问题
I just want to be able to do something when my skeletal joint (x,y,z) coordinates are over the x,y,z coordinates of the button . . I have the following code but somehow it doesnt work properly . .as soon as my hand moves it will do something without my hand reaching the button
if (skeletonFrame != null)
{
//int skeletonSlot = 0;
Skeleton[] skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
skeletonFrame.CopySkeletonDataTo(skeletonData);
Skeleton playerSkeleton = (from s in skeletonData where s.TrackingState == SkeletonTrackingState.Tracked select s).FirstOrDefault();
if (playerSkeleton != null)
{
Joint rightHand = playerSkeleton.Joints[JointType.HandRight];
handPosition = new Vector2((((0.5f * rightHand.Position.X) + 0.5f) * (640)), (((-0.5f * rightHand.Position.Y) + 0.5f) * (480)));
var rightHands = playerSkeleton.Joints[JointType.HandRight];
var rightHandsX = rightHands.Position.X;
var rightHandsY = rightHands.Position.Y;
var rightHandsZ = rightHands.Position.Z;
if (Math.Sqrt(Math.Pow(rightHandsX - position.X, 2) + Math.Pow(rightHandsY - position.Y, 2)) < 20)
{
// Exit();
}
if (Math.Sqrt(Math.Pow(rightHandsX - start_bttn.Bounds.X, 1) + Math.Pow(rightHandsY - start_bttn.Bounds.Y, 1)) < 10)
{
currentGameState = GameState.Selection;
// Exit();
}
if ((rightHandsX < GraphicsDevice.Viewport.Width / 2 + 150 && rightHandsX > GraphicsDevice.Viewport.Width / 2 - 75) && (rightHandsY > GraphicsDevice.Viewport.Height / 2 && rightHandsY < GraphicsDevice.Viewport.Height / 2 + 50))
{
currentGameState = GameState.Selection;
}
}
回答1:
Here is my hand tracking function. See if it does what you want, or gets you closer...
private void TrackHandMovement(Skeleton skeleton)
{
Joint leftHand = skeleton.Joints[JointType.HandLeft];
Joint rightHand = skeleton.Joints[JointType.HandRight];
Joint leftShoulder = skeleton.Joints[JointType.ShoulderLeft];
Joint rightShoulder = skeleton.Joints[JointType.ShoulderRight];
Joint rightHip = skeleton.Joints[JointType.HipRight];
// the right hand joint is being tracked
if (rightHand.TrackingState == JointTrackingState.Tracked)
{
// the hand is sufficiently in front of the shoulder
if (rightShoulder.Position.Z - rightHand.Position.Z > 0.4)
{
double xScaled = (rightHand.Position.X - leftShoulder.Position.X) / ((rightShoulder.Position.X - leftShoulder.Position.X) * 2) * SystemParameters.PrimaryScreenWidth;
double yScaled = (rightHand.Position.Y - rightShoulder.Position.Y) / (rightHip.Position.Y - rightShoulder.Position.Y) * SystemParameters.PrimaryScreenHeight;
// the hand has moved enough to update screen position (jitter control / smoothing)
if (Math.Abs(rightHand.Position.X - xPrevious) > MoveThreshold || Math.Abs(rightHand.Position.Y - yPrevious) > MoveThreshold)
{
RightHandX = xScaled;
RightHandY = yScaled;
xPrevious = rightHand.Position.X;
yPrevious = rightHand.Position.Y;
// reset the tracking timer
trackingTimerCounter = 10;
}
}
}
}
There is a bit of math in there to translate the hand position to the screen position. Different strokes for different folks, but my logic is:
Shoulders = top of screen
Hips = bottom of screen
Left Should = left most on screen
To get the right most screen position, I take the distance between the left & right shoulder and add it to the right shoulder.
来源:https://stackoverflow.com/questions/12569706/how-to-use-skeletal-joint-to-act-as-cursor-using-bounds-no-gestures