我在 Kinect 中工作,我试图找到关节之间的角度,例如:Z 和 Y 坐标中的肘部角度。我发现这段代码用于计算 X 和 Y 坐标中的角度,但效果不佳,因为我不知道“旋转偏移”是什么。 http://www.embedded101.com/Blogs/JamesYWilson/tabid/70/entryid/167/Default.aspx
我读到了stackoverflow中的一些代码,例如波纹管,但效果不佳,我不明白他们如何不忽略z值。
/// <summary>
/// Return the angle between 3 Joints
/// Regresa el ángulo interno dadas 3 Joints
/// </summary>
/// <param name="j1"></param>
/// <param name="j2"></param>
/// <param name="j3"></param>
/// <returns></returns>
public static double AngleBetweenJoints(Joint j1, Joint j2, Joint j3)
{
double Angulo = 0;
double shrhX = j1.Position.X - j2.Position.X;
double shrhY = j1.Position.Y - j2.Position.Y;
double shrhZ = j1.Position.Z - j2.Position.Z;
double hsl = vectorNorm(shrhX, shrhY, shrhZ);
double unrhX = j3.Position.X - j2.Position.X;
double unrhY = j3.Position.Y - j2.Position.Y;
double unrhZ =j3.Position.Z - j2.Position.Z;
double hul = vectorNorm(unrhX, unrhY, unrhZ);
double mhshu = shrhX * unrhX + shrhY * unrhY + shrhZ * unrhZ;
double x = mhshu / (hul * hsl);
if (x != Double.NaN)
{
if (-1 <= x && x <= 1)
{
double angleRad = Math.Acos(x);
Angulo = angleRad *(180.0 / Math.PI);
}
else
Angulo = 0;
}
else
Angulo = 0;
return Angulo;
}
/// <summary>
/// Euclidean norm of 3-component Vector
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="z"></param>
/// <returns></returns>
private static double vectorNorm(double x, double y, double z)
{
return Math.Sqrt(Math.Pow(x, 2) + Math.Pow(y, 2) + Math.Pow(z, 2));
}
请问有人可以帮助我吗