelled = true;
}
// checks if the pose persists for the whole duration set
protected void CheckPoseComplete(ref GestureData gestureData, float timestamp, Vector3 jointPos, bool isInPose, float durationToComplete)
{
if (isInPose)
{
float timeLeft = timestamp - gestureData.timestamp;
gestureData.progress = durationToComplete > 0f ? Mathf.Clamp01(timeLeft / durationToComplete) : 1.0f;
if (timeLeft >= durationToComplete)
{
gestureData.timestamp = timestamp;
gestureData.jointPos = jointPos;
gestureData.state++;
gestureData.complete = true;
}
}
else
{
SetGestureCancelled(ref gestureData);
}
}
// sets gesture data current screen coords (useful for many gestures)
protected void SetScreenPos(ulong userId, ref GestureData gestureData, ref Vector3[] jointsPos, ref bool[] jointsTracked)
{
Vector3 handPos = jointsPos[rightHandIndex];
bool calculateCoords = false;
if (gestureData.joint == rightHandIndex)
{
if (jointsTracked[rightHandIndex] /**&& jointsTracked[rightElbowIndex] && jointsTracked[rightShoulderIndex]*/)
{
calculateCoords = true;
}
}
else if (gestureData.joint == leftHandIndex)
{
if (jointsTracked[leftHandIndex] /**&& jointsTracked[leftElbowIndex] && jointsTracked[leftShoulderIndex]*/)
{
handPos = jointsPos[leftHandIndex];
calculateCoords = true;
}
}
if (calculateCoords)
{
if (jointsTracked[hipCenterIndex] && jointsTracked[leftClavicleIndex] && jointsTracked[rightClavicleIndex] &&
jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex])
{
Vector3 shoulderCenterPos = (jointsPos[leftClavicleIndex] + jointsPos[rightClavicleIndex]) / 2f;
Vector3 shoulderToHips = shoulderCenterPos - jointsPos[hipCenterIndex];
Vector3 rightToLeft = jointsPos[rightShoulderIndex] - jointsPos[leftShoulderIndex];
gestureData.tagVector2.x = rightToLeft.x; // * 1.2f;
gestureData.tagVector2.y = shoulderToHips.y; // * 1.2f;
if (gestureData.joint == rightHandIndex)
{
gestureData.tagVector.x = jointsPos[rightShoulderIndex].x - gestureData.tagVector2.x / 2f;
gestureData.tagVector.y = jointsPos[hipCenterIndex].y;
}
else
{
gestureData.tagVector.x = jointsPos[leftShoulderIndex].x - gestureData.tagVector2.x / 2f;
gestureData.tagVector.y = jointsPos[hipCenterIndex].y;
}
}
if (gestureData.tagVector2.x != 0 && gestureData.tagVector2.y != 0)
{
Vector3 relHandPos = handPos - gestureData.tagVector;
gestureData.screenPos.x = Mathf.Clamp01(relHandPos.x / gestureData.tagVector2.x);
gestureData.screenPos.y = Mathf.Clamp01(relHandPos.y / gestureData.tagVector2.y);
}
}
}
// sets the zoom factor value as screenPos.z (for zoom-in and zoom-out gestures)
protected void SetZoomFactor(ulong userId, ref GestureData gestureData, float initialZoom, ref Vector3[] jointsPos, ref bool[] jointsTracked)
{
Vector3 vectorZooming = jointsPos[rightHandIndex] - jointsPos[leftHandIndex];
if (gestureData.tagFloat == 0f || gestureData.userId != userId)
{
gestureData.tagFloat = 0.5f; // this is 100%
}
float distZooming = vectorZooming.magnitude;
gestureData.screenPos.z = initialZoom + (distZooming / gestureData.tagFloat);
}
// sets the wheel rotation value as screenPos.z (for wheel-gesture)
protected void SetWheelRotation(ulong userId, ref GestureData gestureData, Vector3 initialPos, Vector3 currentPos)
{
float angle = Vector3.Angle(initialPos, currentPos) * Mathf.Sign(currentPos.y - initialPos.y);
gestureData.screenPos.z = angle;
}
/// <summary>
/// Estimate the state and progress of the given gesture.
/// </summary>
/// <param name="userId">User ID</param>
/// <param name="gestureData">Gesture-data structure</param>
/// <param name="timestamp">Current time</param>
/// <param name="jointsPos">Joints-position array</param>
/// <param name="jointsTracked">Joints-tracked array</param>
public virtual void CheckForGesture(ulong userId, ref GestureData gestureData, float timestamp, ref Vector3[] jointsPos, ref bool[] jointsTracked)
{
if (gestureData.complete)
return;
float bandTopY = jointsPos[rightShoulderIndex].y > jointsPos[leftShoulderIndex].y ? jointsPos[rightShoulderIndex].y : jointsPos[leftShoulderIndex].y;
float bandBotY = jointsPos[rightHipIndex].y < jointsPos[leftHipIndex].y ? jointsPos[rightHipIndex].y : jointsPos[leftHipIndex].y;
float bandCenter = (bandTopY + bandBotY) / 2f;
float bandSize = (bandTopY - bandBotY);
float gestureTop = bandCenter + bandSize * 1.2f / 2f;
float gestureBottom = bandCenter - bandSize * 1.3f / 4f;
float gestureRight = jointsPos[rightHipIndex].x;
float gestureLeft = jointsPos[leftHipIndex].x;
switch (gestureData.gesture)
{
// check for RaiseRightHand
case GestureType.RaiseRightHand:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[rightHandIndex] && jointsTracked[leftHandIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftShoulderIndex].y) > 0.1f &&
(jointsPos[leftHandIndex].y - jointsPos[leftShoulderIndex].y) < 0f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
}
break;
case 1: // gesture complete
bool isInPose = jointsTracked[rightHandIndex] && jointsTracked[leftHandIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftShoulderIndex].y) > 0.1f &&
(jointsPos[leftHandIndex].y - jointsPos[leftShoulderIndex].y) < 0f;
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, KinectInterop.Constants.PoseCompleteDuration);
break;
}
break;
// check for RaiseLeftHand
case GestureType.RaiseLeftHand:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[leftHandIndex] && jointsTracked[rightHandIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightShoulderIndex].y) > 0.1f &&
(jointsPos[rightHandIndex].y - jointsPos[rightShoulderIndex].y) < 0f)
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
}
break;
case 1: // gesture complete
bool isInPose = jointsTracked[leftHandIndex] && jointsTracked[rightHandIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightShoulderIndex].y) > 0.1f &&
(jointsPos[rightHandIndex].y - jointsPos[rightShoulderIndex].y) < 0f;
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, KinectInterop.Constants.PoseCompleteDuration);
break;
}
break;
// check for Psi
case GestureType.Psi:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[rightHandIndex] && jointsTracked[leftHandIndex] && jointsTracked[leftClavicleIndex] && jointsTracked[rightClavicleIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[rightClavicleIndex].y) > 0.1f &&
(jointsPos[leftHandIndex].y - jointsPos[leftClavicleIndex].y) > 0.1f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
}
break;
case 1: // gesture complete
bool isInPose = jointsTracked[rightHandIndex] && jointsTracked[leftHandIndex] && jointsTracked[leftClavicleIndex] && jointsTracked[rightClavicleIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[rightClavicleIndex].y) > 0.1f &&
(jointsPos[leftHandIndex].y - jointsPos[leftClavicleIndex].y) > 0.1f;
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, KinectInterop.Constants.PoseCompleteDuration);
break;
}
break;
// check for Tpose
case GestureType.Tpose:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[rightHandIndex] && jointsTracked[rightElbowIndex] && jointsTracked[rightShoulderIndex] &&
Mathf.Abs(jointsPos[rightElbowIndex].y - jointsPos[rightShoulderIndex].y) < 0.1f && // 0.07f
Mathf.Abs(jointsPos[rightHandIndex].y - jointsPos[rightElbowIndex].y) < 0.1f && // 0.7f
(jointsPos[rightElbowIndex].x - jointsPos[rightShoulderIndex].x) > 0.05f &&
jointsTracked[leftHandIndex] && jointsTracked[leftElbowIndex] && jointsTracked[leftShoulderIndex] &&
Mathf.Abs(jointsPos[leftElbowIndex].y - jointsPos[leftShoulderIndex].y) < 0.1f &&
Mathf.Abs(jointsPos[leftHandIndex].y - jointsPos[leftElbowIndex].y) < 0.1f &&
(jointsPos[leftElbowIndex].x - jointsPos[leftShoulderIndex].x) < 0.05f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
}
break;
case 1: // gesture complete
bool isInPose = jointsTracked[rightHandIndex] && jointsTracked[rightElbowIndex] && jointsTracked[rightShoulderIndex] &&
Mathf.Abs(jointsPos[rightElbowIndex].y - jointsPos[rightShoulderIndex].y) < 0.1f && // 0.7f
Mathf.Abs(jointsPos[rightHandIndex].y - jointsPos[rightElbowIndex].y) < 0.1f && // 0.7f
(jointsPos[rightElbowIndex].x - jointsPos[rightShoulderIndex].x) > 0.05f &&
jointsTracked[leftHandIndex] && jointsTracked[leftElbowIndex] && jointsTracked[leftShoulderIndex] &&
Mathf.Abs(jointsPos[leftElbowIndex].y - jointsPos[leftShoulderIndex].y) < 0.1f &&
Mathf.Abs(jointsPos[leftHandIndex].y - jointsPos[leftElbowIndex].y) < 0.1f &&
(jointsPos[leftElbowIndex].x - jointsPos[leftShoulderIndex].x) < -0.05f;
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, KinectInterop.Constants.PoseCompleteDuration);
break;
}
break;
// check for Apose
case GestureType.Apose:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[rightHandIndex] && jointsTracked[rightHipIndex] &&
Mathf.Abs(jointsPos[rightHandIndex].y - jointsPos[rightHipIndex].y) < 0.2f &&
(jointsPos[rightHandIndex].x - jointsPos[rightHipIndex].x) >= 0.3f &&
(jointsTracked[leftHandIndex] && jointsTracked[leftHipIndex] &&
Mathf.Abs(jointsPos[leftHandIndex].y - jointsPos[leftHipIndex].y) < 0.2f &&
(jointsPos[leftHandIndex].x - jointsPos[leftHipIndex].x) <= -0.3f))
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
}
break;
case 1: // gesture complete
bool isInPose = (jointsTracked[rightHandIndex] && jointsTracked[rightHipIndex] &&
Mathf.Abs(jointsPos[rightHandIndex].y - jointsPos[rightHipIndex].y) < 0.2f &&
(jointsPos[rightHandIndex].x - jointsPos[rightHipIndex].x) >= 0.3f &&
(jointsTracked[leftHandIndex] && jointsTracked[leftHipIndex] &&
Mathf.Abs(jointsPos[leftHandIndex].y - jointsPos[leftHipIndex].y) < 0.2f &&
(jointsPos[leftHandIndex].x - jointsPos[leftHipIndex].x) <= -0.3f));
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, KinectInterop.Constants.PoseCompleteDuration);
break;
}
break;
// check for Stop
case GestureType.Stop:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[rightHandIndex] && jointsTracked[rightHipIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[rightHipIndex].y) < 0.2f &&
(jointsPos[rightHandIndex].x - jointsPos[rightHipIndex].x) >= 0.4f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
}
else if (jointsTracked[leftHandIndex] && jointsTracked[leftHipIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[leftHipIndex].y) < 0.2f &&
(jointsPos[leftHandIndex].x - jointsPos[leftHipIndex].x) <= -0.4f)
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
}
break;
case 1: // gesture complete
bool isInPose = (gestureData.joint == rightHandIndex) ?
(jointsTracked[rightHandIndex] && jointsTracked[rightHipIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[rightHipIndex].y) < 0.2f &&
(jointsPos[rightHandIndex].x - jointsPos[rightHipIndex].x) >= 0.4f) :
(jointsTracked[leftHandIndex] && jointsTracked[leftHipIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[leftHipIndex].y) < 0.2f &&
(jointsPos[leftHandIndex].x - jointsPos[leftHipIndex].x) <= -0.4f);
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, KinectInterop.Constants.PoseCompleteDuration);
break;
}
break;
// check for raised right hand & horizontal left hand
case GestureType.RaisedRightHorizontalLeftHand:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[rightHandIndex] && jointsTracked[rightShoulderIndex] && // check right hand is straight up
(jointsPos[rightHandIndex].y - jointsPos[rightShoulderIndex].y) > 0.5f && // ensure right hand is higher than shoulder
Mathf.Abs(jointsPos[rightHandIndex].z - jointsPos[rightShoulderIndex].z) < 0.35f && // ensue hand is vertical straight enough
Mathf.Abs(jointsPos[rightHandIndex].x - jointsPos[rightShoulderIndex].x) < 0.35f && // ensue hand is vertical straight enough
jointsTracked[leftHandIndex] && jointsTracked[leftShoulderIndex] && // check left hand is straight flat
Mathf.Abs(jointsPos[leftHandIndex].y - jointsPos[leftShoulderIndex].y) < 0.25f && // ensure hand and shoulder are on close height
(jointsPos[leftHandIndex] - jointsPos[leftShoulderIndex]).sqrMagnitude > 0.25f) // ensure hand and shoulder are horizontal straight enough
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
}
break;
case 1: // gesture complete
bool isInPose = jointsTracked[rightHandIndex] && jointsTracked[rightShoulderIndex] && // check right hand is straight up
(jointsPos[rightHandIndex].y - jointsPos[rightShoulderIndex].y) > 0.5f && // ensure right hand is higher than shoulder
Mathf.Abs(jointsPos[rightHandIndex].z - jointsPos[rightShoulderIndex].z) < 0.35f && // ensue hand is vertical straight enough
Mathf.Abs(jointsPos[rightHandIndex].x - jointsPos[rightShoulderIndex].x) < 0.35f && // ensue hand is vertical straight enough
jointsTracked[leftHandIndex] && jointsTracked[leftShoulderIndex] && // check left hand is straight flat
Mathf.Abs(jointsPos[leftHandIndex].y - jointsPos[leftShoulderIndex].y) < 0.25f && // ensure hand and shoulder are on close height
(jointsPos[leftHandIndex] - jointsPos[leftShoulderIndex]).sqrMagnitude > 0.25f; // ensure hand and shoulder are horizontal straight enough
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, KinectInterop.Constants.PoseCompleteDuration);
break;
}
break;
// check for raised left hand & horizontal right hand
case GestureType.RaisedLeftHorizontalRightHand:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[leftHandIndex] && jointsTracked[leftShoulderIndex] && // check left hand is straight up
(jointsPos[leftHandIndex].y - jointsPos[leftShoulderIndex].y) > 0.5f && // ensure left hand is higher than shoulder
Mathf.Abs(jointsPos[leftHandIndex].z - jointsPos[leftShoulderIndex].z) < 0.35f && // ensue hand is vertical straight enough
Mathf.Abs(jointsPos[leftHandIndex].x - jointsPos[leftShoulderIndex].x) < 0.35f && // ensue hand is vertical straight enough
jointsTracked[rightHandIndex] && jointsTracked[rightShoulderIndex] && // check right hand is straight flat
Mathf.Abs(jointsPos[rightHandIndex].y - jointsPos[rightShoulderIndex].y) < 0.25f && // ensure hand and shoulder are on close height
(jointsPos[rightHandIndex] - jointsPos[rightShoulderIndex]).sqrMagnitude > 0.25f) // ensure hand and shoulder are horizontal straight enough
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
}
break;
case 1: // gesture complete
bool isInPose = jointsTracked[leftHandIndex] && jointsTracked[leftShoulderIndex] && // check left hand is straight up
(jointsPos[leftHandIndex].y - jointsPos[leftShoulderIndex].y) > 0.5f && // ensure left hand is higher than shoulder
Mathf.Abs(jointsPos[leftHandIndex].z - jointsPos[leftShoulderIndex].z) < 0.35f && // ensue hand is vertical straight enough
Mathf.Abs(jointsPos[leftHandIndex].x - jointsPos[leftShoulderIndex].x) < 0.35f && // ensue hand is vertical straight enough
jointsTracked[rightHandIndex] && jointsTracked[rightShoulderIndex] && // check right hand is straight flat
Mathf.Abs(jointsPos[rightHandIndex].y - jointsPos[rightShoulderIndex].y) < 0.25f && // ensure hand and shoulder are on close height
(jointsPos[rightHandIndex] - jointsPos[rightShoulderIndex]).sqrMagnitude > 0.25f; // ensure hand and shoulder are horizontal straight enough
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, KinectInterop.Constants.PoseCompleteDuration);
break;
}
break;
// check for TouchedRightElbow
case GestureType.TouchRightElbow:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[leftFingerIndex] && jointsTracked[rightElbowIndex] &&
Vector3.Distance(jointsPos[leftFingerIndex], jointsPos[rightElbowIndex]) <= 0.12f)
{
SetGestureJoint(ref gestureData, timestamp, leftFingerIndex, jointsPos[leftFingerIndex]);
}
//Debug.Log ("TRE0 - Distance: " + Vector3.Distance(jointsPos[leftFingerIndex], jointsPos[rightElbowIndex]));
break;
case 1: // gesture complete
bool isInPose = jointsTracked[leftFingerIndex] && jointsTracked[rightElbowIndex] &&
Vector3.Distance(jointsPos[leftFingerIndex], jointsPos[rightElbowIndex]) <= 0.12f;
//Debug.Log ("TRE1 - Distance: " + Vector3.Distance(jointsPos[leftFingerIndex], jointsPos[rightElbowIndex]) + ", progress: " + gestureData.progress);
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 1.5f /**KinectInterop.Constants.PoseCompleteDuration*/);
break;
}
break;
// check for TouchedLeftElbow
case GestureType.TouchLeftElbow:
switch (gestureData.state)
{
case 0: // gesture detection
if (jointsTracked[rightFingerIndex] && jointsTracked[leftElbowIndex] &&
Vector3.Distance(jointsPos[rightFingerIndex], jointsPos[leftElbowIndex]) <= 0.12f)
{
SetGestureJoint(ref gestureData, timestamp, rightFingerIndex, jointsPos[rightFingerIndex]);
}
//Debug.Log ("TLE0 - Distance: " + Vector3.Distance(jointsPos[rightFingerIndex], jointsPos[leftElbowIndex]));
break;
case 1: // gesture complete
bool isInPose = jointsTracked[rightFingerIndex] && jointsTracked[leftElbowIndex] &&
Vector3.Distance(jointsPos[rightFingerIndex], jointsPos[leftElbowIndex]) <= 0.12f;
//Debug.Log ("TLE1- Distance: " + Vector3.Distance(jointsPos[rightFingerIndex], jointsPos[leftElbowIndex]));
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 1.5f /**KinectInterop.Constants.PoseCompleteDuration*/);
break;
}
break;
// check for Wave
case GestureType.Wave:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[rightHandIndex] && jointsTracked[rightElbowIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[rightElbowIndex].y) > 0.1f &&
(jointsPos[rightHandIndex].x - jointsPos[rightElbowIndex].x) > 0.05f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.progress = 0.3f;
}
else if (jointsTracked[leftHandIndex] && jointsTracked[leftElbowIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[leftElbowIndex].y) > 0.1f &&
(jointsPos[leftHandIndex].x - jointsPos[leftElbowIndex].x) < -0.05f)
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
gestureData.progress = 0.3f;
}
break;
case 1: // gesture - phase 2
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = gestureData.joint == rightHandIndex ?
jointsTracked[rightHandIndex] && jointsTracked[rightElbowIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[rightElbowIndex].y) > 0.1f &&
(jointsPos[rightHandIndex].x - jointsPos[rightElbowIndex].x) < -0.05f :
jointsTracked[leftHandIndex] && jointsTracked[leftElbowIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[leftElbowIndex].y) > 0.1f &&
(jointsPos[leftHandIndex].x - jointsPos[leftElbowIndex].x) > 0.05f;
if (isInPose)
{
gestureData.timestamp = timestamp;
gestureData.state++;
gestureData.progress = 0.7f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
case 2: // gesture phase 3 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = gestureData.joint == rightHandIndex ?
jointsTracked[rightHandIndex] && jointsTracked[rightElbowIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[rightElbowIndex].y) > 0.1f &&
(jointsPos[rightHandIndex].x - jointsPos[rightElbowIndex].x) > 0.05f :
jointsTracked[leftHandIndex] && jointsTracked[leftElbowIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[leftElbowIndex].y) > 0.1f &&
(jointsPos[leftHandIndex].x - jointsPos[leftElbowIndex].x) < -0.05f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for SwipeLeft
case GestureType.SwipeLeft:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[rightHandIndex].y >= gestureBottom && jointsPos[rightHandIndex].y <= gestureTop &&
jointsPos[rightHandIndex].x >= gestureRight /**&& jointsPos[rightHandIndex].x > gestureLeft*/)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.progress = 0.1f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) <= 1.0f)
{
bool isInPose = jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[rightHandIndex].y >= gestureBottom && jointsPos[rightHandIndex].y <= gestureTop &&
jointsPos[rightHandIndex].x <= gestureLeft;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
else if (jointsPos[rightHandIndex].x <= gestureRight)
{
float gestureSize = gestureRight - gestureLeft;
gestureData.progress = gestureSize > 0.01f ? (gestureRight - jointsPos[rightHandIndex].x) / gestureSize : 0f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for SwipeRight
case GestureType.SwipeRight:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[leftHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[leftHandIndex].y >= gestureBottom && jointsPos[leftHandIndex].y <= gestureTop &&
jointsPos[leftHandIndex].x <= gestureLeft /**&& jointsPos[leftHandIndex].x < gestureRight*/)
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
gestureData.progress = 0.1f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) <= 1.0f)
{
bool isInPose = jointsTracked[leftHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[leftHandIndex].y >= gestureBottom && jointsPos[leftHandIndex].y <= gestureTop &&
jointsPos[leftHandIndex].x >= gestureRight;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
else if (jointsPos[leftHandIndex].x >= gestureLeft)
{
float gestureSize = gestureRight - gestureLeft;
gestureData.progress = gestureSize > 0.01f ? (jointsPos[leftHandIndex].x - gestureLeft) / gestureSize : 0f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for SwipeUp
case GestureType.SwipeUp:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[rightHandIndex] && jointsTracked[leftElbowIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftElbowIndex].y) < 0f &&
(jointsPos[rightHandIndex].y - (jointsPos[leftElbowIndex].y + jointsPos[leftHandIndex].y) / 2f) > 0f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.progress = 0.5f;
}
else if (jointsTracked[leftHandIndex] && jointsTracked[rightElbowIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightElbowIndex].y) < 0f &&
(jointsPos[leftHandIndex].y -( jointsPos[rightElbowIndex].y + jointsPos[rightHandIndex].y) / 2f) > 0f)
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = gestureData.joint == rightHandIndex ?
jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftShoulderIndex].y) > -0.05f &&
Mathf.Abs(jointsPos[rightHandIndex].x - gestureData.jointPos.x) <= 0.15f :
jointsTracked[leftHandIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightShoulderIndex].y) > -0.05f &&
Mathf.Abs(jointsPos[leftHandIndex].x - gestureData.jointPos.x) <= 0.15f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for SwipeDown
case GestureType.SwipeDown:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftShoulderIndex].y) >= -0.05f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.progress = 0.5f;
}
else if (jointsTracked[leftHandIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightShoulderIndex].y) >= -0.05f)
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = gestureData.joint == rightHandIndex ?
jointsTracked[rightHandIndex] && jointsTracked[leftElbowIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftElbowIndex].y) < 0f &&
Mathf.Abs(jointsPos[rightHandIndex].x - gestureData.jointPos.x) <= 0.15f :
jointsTracked[leftHandIndex] && jointsTracked[rightElbowIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightElbowIndex].y) < 0f &&
Mathf.Abs(jointsPos[leftHandIndex].x - gestureData.jointPos.x) <= 0.15f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for ZoomIn
case GestureType.ZoomIn:
Vector3 vectorZoomOut = (Vector3)jointsPos[rightHandIndex] - jointsPos[leftHandIndex];
float distZoomOut = vectorZoomOut.magnitude;
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[leftHandIndex] && jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[leftHandIndex].y >= gestureBottom && jointsPos[leftHandIndex].y <= gestureTop &&
jointsPos[rightHandIndex].y >= gestureBottom && jointsPos[rightHandIndex].y <= gestureTop &&
distZoomOut < 0.3f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.tagVector = Vector3.right;
gestureData.tagFloat = 0f;
gestureData.progress = 0.3f;
}
break;
case 1: // gesture phase 2 = zooming
if ((timestamp - gestureData.timestamp) < 1.0f)
{
float angleZoomOut = Vector3.Angle(gestureData.tagVector, vectorZoomOut) * Mathf.Sign(vectorZoomOut.y - gestureData.tagVector.y);
bool isInPose = jointsTracked[leftHandIndex] && jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[leftHandIndex].y >= gestureBottom && jointsPos[leftHandIndex].y <= gestureTop &&
jointsPos[rightHandIndex].y >= gestureBottom && jointsPos[rightHandIndex].y <= gestureTop &&
distZoomOut < 1.5f && Mathf.Abs(angleZoomOut) < 20f;
if (isInPose)
{
SetZoomFactor(userId, ref gestureData, 1.0f, ref jointsPos, ref jointsTracked);
gestureData.timestamp = timestamp;
gestureData.progress = 0.7f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for ZoomOut
case GestureType.ZoomOut:
Vector3 vectorZoomIn = (Vector3)jointsPos[rightHandIndex] - jointsPos[leftHandIndex];
float distZoomIn = vectorZoomIn.magnitude;
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[leftHandIndex] && jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[leftHandIndex].y >= gestureBottom && jointsPos[leftHandIndex].y <= gestureTop &&
jointsPos[rightHandIndex].y >= gestureBottom && jointsPos[rightHandIndex].y <= gestureTop &&
distZoomIn >= 0.7f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.tagVector = Vector3.right;
gestureData.tagFloat = distZoomIn;
gestureData.progress = 0.3f;
}
break;
case 1: // gesture phase 2 = zooming
if ((timestamp - gestureData.timestamp) < 1.0f)
{
float angleZoomIn = Vector3.Angle(gestureData.tagVector, vectorZoomIn) * Mathf.Sign(vectorZoomIn.y - gestureData.tagVector.y);
bool isInPose = jointsTracked[leftHandIndex] && jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[leftHandIndex].y >= gestureBottom && jointsPos[leftHandIndex].y <= gestureTop &&
jointsPos[rightHandIndex].y >= gestureBottom && jointsPos[rightHandIndex].y <= gestureTop &&
distZoomIn >= 0.2f && Mathf.Abs(angleZoomIn) < 20f;
if (isInPose)
{
SetZoomFactor(userId, ref gestureData, 0.0f, ref jointsPos, ref jointsTracked);
gestureData.timestamp = timestamp;
gestureData.progress = 0.7f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for Wheel
case GestureType.Wheel:
Vector3 vectorWheel = (Vector3)jointsPos[rightHandIndex] - jointsPos[leftHandIndex];
float distWheel = vectorWheel.magnitude;
// Debug.Log(string.Format("{0}. Dist: {1:F1}, Tag: {2:F1}, Diff: {3:F1}", gestureData.state,
// distWheel, gestureData.tagFloat, Mathf.Abs(distWheel - gestureData.tagFloat)));
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[leftHandIndex] && jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[leftHandIndex].y >= gestureBottom && jointsPos[leftHandIndex].y <= gestureTop &&
jointsPos[rightHandIndex].y >= gestureBottom && jointsPos[rightHandIndex].y <= gestureTop &&
distWheel >= 0.3f && distWheel < 0.7f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.tagVector = Vector3.right;
gestureData.tagFloat = distWheel;
gestureData.progress = 0.3f;
}
break;
case 1: // gesture phase 2 = rotating
if ((timestamp - gestureData.timestamp) < 0.5f)
{
float angle = Vector3.Angle(gestureData.tagVector, vectorWheel) * Mathf.Sign(vectorWheel.y - gestureData.tagVector.y);
bool isInPose = jointsTracked[leftHandIndex] && jointsTracked[rightHandIndex] && jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] &&
jointsTracked[leftHipIndex] && jointsTracked[rightHipIndex] &&
jointsPos[leftHandIndex].y >= gestureBottom && jointsPos[leftHandIndex].y <= gestureTop &&
jointsPos[rightHandIndex].y >= gestureBottom && jointsPos[rightHandIndex].y <= gestureTop &&
distWheel >= 0.3f && distWheel < 0.7f &&
Mathf.Abs(distWheel - gestureData.tagFloat) < 0.1f;
if (isInPose)
{
//SetWheelRotation(userId, ref gestureData, gestureData.tagVector, vectorWheel);
gestureData.screenPos.z = angle; // wheel angle
gestureData.timestamp = timestamp;
gestureData.tagFloat = distWheel;
gestureData.progress = 0.7f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for Jump
case GestureType.Jump:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[hipCenterIndex] &&
(jointsPos[hipCenterIndex].y > 0.6f) && (jointsPos[hipCenterIndex].y < 1.2f))
{
SetGestureJoint(ref gestureData, timestamp, hipCenterIndex, jointsPos[hipCenterIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = jointsTracked[hipCenterIndex] &&
(jointsPos[hipCenterIndex].y - gestureData.jointPos.y) > 0.15f &&
Mathf.Abs(jointsPos[hipCenterIndex].x - gestureData.jointPos.x) < 0.2f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for Squat
case GestureType.Squat:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[hipCenterIndex] &&
(jointsPos[hipCenterIndex].y <= 0.7f))
{
SetGestureJoint(ref gestureData, timestamp, hipCenterIndex, jointsPos[hipCenterIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = jointsTracked[hipCenterIndex] &&
(jointsPos[hipCenterIndex].y - gestureData.jointPos.y) < -0.15f &&
Mathf.Abs(jointsPos[hipCenterIndex].x - gestureData.jointPos.x) < 0.2f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for Push
case GestureType.Push:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[rightHandIndex] && jointsTracked[leftElbowIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftElbowIndex].y) > -0.1f &&
Mathf.Abs(jointsPos[rightHandIndex].x - jointsPos[rightShoulderIndex].x) < 0.2f &&
(jointsPos[rightHandIndex].z - jointsPos[leftElbowIndex].z) < -0.2f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.progress = 0.5f;
}
else if (jointsTracked[leftHandIndex] && jointsTracked[rightElbowIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightElbowIndex].y) > -0.1f &&
Mathf.Abs(jointsPos[leftHandIndex].x - jointsPos[leftShoulderIndex].x) < 0.2f &&
(jointsPos[leftHandIndex].z - jointsPos[rightElbowIndex].z) < -0.2f)
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = gestureData.joint == rightHandIndex ?
jointsTracked[rightHandIndex] && jointsTracked[leftElbowIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftElbowIndex].y) > -0.1f &&
Mathf.Abs(jointsPos[rightHandIndex].x - gestureData.jointPos.x) < 0.2f &&
(jointsPos[rightHandIndex].z - gestureData.jointPos.z) < -0.2f :
jointsTracked[leftHandIndex] && jointsTracked[rightElbowIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightElbowIndex].y) > -0.1f &&
Mathf.Abs(jointsPos[leftHandIndex].x - gestureData.jointPos.x) < 0.2f &&
(jointsPos[leftHandIndex].z - gestureData.jointPos.z) < -0.2f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for Pull
case GestureType.Pull:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[rightHandIndex] && jointsTracked[leftElbowIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftElbowIndex].y) > -0.1f &&
Mathf.Abs(jointsPos[rightHandIndex].x - jointsPos[rightShoulderIndex].x) < 0.2f &&
(jointsPos[rightHandIndex].z - jointsPos[leftElbowIndex].z) < -0.3f)
{
SetGestureJoint(ref gestureData, timestamp, rightHandIndex, jointsPos[rightHandIndex]);
gestureData.progress = 0.5f;
}
else if (jointsTracked[leftHandIndex] && jointsTracked[rightElbowIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightElbowIndex].y) > -0.1f &&
Mathf.Abs(jointsPos[leftHandIndex].x - jointsPos[leftShoulderIndex].x) < 0.2f &&
(jointsPos[leftHandIndex].z - jointsPos[rightElbowIndex].z) < -0.3f)
{
SetGestureJoint(ref gestureData, timestamp, leftHandIndex, jointsPos[leftHandIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = gestureData.joint == rightHandIndex ?
jointsTracked[rightHandIndex] && jointsTracked[leftElbowIndex] && jointsTracked[rightShoulderIndex] &&
(jointsPos[rightHandIndex].y - jointsPos[leftElbowIndex].y) > -0.1f &&
Mathf.Abs(jointsPos[rightHandIndex].x - gestureData.jointPos.x) < 0.2f &&
(jointsPos[rightHandIndex].z - gestureData.jointPos.z) > 0.25f :
jointsTracked[leftHandIndex] && jointsTracked[rightElbowIndex] && jointsTracked[leftShoulderIndex] &&
(jointsPos[leftHandIndex].y - jointsPos[rightElbowIndex].y) > -0.1f &&
Mathf.Abs(jointsPos[leftHandIndex].x - gestureData.jointPos.x) < 0.2f &&
(jointsPos[leftHandIndex].z - gestureData.jointPos.z) > 0.25f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for ShoulderLeftFron
case GestureType.ShoulderLeftFront:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] && jointsTracked[leftHipIndex] &&
(jointsPos[rightShoulderIndex].z - jointsPos[leftHipIndex].z) < 0f &&
(jointsPos[rightShoulderIndex].z - jointsPos[leftShoulderIndex].z) > -0.15f)
{
SetGestureJoint(ref gestureData, timestamp, rightShoulderIndex, jointsPos[rightShoulderIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] && jointsTracked[leftHipIndex] &&
(jointsPos[rightShoulderIndex].z - jointsPos[leftShoulderIndex].z) < -0.2f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for ShoulderRightFront
case GestureType.ShoulderRightFront:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] && jointsTracked[rightHipIndex] &&
(jointsPos[leftShoulderIndex].z - jointsPos[rightHipIndex].z) < 0f &&
(jointsPos[leftShoulderIndex].z - jointsPos[rightShoulderIndex].z) > -0.15f)
{
SetGestureJoint(ref gestureData, timestamp, leftShoulderIndex, jointsPos[leftShoulderIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = jointsTracked[leftShoulderIndex] && jointsTracked[rightShoulderIndex] && jointsTracked[rightHipIndex] &&
(jointsPos[leftShoulderIndex].z - jointsPos[rightShoulderIndex].z) < -0.2f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for LeanLeft
case GestureType.LeanLeft:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1 (right shoulder is left of the right hip, means leaning left)
if (jointsTracked[rightShoulderIndex] && jointsTracked[rightHipIndex] && jointsTracked[neckIndex] &&
(jointsPos[rightShoulderIndex].x - jointsPos[rightHipIndex].x) < 0f)
{
SetGestureJoint(ref gestureData, timestamp, rightShoulderIndex, jointsPos[rightShoulderIndex]);
gestureData.progress = 0.3f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 0.5f)
{
// check if right shoulder is still left of the right hip (leaning left)
bool isInPose = jointsTracked[rightShoulderIndex] && jointsTracked[rightHipIndex] && jointsTracked[neckIndex] &&
(jointsPos[rightShoulderIndex].x - jointsPos[rightHipIndex].x) < 0f;
if (isInPose)
{
// calculate lean angle
Vector3 vSpineLL = jointsPos[neckIndex] - jointsPos[hipCenterIndex];
gestureData.screenPos.z = Vector3.Angle(Vector3.up, vSpineLL);
gestureData.timestamp = timestamp;
gestureData.progress = 0.7f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for LeanRight
case GestureType.LeanRight:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1 (left shoulder is right of the left hip, means leaning right)
if (jointsTracked[leftShoulderIndex] && jointsTracked[leftHipIndex] && jointsTracked[neckIndex] &&
(jointsPos[leftShoulderIndex].x - jointsPos[leftHipIndex].x) > 0f)
{
SetGestureJoint(ref gestureData, timestamp, leftShoulderIndex, jointsPos[leftShoulderIndex]);
gestureData.progress = 0.3f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 0.5f)
{
// check if left shoulder is still right of the left hip (leaning right)
bool isInPose = jointsTracked[leftShoulderIndex] && jointsTracked[leftHipIndex] && jointsTracked[neckIndex] &&
(jointsPos[leftShoulderIndex].x - jointsPos[leftHipIndex].x) > 0f;
if (isInPose)
{
// calculate lean angle
Vector3 vSpineLR = jointsPos[neckIndex] - jointsPos[hipCenterIndex];
gestureData.screenPos.z = Vector3.Angle(Vector3.up, vSpineLR);
gestureData.timestamp = timestamp;
gestureData.progress = 0.7f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for LeanForward
case GestureType.LeanForward:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1 (shoulder center in front of hip center, means leaning forward)
if (jointsTracked[neckIndex] && jointsTracked[hipCenterIndex] &&
(jointsPos[neckIndex].z - jointsPos[hipCenterIndex].z) < -0.1f)
{
SetGestureJoint(ref gestureData, timestamp, neckIndex, jointsPos[neckIndex]);
gestureData.progress = 0.3f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 0.5f)
{
// check if shoulder center is still in front of the hip center (leaning forward)
bool isInPose = jointsTracked[neckIndex] && jointsTracked[hipCenterIndex] &&
(jointsPos[neckIndex].z - jointsPos[leftHipIndex].z) < -0.1f;
if (isInPose)
{
// calculate lean angle
Vector3 vSpineLL = jointsPos[neckIndex] - jointsPos[hipCenterIndex];
gestureData.screenPos.z = Vector3.Angle(Vector3.up, vSpineLL);
gestureData.timestamp = timestamp;
gestureData.progress = 0.7f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for LeanBack
case GestureType.LeanBack:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1 (shoulder center behind hip center, means leaning back)
if (jointsTracked[neckIndex] && jointsTracked[hipCenterIndex] &&
(jointsPos[neckIndex].z - jointsPos[hipCenterIndex].z) > 0.1f)
{
SetGestureJoint(ref gestureData, timestamp, neckIndex, jointsPos[neckIndex]);
gestureData.progress = 0.3f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 0.5f)
{
// check if shoulder center is still behind of the hip center (leaning back)
bool isInPose = jointsTracked[neckIndex] && jointsTracked[hipCenterIndex] &&
(jointsPos[neckIndex].z - jointsPos[leftHipIndex].z) > 0.1f;
if (isInPose)
{
// calculate lean angle
Vector3 vSpineLR = jointsPos[neckIndex] - jointsPos[hipCenterIndex];
gestureData.screenPos.z = Vector3.Angle(Vector3.up, vSpineLR);
gestureData.timestamp = timestamp;
gestureData.progress = 0.7f;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for KickLeft
case GestureType.KickLeft:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[leftAnkleIndex] && jointsTracked[rightAnkleIndex] && jointsTracked[leftHipIndex] &&
(jointsPos[leftAnkleIndex].z - jointsPos[leftHipIndex].z) < 0f &&
(jointsPos[leftAnkleIndex].z - jointsPos[rightAnkleIndex].z) > -0.2f)
{
SetGestureJoint(ref gestureData, timestamp, leftAnkleIndex, jointsPos[leftAnkleIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = jointsTracked[leftAnkleIndex] && jointsTracked[rightAnkleIndex] && jointsTracked[leftHipIndex] &&
(jointsPos[leftAnkleIndex].z - jointsPos[rightAnkleIndex].z) < -0.4f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for KickRight
case GestureType.KickRight:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[leftAnkleIndex] && jointsTracked[rightAnkleIndex] && jointsTracked[rightHipIndex] &&
(jointsPos[rightAnkleIndex].z - jointsPos[rightHipIndex].z) < 0f &&
(jointsPos[rightAnkleIndex].z - jointsPos[leftAnkleIndex].z) > -0.2f)
{
SetGestureJoint(ref gestureData, timestamp, rightAnkleIndex, jointsPos[rightAnkleIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = jointsTracked[leftAnkleIndex] && jointsTracked[rightAnkleIndex] && jointsTracked[rightHipIndex] &&
(jointsPos[rightAnkleIndex].z - jointsPos[leftAnkleIndex].z) < -0.4f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
case GestureType.Run:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
// check if the left knee is up
if (jointsTracked[leftKneeIndex] && jointsTracked[rightKneeIndex] &&
(jointsPos[leftKneeIndex].y - jointsPos[rightKneeIndex].y) > 0.1f)
{
SetGestureJoint(ref gestureData, timestamp, leftKneeIndex, jointsPos[leftKneeIndex]);
gestureData.progress = 0.3f;
}
break;
case 1: // gesture complete
if ((timestamp - gestureData.timestamp) < 1.0f)
{
// check if the right knee is up
bool isInPose = jointsTracked[rightKneeIndex] && jointsTracked[leftKneeIndex] &&
(jointsPos[rightKneeIndex].y - jointsPos[leftKneeIndex].y) > 0.1f;
if (isInPose)
{
// go to state 2
gestureData.timestamp = timestamp;
gestureData.progress = 0.7f;
gestureData.state = 2;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
case 2: // gesture complete
if ((timestamp - gestureData.timestamp) < 1.0f)
{
// check if the left knee is up again
bool isInPose = jointsTracked[leftKneeIndex] && jointsTracked[rightKneeIndex] &&
(jointsPos[leftKneeIndex].y - jointsPos[rightKneeIndex].y) > 0.1f;
if (isInPose)
{
// go back to state 1
gestureData.timestamp = timestamp;
gestureData.progress = 0.8f;
gestureData.state = 1;
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for MoveLeft
case GestureType.MoveLeft:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[hipCenterIndex])
{
SetGestureJoint(ref gestureData, timestamp, hipCenterIndex, jointsPos[hipCenterIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = jointsTracked[hipCenterIndex] &&
(jointsPos[hipCenterIndex].x - gestureData.jointPos.x) < -0.25f &&
Mathf.Abs(jointsPos[hipCenterIndex].z - gestureData.jointPos.z) < 0.1f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// check for MoveRight
case GestureType.MoveRight:
switch (gestureData.state)
{
case 0: // gesture detection - phase 1
if (jointsTracked[hipCenterIndex])
{
SetGestureJoint(ref gestureData, timestamp, hipCenterIndex, jointsPos[hipCenterIndex]);
gestureData.progress = 0.5f;
}
break;
case 1: // gesture phase 2 = complete
if ((timestamp - gestureData.timestamp) < 1.5f)
{
bool isInPose = jointsTracked[hipCenterIndex] &&
(jointsPos[hipCenterIndex].x - gestureData.jointPos.x) > 0.25f &&
Mathf.Abs(jointsPos[hipCenterIndex].z - gestureData.jointPos.z) < 0.1f;
if (isInPose)
{
Vector3 jointPos = jointsPos[gestureData.joint];
CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f);
}
}
else
{
// cancel the gesture
SetGestureCancelled(ref gestureData);
}
break;
}
break;
// here come more gesture-cases
}
}
}
}