2012-07-19 73 views
1

我是用于地铁应用程序的winrt的实验kinect。 我正试图在肘部取得角度。使用3个给定的3d点计算角度

通常我会做以下

Vector3D handLeftVector = new Vector3D(HandLeftX, HandLeftY, HandLeftZ); 
handLeftVector.Normalize(); 

Vector3D ElbowLeftEVector = new Vector3D(ElbowLeftX, ElbowLeftY, ElbowLeftZ); 
ElbowLeftEVector.Normalize(); 

Vector3D ShoulderLeftVector = new Vector3D(ShoulderLeftX, ShoulderLeftY, ShoulderLeftZ); 
ShoulderLeftVector.Normalize(); 

Vector3D leftElbowV1 = ShoulderLeftVector - ElbowLeftEVector; 
Vector3D leftElbowV2 = handLeftVector - ElbowLeftEVector; 
double leftElbowAngle = Vector3D.AngleBetween(leftElbowV1, leftElbowV2); 

然而Vector3D对象是不是在WinRT中使用。

我决定复制Vector3D方法如下。但结果似乎并不如预期。我在任何地方犯了错误吗?

double leftElbowV1X = ShoulderLeftX - ElbowLeftX; 
double leftElbowV1Y = ShoulderLeftY - ElbowLeftY; 
double leftElbowV1Z = ShoulderLeftZ - ElbowLeftZ; 

double leftElbowV2X = handLeftX - ElbowLeftX; 
double leftElbowV2Y = handLeftY - ElbowLeftY; 
double leftElbowV2Z = handLeftZ - ElbowLeftZ; 

double product = leftElbowV1X * leftElbowV2X + leftElbowV1Y * leftElbowV2Y + leftElbowV1Z * leftElbowV2Z; 

double magnitudeA = Math.Sqrt(Math.Pow(leftElbowV1X, 2) + Math.Pow(leftElbowV1Y, 2) + Math.Pow(leftElbowV1Z, 2)); 
double magnitudeB = Math.Sqrt(Math.Pow(leftElbowV2X, 2) + Math.Pow(leftElbowV2Y, 2) + Math.Pow(leftElbowV2Z, 2)); 
magnitudeA = Math.Abs(magnitudeA); 
magnitudeB = Math.Abs(magnitudeB); 

double cosDelta = product/(magnitudeA * magnitudeB); 
double angle = Math.Acos(cosDelta) *180.0/Math.P; 

是否需要规范化它?

我已经设法解决它,但我想如果有一个更有效的方法。

+1

如果您使用ILSpy(http://wiki.sharpdevelop.net/ILSpy.ashx)来反编译'Vector3D'代码,您应该能够获得正确的代码。 – 2012-07-19 15:11:44

+0

感谢ILSpy,它帮助我确认我的dotproduct是正确的,但是我仍然不确定我的代码的哪一部分是错误的。 – LZH 2012-07-19 16:26:35

+0

请注意,我忘记将rad转换为deg – LZH 2012-07-20 03:02:33

回答

0

不知道这是否有助于但是这是一些老的角码我用,返回度:

float AngleBetween(Vector3 from, Vector3 dest) { 
    float len = from.magnitude * dest.magnitude; 
    if(len < Mathf.Epsilon) len = Mathf.Epsilon; 

    float f = Vector3.Dot(from,dest)/len; 
    if(f>1.0f)f=1.0f; 
    else if (f < -1.0f) f = -1.0f; 

    return Mathf.Acos(f) * 180.0f/(float)Math.PI; 
} 

这显然使用API​​特定的语法,但我认为该方法是明确的。

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