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Global.cs
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Global.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Kinect;
using Coding4Fun.Kinect.Wpf;
using System.ComponentModel;
using System.Windows;
namespace Choreoh
{
class Global
{
public static double windowWidth = 0;
public static double windowHeight = 0;
public static String lastGesture = "";
public static bool pushed = false;
public static bool initPos = false;
//public static bool housed = false;
public static bool canGesture = true;
//public static bool swiped = false;
public static bool initPosOverlay = false;
public static System.Timers.Timer canGestureTimer = new System.Timers.Timer()
{
Interval = 2000,
Enabled = true,
AutoReset = false
};//event handler added by call in MainWindow
public static Skeleton[] allSkeletons = new Skeleton[6];
public static void canGestureTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
canGesture = true;
}
public static System.Timers.Timer initializeTimer = new System.Timers.Timer()
{
Interval = 8000,
Enabled = true,
AutoReset = false
};//Instantiated in MainWindow
public static void initializeTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
Global.initPosOverlay = true;
}
public static String checkMoves(LinkedList<Skeleton> moves)
{
lastGesture = "";
checkInitialize(moves);
if (initPos)
{
checkPush(moves);
checkSwipe(.05f, moves);
checkHouse(moves);
}
return lastGesture;
}
private static void checkPush(LinkedList<Skeleton> moves)
{
if (!canGesture)
return;
Joint prevJoint = new Joint();
Joint firstJoint = moves.First<Skeleton>().Joints[JointType.HandLeft];
Joint lastJoint = moves.Last<Skeleton>().Joints[JointType.HandLeft];
foreach (Skeleton skeleton in moves)
{
Joint joint = skeleton.Joints[JointType.HandLeft];
//Checking if pushing
if (prevJoint.Position.Z == 0.0)
{
prevJoint = joint;
continue;
}
if (prevJoint.Position.Z > joint.Position.Z)
{
prevJoint = joint;
continue;
}
return;
}
if ((Math.Abs(lastJoint.Position.Z - firstJoint.Position.Z) > .15) &&
Math.Abs(lastJoint.Position.X - firstJoint.Position.X) < .18 &&
Math.Abs(lastJoint.Position.Y - firstJoint.Position.Y) < .18)
{
canGesture = false;
lastGesture = "Pushed";
pushed = true;
canGestureTimer.Start();
}
}
private static void checkSwipe(float tolerance, LinkedList<Skeleton> moves)
{
int i = 0;
if (!canGesture)
return;
LinkedList<Skeleton> temp = moves;
Joint prevJoint = new Joint();
Joint firstJoint = moves.First<Skeleton>().Joints[JointType.HandRight];
Joint lastJoint = moves.Last<Skeleton>().Joints[JointType.HandRight];
foreach (Skeleton skeleton in moves)
{
//find better implementation, but moves too long for checking swipes so skip first few
if (i < 3)
{
i++;
continue;
}
Joint joint = skeleton.Joints[JointType.HandRight];
if (prevJoint.Position.Z == 0.0)//not the best but checks if empty joint
{
prevJoint = joint;
continue;
}
if (prevJoint.Position.X > joint.Position.X + tolerance)
{
prevJoint = joint;
continue;
}
return;
}
if ((Math.Abs(lastJoint.Position.X - firstJoint.Position.X) > .30) && Math.Abs(lastJoint.Position.Y - firstJoint.Position.Y) < .20)
{
canGesture = false;
lastGesture = "Swiped";
canGestureTimer.Start();
}
}
private static void checkInitialize(LinkedList<Skeleton> moves)
{
if (!canGesture)
return;
Joint rightHand = moves.First<Skeleton>().Joints[JointType.HandRight];
Joint leftHand = moves.First<Skeleton>().Joints[JointType.HandLeft];
Joint head = moves.First<Skeleton>().Joints[JointType.Head];
if (rightHand.Position.Y > .05 + head.Position.Y && leftHand.Position.Y > .05 + head.Position.Y)
{
if (Math.Abs(rightHand.Position.X - leftHand.Position.X) > .3)
{
initPos = !initPos;
canGesture = false;
lastGesture = "Initialized";
canGestureTimer.Start();
if (initPos == false)
{
initializeTimer.Start();
}
else
{
initPosOverlay = false;
initializeTimer.Stop();
}
}
}
}
private static void checkHouse(LinkedList<Skeleton> moves)
{
if (!canGesture)
return;
Joint rightHand = moves.First<Skeleton>().Joints[JointType.HandRight];
Joint leftHand = moves.First<Skeleton>().Joints[JointType.HandLeft];
Joint head = moves.First<Skeleton>().Joints[JointType.Head];
if (rightHand.Position.Y > head.Position.Y && leftHand.Position.Y > head.Position.Y)
{
if (Math.Abs(rightHand.Position.X - leftHand.Position.X) < .2)
{
canGesture = false;
lastGesture = "House";
canGestureTimer.Start();
}
}
}
}
}