英特尔的RealSense深度摄像头可以检测到手的骨骼信息,给出各个关节的相对位置。这里我自己定义了一些简单的动态手势,例如上下左右移动和左右旋转等等。如果有需要,程序可以继续进行扩展,加入更多的手势。
注意,程序基于Unity3D平台实现,在运行中需要读取指尖和手掌中心的模型名称。如果官方的SDK对此有修改,需要在代码中更新。
using UnityEngine; using System.Collections; using System.Collections.Generic; public class test : MonoBehaviour { // Use this for initialization List<GameObject> objs = new List<GameObject>(); GameObject handCenter; Vector3[] Tips; // public GUIText gesStateText; public GUIText gesCommandText; enum GestureCommand { moveLeft , moveRight , moveForward , moveBack , rotationRight, rotationLeft, none } enum HandMotion { up, down, left, right, forward, back, empty } enum GestureState { palm, pinch, empty } GestureState currentGestureState= GestureState.empty; HandMotion currentHandMotion = HandMotion.empty; GestureCommand currentGestureCommand = GestureCommand.none; float threshold = 120; int frameCountX = 0; int frameCountY = 0; int frameCountZ = 0; int frameCountStay = 0; int countThreshold = 5; public float stayFlag = 0.1f; Vector3 origin = Vector3.zero; Vector3 destination = Vector3.zero; void Start () { Tips = new Vector3[5]; // gesStateText.text = currentGestureState.ToString(); // gesStateText.fontSize = 40; gesCommandText.text = currentGestureCommand.ToString(); gesCommandText.fontSize = 50; } // Update is called once per frame void Update () { if (handCenter = GameObject.Find("PalmCenter(Clone)")) { objs.Clear(); foreach (GameObject go in GameObject.FindObjectsOfType(typeof(GameObject))) { if (go.name == "Tip(Clone)") { objs.Add(go); } } for (int i = 0; i < objs.Count && i < Tips.Length; i++) { Tips[i] = objs[i].transform.position; } //Debug.Log("NUM:"+ objs.Count); //float temp = MeanDistanceOfFive(Tips); float temp2 = SumOfFiveTipsToOthers(Tips); if (temp2 < threshold) { currentGestureState = GestureState.pinch; } else { currentGestureState = GestureState.palm; } //================ destination = handCenter.transform.position; int direction = DetectMotionDirection(origin, destination); //when accumulate to the threshold, change the HandMotin state switch (direction) { case 0: frameCountStay++; if (frameCountStay > countThreshold) { ClearFrameCount(); currentHandMotion = HandMotion.empty ; } Debug.Log("empty"); break; case 1: frameCountX++; if (frameCountX > countThreshold) { ClearFrameCount(); currentHandMotion = destination.x - origin.x > 0 ? HandMotion.left : HandMotion.right; } Debug.Log("X"); break; case 2: frameCountY++; if (frameCountY > countThreshold) { ClearFrameCount(); currentHandMotion = destination.y - origin.y > 0 ? HandMotion.up : HandMotion.down; } Debug.Log("Y"); break; case 3: frameCountZ++; if (frameCountZ > countThreshold) { ClearFrameCount(); currentHandMotion = destination.z - origin.z > 0 ? HandMotion.forward : HandMotion.back; } Debug.Log("Z"); break; } } else { currentGestureState = GestureState.empty; } //according to the current HandMotion state, compute the speed in the direction Vector3 speed = destination - origin; GetFinalCommand(currentGestureState, currentHandMotion, ref currentGestureCommand); origin = destination; //prepare data for the next cycle //gesStateText.text = currentGestureState.ToString(); gesCommandText.text = currentGestureCommand.ToString(); } void OnGUI() { } void GetFinalCommand(GestureState gs, HandMotion hm, ref GestureCommand gc) { switch (gs) { case GestureState.palm: switch (hm) { case HandMotion.left: gc = GestureCommand.moveLeft; break; case HandMotion.right: gc = GestureCommand.moveRight; break; case HandMotion.forward: gc = GestureCommand.moveForward; break; case HandMotion.back: gc = GestureCommand.moveBack; break; case HandMotion.up: gc = GestureCommand.none; break; case HandMotion.down: gc = GestureCommand.none; break; case HandMotion.empty: gc = GestureCommand.none; break; } break; case GestureState.pinch: switch (hm) { case HandMotion.left: gc = GestureCommand.rotationLeft; break; case HandMotion.right: gc = GestureCommand.rotationRight; break; case HandMotion.forward: gc = GestureCommand.none; break; case HandMotion.back: gc = GestureCommand.none; break; case HandMotion.up: gc = GestureCommand.none; break; case HandMotion.down: gc = GestureCommand.none; break; case HandMotion.empty: gc = GestureCommand.none; break; } break; case GestureState.empty: gc = GestureCommand.none; break; } } void ClearFrameCount() { frameCountX = 0; frameCountY = 0; frameCountZ = 0; frameCountStay = 0; } //此处的函数不必要,可用Vector3.Distance()代替 float TipsDistance(Vector3 a, Vector3 b) { float dis = 0; dis = Mathf.Sqrt(Mathf.Pow(a.x-b.x,2)+ Mathf.Pow(a.y - b.y, 2)+Mathf.Pow(a.z - b.z, 2)); return dis; } float MeanDistanceOfFive( Vector3[] v) { float dis =0; Vector3 v_sum = Vector3.zero; for (int i = 0; i < v.Length; i++) { v_sum = v_sum + v[i]; } Vector3 v_mean = v_sum / v.Length; for (int i = 0; i < v.Length; i++) { dis = dis + TipsDistance(v_mean,v[i]); } return dis/v.Length; } float SumOfFiveTipsToOthers(Vector3[] v) { float sumDis = 0; for (int i = 0; i < v.Length; i++) { for (int j = 0; j < v.Length; j++) { sumDis += TipsDistance(v[i],v[j]); } } return sumDis; } int DetectMotionDirection(Vector3 origin, Vector3 destination) { Vector3 s = destination - origin; Vector3 t = new Vector3(Mathf.Abs(s.x), Mathf.Abs(s.y), Mathf.Abs(s.z)); if (t.x + t.y + t.z < stayFlag) return 0; // not more than the stayflag, we consider it in a static state if (t.x >= t.y && t.x >= t.z) { return 1; } else if (t.y >= t.x && t.y >= t.z) { return 2; } else if (t.z >= t.x && t.z >= t.y) { return 3; } else { return 0; } } }