Esta página está en construcción: perdonen los errores, repeticiones y temas inacabados. This page is being developed: I am sorry for errors, duplications and unfinished subjects. Ángulos de los huesos (incluido en Danzante) Tras considerable esfuerzo (sobre todo para entender la jerarquía y significado de estos datos), obtengo algunos ángulos de esqueleto real, que copio de la ventana de inspección en Visual Basic, la que proporciona valores en un momento dado de la ejecución: Los datos numéricos son , números de simple precisión con coma flotante. Elimino esas palabras y Microsoft Kinect, así como repeticionesAhora los ampliamos PARA VER LOS ÁNGULOS EN FORMA DE MATRIZ Y CAUTERNA: e
+ skel_actual {Skeleton} Skeleton
- rotacion_absoluta {BoneRotation} Object
- BoneRotation {BoneRotation} BoneRotation
+ Matrix {Matrix4} Matrix4
+ Quaternion {Vector4} Vector4
- rotacion_jerarquica {BoneRotation} Object
- BoneRotation {BoneRotation} BoneRotation
+ Matrix {Matrix4} Matrix4
+ Quaternion {Vector4} Vector4
- skel_actual.BoneOrientations {BoneOrientationCollection} BoneOrientationCollection
Count 20 Integer
IsValid True Boolean
Item Para evaluar una propiedad indizada, ésta debe estar calificada y el usuario debe proporcionar explícitamente los argumentos. BoneOrientation
+ arti_inicial ElbowRight {9} {JointType} Object
+ arti_final WristRight {10} {JointType} Object
cuadro 217 Long
iihue 10 Byte
- rotacion_absoluta {BoneRotation} Object
- BoneRotation {BoneRotation} BoneRotation
- Matrix {Matrix4} Matrix4
M11 0.427998751 Single
M12 0.561167359 Single
M13 -0.7084549 Single
M14 0.0 Single
M21 -0.671970665 Single
M22 -0.326610684 Single
M23 -0.664666 Single
M24 0.0 Single
M31 -0.6043778 Single
M32 0.760537148 Single
M33 0.23729904 Single
M34 0.0 Single
M41 0.0 Single
M42 0.0 Single
M43 0.0 Single
M44 1.0 Single
- Quaternion {Vector4} Vector4
W 0.578508258 Single
X -0.615895748 Single
Y 0.0449765 Single
Z 0.5328956 Single
- rotacion_jerarquica {BoneRotation} Object
- BoneRotation {BoneRotation} BoneRotation
- Matrix {Matrix4} Matrix4
+ Identity {Matrix4} Matrix4
M11 1.00000012 Single
M12 0.0 Single
M13 0.0 Single
M14 0.0 Single
M21 0.0 Single
M22 0.570322454 Single
M23 0.821421 Single
M24 0.0 Single
M31 0.0 Single
M32 -0.821420968 Single
M33 0.5703225 Single
M34 0.0 Single
M41 0.0 Single
M42 0.0 Single
M43 0.0 Single
M44 1.0 Single
- Quaternion {Vector4} Vector4
W 0.8860933 Single
X 0.4635071 Single
Y 0.0 Single
Z 0.0 Single
- skel_actual.BoneOrientations Count 20 Integer
IsValid True Boolean
+ arti_inicial ElbowRight {9} {JointType} Object
+ arti_final WristRight {10} {JointType} Object
cuadro 217 Long
iihue 10 Byte
Observamos que son iguales: esto quiere decir que este hueso cuelga de una referencia absoluta. necesitamos un hueso que dEpenda de otro. otra
- rotacion_jerarquica {BoneRotation} Object - rotacion_absoluta {BoneRotation} Object Comparamos valores homólogos de ambas rotaciones - Matrix4
M11 -0.8824772
M12 -0.009340509
M13 0.4702625
M14 0.0
M21 0.07386108
M22 0.9846468
M23 0.158162341
M24 0.0
M31 -0.464519739
M32 0.174308747
M33 -0.8682384
M34 0.0
M41 0.0
M42 0.0
M43 0.0
M44 1.0
- Quaternion Vector4
W -0.241832167
X 0.0166917462
Y 0.9663543
Z 0.0860116854
- Matrix {Matrix4} Matrix4
M11 -0.8824772
M12 -0.009340509
M13 0.4702625
M14 0.0
M21 0.07386108
M22 0.9846468
M23 0.158162341
M24 0.0
M31 -0.464519739
M32 0.174308747
M33 -0.8682384
M34 0.0
M41 0.0
M42 0.0
M43 0.0
M44 1.0
- Quaternion {Vector4} Vector4
W -0.241832167
X 0.0166917462
Y 0.9663543
Z 0.0860116854
- BoneOrientations {BoneOrientationCollection} BoneOrientationCollection
Count 20 Integer
IsValid True Boolean
Item Para evaluar una propiedad indizada, ésta debe estar calificada y el usuario debe proporcionar explícitamente los argumentos. BoneOrientation
ClippedEdges None {0} FrameEdges
- Joints {JointCollection} JointCollection
Count 20 Integer
Item Para evaluar una propiedad indizada, ésta debe estar calificada y el usuario debe proporcionar explícitamente los argumentos. TrackingId 2 Integer
TrackingState Tracked {2} SkeletonTrackingState
- Position {SkeletonPoint} SkeletonPoint
X -0.058648672
Y -0.46514082
Z 2.46152
Joint
- JointTypeValues {JointType()} System.Array
- JointType() {Length=20}Joint
- JointTypeValues {JointType()} System.Array
- JointType() {Length=20} JointType()
(0) HipCenter {0} JointType
(1) Spine {1} JointType
(2) ShoulderCenter {2} JointType
(3) Head {3} JointType
(4) ShoulderLeft {4} JointType
(5) ElbowLeft {5} JointType
(6) WristLeft {6} JointType
(7) HandLeft {7} JointType
(8) ShoulderRight {8} JointType
(9) ElbowRight {9} JointType
(10) WristRight {10} JointType
(11) HandRight {11} JointType
(12) HipLeft {12} JointType
(13) KneeLeft {13} JointType
(14) AnkleLeft {14} JointType
(15) FootLeft {15} JointType
(16) HipRight {16} JointType
(17) KneeRight {17} JointType
(18) AnkleRight {18} JointType
(19) FootRight {19} JointType
Ya no coinciden las rotaciones Veamos la interpretación geométrica de estos datos en Ángulos de los huesos II.
arti_final = osamenta2(iihue).EndJoint arti_inicial = ShoulderCenter {2} {JointType}
- - rotacion_jerarquica {BoneRotation} Object
- BoneRotation {BoneRotation} BoneRotation
- Matrix {Matrix4} Matrix4
+ Identity {Matrix4} Matrix4
M11 0.995876
M12 -0.0798004344
M13 -0.0431640148
M14 0.0
M21 0.09072615
M22 0.87594676
M23 0.473799467
M24 0.0
M31 0.0
M32 -0.4757616
M33 0.8795743
M34 0.0
M41 0.0
M42 0.0
M43 0.0
M44 1.0
- Quaternion {Vector4} Vector4
W 0.968426168
X 0.245129958
Y 0.0111428257
Z -0.04402158
- rotacion_absoluta {BoneRotation} Object
- BoneRotation {BoneRotation} BoneRotation
- Matrix {Matrix4} Matrix4
+ Identity {Matrix4} Matrix4
M11 -0.8646814
M12 -0.09540108
M13 0.4931783
M14 0.0
M21 -0.235454589
M22 0.944238067
M23 -0.230163977
M24 0.0
M31 -0.443719864
M32 -0.3151396
M33 -0.838927746
M34 0.0
M41 0.0
M42 0.0
M43 0.0
M44 1.0
- Quaternion {Vector4} Vector4
W -0.24526979
X -0.08661443
Y 0.9549669
Z -0.14275457
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