Vector3D Rwrist = new Vector3D(skel.Joints[JointType.WristRight].Position.X,
skel.Joints[JointType.WristRight].Position.Y, skel.Joints[JointType.WristRight].Position.Z);
Vector3D Relbow = new Vector3D(skel.Joints[JointType.ElbowRight].Position.X,
skel.Joints[JointType.ElbowRight].Position.Y, skel.Joints[JointType.ElbowRight].Position.Z);
Vector3D Rshoulder = new Vector3D(skel.Joints[JointType.ShoulderRight].Position.X,
skel.Joints[JointType.ShoulderRight].Position.Y, skel.Joints[JointType.ShoulderRight].Position.Z);
Vector3D wristToElbow = Vector3D.Subtract(Rwrist, Relbow);
Vector3D elbowToShoulder = Vector3D.Subtract(Relbow, Rshoulder);
elbowAngle = Vector3D.AngleBetween(elbowToShoulder, wristToElbow);
所以它不断返回NaN吗?我真的很感谢您的帮助:)非常感谢你们!!
最佳答案
您必须标准化向量。尝试添加此代码。我建议您自己执行AngleBetweenVector方法(请参见下面的代码)。
public class Angles
{
public double AngleBetweenTwoVectors(Vector3D vectorA, Vector3D vectorB)
{
double dotProduct;
vectorA.Normalize();
vectorB.Normalize();
dotProduct = Vector3D.DotProduct(vectorA, vectorB);
return (double)Math.Acos(dotProduct)/Math.PI*180;
}
public byte[] GetVector(Skeleton skeleton)
{
Vector3D RightShoulder = new Vector3D(skeleton.Joints[JointType.ShoulderRight].Position.X, skeleton.Joints[JointType.ShoulderRight].Position.Y, skeleton.Joints[JointType.ShoulderRight].Position.Z);
Vector3D LeftShoulder = new Vector3D(skeleton.Joints[JointType.ShoulderLeft].Position.X, skeleton.Joints[JointType.ShoulderLeft].Position.Y, skeleton.Joints[JointType.ShoulderLeft].Position.Z);
Vector3D RightElbow = new Vector3D(skeleton.Joints[JointType.ElbowRight].Position.X, skeleton.Joints[JointType.ElbowRight].Position.Y, skeleton.Joints[JointType.ElbowRight].Position.Z);
Vector3D LeftElbow = new Vector3D(skeleton.Joints[JointType.ElbowLeft].Position.X, skeleton.Joints[JointType.ElbowLeft].Position.Y, skeleton.Joints[JointType.ElbowLeft].Position.Z);
Vector3D RightWrist = new Vector3D(skeleton.Joints[JointType.WristRight].Position.X, skeleton.Joints[JointType.WristRight].Position.Y, skeleton.Joints[JointType.WristRight].Position.Z);
Vector3D LeftWrist = new Vector3D(skeleton.Joints[JointType.WristLeft].Position.X, skeleton.Joints[JointType.WristLeft].Position.Y, skeleton.Joints[JointType.WristLeft].Position.Z);
double AngleRightElbow = AngleBetweenTwoVectors(RightElbow - RightShoulder, RightElbow - RightWrist);
double AngleLeftElbow = AngleBetweenTwoVectors(LeftElbow - LeftShoulder, LeftElbow - LeftWrist);
byte[] Angles = {Convert.ToByte(AngleRightElbow), Convert.ToByte(AngleRightShoulder),Convert.ToByte(AngleLeftElbow),Convert.ToByte(AngleLeftShoulder)};
return Angles;
}
}
定义向量
减去
传递给AngleBetweenTwoVectors-方法
(在AngleBetweenTwoVectors中)规范化(除以每个轴上的Vector长度)以获取更多信息here
计算点积(更多here)
使用Arcosinus(Arcos)方法
产品/ PI * 180,否则将获得radian
关于c# - 用Kinect查找弯头角度,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/18154420/