Note that there are some explanatory texts on larger screens.

plurals
  1. POCreate a full 3d skeleton with Kinect SDK
    text
    copied!<p>This is for my first graphics subject at uni, and some parts of the implementation just aren't working for me. I can get the joints to draw properly, but I'm trying to write a function that puts in 'bones' between the joints. At this point the bones are just cubes that are transformed to be rectangular prisms, at a later point I'll attempt to introduce proper models from blender or something.</p> <p>My trouble is with the rotations. After about 5 hours or so my partner and I have it sort of working, but as soon as you move your arms or legs out the cubes warp and look strange. Any help would be appreciated. Below is the function which attempts to draw the bones. </p> <pre><code>private void DrawBone(Skeleton skeleton, JointType jointType0, JointType jointType1) { Joint joint0 = skeleton.Joints[jointType0]; Joint joint1 = skeleton.Joints[jointType1]; // If we can't find either of these joints, exit if (joint0.TrackingState == JointTrackingState.NotTracked || joint1.TrackingState == JointTrackingState.NotTracked) { return; } // Don't draw if both points are inferred if (joint0.TrackingState == JointTrackingState.Inferred &amp;&amp; joint1.TrackingState == JointTrackingState.Inferred) { return; } // We assume all drawn bones are inferred unless BOTH joints are tracked if (joint0.TrackingState == JointTrackingState.Tracked &amp;&amp; joint1.TrackingState == JointTrackingState.Tracked) //jointvector(joint) takes a joint and returns a Vector2 with its position data, with the z invtred to work properly with directx11 Vector3 bonevector = Vector3.Subtract(jointVector(joint0), jointVector(joint1)); //cubevector is supposed to describe the initial vector of a cube centred at (0,0,0) with a side length of 2. A fair amount of guesswork has gone into this bit. Vector3 cubevector = new Vector3(0, 2, 0); //midpoint of two joints Vector3 transTest = Vector3.Divide(Vector3.Add(jointVector(joint0),jointVector(joint1)), 2); //divide by two because our original cube has side length 2 float scaleFactor = Math.Abs(bonevector.Length() / cubevector.Length()); //we haven't been taught quaternions in class or anything, but after a fair while searching for similar problems they seemed like the go-to option for rotations. world = Matrix.Transformation(new Vector3(0, 0, 0), new Quaternion(0), new Vector3(0.05f, scaleFactor, 0.05f), new Vector3(0, 0, 0), new Quaternion(Vector3.Cross(cubevector, bonevector), (float)Math.Acos(Vector3.Dot(bonevector, cubevector))), transTest); //view and proj are defined elsewhere and are working fine, it's just the world that is being lame worldViewProj = world * view * proj; worldViewProj.Transpose(); sDXdata.context.UpdateSubresource(ref worldViewProj, sDXdata.constantBuffer); //36 vertices of the cube (two triangles per face) defined elsewhere sDXdata.context.Draw(36, 0); return; </code></pre>
 

Querying!

 
Guidance

SQuiL has stopped working due to an internal error.

If you are curious you may find further information in the browser console, which is accessible through the devtools (F12).

Reload