更新Kinect关节位置时了解异常 [英] Exception understood on update Kinect Joint positions

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问题描述

我正在做一个非常简单的事情,我的目标是根据另一个骨骼的位置移动一个骨骼,为此,我自己基于HipCenter的位置. (此算法可能是错误的,这个问题是关于在foreach循环中发生的异常)

I am doing a very simple stuff, my goal is to move one skeleton based on the position of the other skeleton, for this i am based myself on a HipCenter position. (This algoritm could be wrong, this question is about a exception ocurring in the foreach loop)

这是我的实际代码:

public static Skeleton MoveTo(this Skeleton skOrigin, Skeleton skDestiny)
{
     Skeleton skReturn = skOrigin; // just making a copy

        // find the factor to move, based on the HipCenter.
        float whatToMultiplyX = skOrigin.Joints[JointType.HipCenter].Position.X / skDestiny.Joints[JointType.HipCenter].Position.X;
        float whatToMultiplyY = skOrigin.Joints[JointType.HipCenter].Position.Y / skDestiny.Joints[JointType.HipCenter].Position.Y;
        float whatToMultiplyZ = skOrigin.Joints[JointType.HipCenter].Position.Z / skDestiny.Joints[JointType.HipCenter].Position.Z;


        SkeletonPoint movedPosition = new SkeletonPoint();
        Joint movedJoint = new Joint();
        foreach (JointType item in Enum.GetValues(typeof(JointType)))
        {
            // Updating the position
            movedPosition.X = skOrigin.Joints[item].Position.X * whatToMultiplyX;
            movedPosition.Y = skOrigin.Joints[item].Position.Y * whatToMultiplyY;
            movedPosition.Z = skOrigin.Joints[item].Position.Z * whatToMultiplyZ;

            // Setting the updated position to the skeleton that will be returned.
            movedJoint.Position = movedPosition;
            skReturn.Joints[item] = movedJoint;
        }

        return skReturn;
    }

在te foreach循环的第二遍之前,使用F10调试所有内容都可以正常工作. 当我第二次通过foreach时,我在这条线上遇到了异常

Using F10 to debug everything works fine ultin the second pass in te foreach loop. When i am passing for the second time in the foreach i get a exception on this line

skReturn.Joints[item] = movedJoint;

该异常表明:

JointType index value must match Joint.JointType 

但实际上是脊柱价值.

怎么了?

推荐答案

已解决,这是解决方案

 Joint newJoint = new Joint(); // declare a new Joint

// Iterate in the 20 Joints
foreach (JointType item in Enum.GetValues(typeof(JointType)))
{
    newJoint = skToBeMoved.Joints[item];

            // applying the new values to the joint
            SkeletonPoint pos = new SkeletonPoint()
            {
                X = (float)(newJoint.Position.X + (someNumber)),
                Y = (float)(newJoint.Position.Y + (someNumber)),
                Z = (float)(newJoint.Position.Z + (someNumber))
            };

            newJoint.Position = pos;
            skToBeChanged.Joints[item] = newJoint;
        }

这将起作用.

这篇关于更新Kinect关节位置时了解异常的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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