kinect/codes/Azure-Kinect-Samples/body-tracking-samples/sample_unity_bodytracking/Assets/Skeleton/SkeletonPosition.cs

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2024-03-06 18:05:53 +00:00
using Microsoft.Azure.Kinect.BodyTracking;
using System.Collections.Generic;
using UnityEngine;
// SkeletonPosition class represents holder for joint positions in one frame.
[System.Serializable]
public class SkeletonPosition
{
public SkeletonPosition(
Body body,
List<JointId> jointsMapper,
Vector3 referentCameraPosition)
{
foreach (var entry in jointsMapper)
{
var point = body.JointPositions3D[(int)entry];
Vector3 newDelta = new Vector3(point.X, -point.Y, point.Z);
currentJointPositions[entry] = referentCameraPosition + newDelta;
}
}
public SkeletonPosition()
{
}
public float Timestamp { get; set; }
public Dictionary<JointId, Vector3> currentJointPositions { get; set; } = new Dictionary<JointId, Vector3>();
#region overriden operators
// Add two skeleton positions to create new.
public static SkeletonPosition operator +(SkeletonPosition b, SkeletonPosition c)
{
SkeletonPosition a = new SkeletonPosition();
foreach (var key in b.currentJointPositions.Keys)
{
a.currentJointPositions.Add(key, b.currentJointPositions[key] + c.currentJointPositions[key]);
}
return a;
}
// Subtract two skeleton positions to create new.
public static SkeletonPosition operator -(SkeletonPosition b, SkeletonPosition c)
{
SkeletonPosition a = new SkeletonPosition();
foreach (var key in b.currentJointPositions.Keys)
{
a.currentJointPositions.Add(key, b.currentJointPositions[key] - c.currentJointPositions[key]);
}
return a;
}
// Divide operator, used to find average value for given sequence.
public static SkeletonPosition operator /(SkeletonPosition lhs, float rhs)
{
SkeletonPosition a = new SkeletonPosition();
foreach (var key in lhs.currentJointPositions.Keys)
{
a.currentJointPositions.Add(key, lhs.currentJointPositions[key] / rhs);
}
return a;
}
#endregion
}