merge
This commit is contained in:
commit
deb08be6fc
@ -60,6 +60,9 @@
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</ApplicationDefinition>
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<Compile Include="AssemblyInfo.cs" />
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<Compile Include="Model\CstApplication.cs" />
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<Compile Include="Model\Perceptron.cs" />
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<Compile Include="Model\GestionPerceptrons.cs" />
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<Compile Include="Model\Squelette.cs" />
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<Compile Include="Model\GestionWEntrainement.cs" />
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<Compile Include="Presenter\JouerMp3.cs" />
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<Compile Include="Presenter\JouerSon.cs" />
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@ -285,8 +288,6 @@
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<SubType>Designer</SubType>
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</Page>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Vue\" />
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</ItemGroup>
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<ItemGroup />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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@ -11,7 +11,7 @@ namespace JeuHoy_WPF
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//Nombre de figure de danse dans l'application.
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public const int NBFIGURE = 10;
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//Constante pour la Kinect
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public const int SKELETONCOUNT = 6;
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public const int SKELETONCOUNT = 10;
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public const int KINECT_DISPLAY_WIDTH = 320;
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public const int KINECT_DISPLAY_HEIGHT = 240;
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82
JeuHoyEtudiants/JeuHoy_WPF_Natif/Model/GestionPerceptrons.cs
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82
JeuHoyEtudiants/JeuHoy_WPF_Natif/Model/GestionPerceptrons.cs
Normal file
@ -0,0 +1,82 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace JeuHoy_WPF_Natif.Model {
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public class GestionPerceptrons {
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private Dictionary<string, Perceptron> _lstPerceptrons = new Dictionary<string, Perceptron>();
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private IGestionFichiers _gestionSortie = new GestionFichiersSorties();
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private List<Squelette> _lstData = new List<Squelette>();
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/// <summary>
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/// Constructeur
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/// </summary>
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public GestionPerceptrons() {
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for (char x = '0'; x <= '9'; ++x)
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_lstPerceptrons.Add(x.ToString(), new Perceptron(x.ToString()));
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}
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/// <summary>
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/// Charge les échantillons d'apprentissage sauvegardé sur le disque.
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/// </summary>
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/// <param name="fichier">Le nom du fichier</param>
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public void ChargerCoordonnees(string fichier) { _lstData = _gestionSortie.ChargerCoordonnees(fichier); }
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/// <summary>
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/// Sauvegarde les échantillons d'apprentissage sauvegardé sur le disque.
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/// </summary>
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/// <param name="fichier">Le nom du fichier</param>
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/// <returns>En cas d'erreur retourne le code d'erreur</returns>
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public int SauvegarderCoordonnees(string fichier) => _gestionSortie.SauvegarderCoordonnees(fichier, _lstData);
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/// <summary>
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/// Entraine les perceptrons avec un nouveau caractère
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/// </summary>
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/// <param name="coordo">Les nouvelles coordonnées</param>
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/// <param name="reponse">La réponse associé(caractère) aux coordonnées</param>
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/// <returns>Le résultat de la console</returns>
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public string Entrainement(Squelette coordo, string reponse) {
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StringWriter sw = new StringWriter();
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if (reponse != "") {
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coordo.Reponse = reponse;
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_lstData.Add(coordo);
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}
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if (_lstData is null)
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return "";
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foreach (Perceptron perc in _lstPerceptrons.Values)
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sw.WriteLine(perc.Entrainement(_lstData));
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return sw.ToString();
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}
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/// <summary>
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/// Test le perceptron avec de nouvelles coordonnées.
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/// </summary>
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/// <param name="coord">Les nouvelles coordonnées</param>
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/// <returns>Retourne la liste des valeurs possibles du perceptron</returns>
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public string Tester(Squelette coord) {
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string resultat = "";
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foreach (Perceptron perc in _lstPerceptrons.Values)
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if (perc.TesterNeurone(coord))
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resultat += perc.Reponse;
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if (resultat == "")
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resultat = "?";
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return resultat;
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}
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/// <summary>
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/// Obtient une liste des coordonées.
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/// </summary>
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/// <returns>Une liste des coordonées.</returns>
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public IList<Squelette> ObtenirCoordonnees() => _lstData;
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}
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}
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90
JeuHoyEtudiants/JeuHoy_WPF_Natif/Model/Perceptron.cs
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90
JeuHoyEtudiants/JeuHoy_WPF_Natif/Model/Perceptron.cs
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@ -0,0 +1,90 @@
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using JeuHoy_WPF;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows;
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namespace JeuHoy_WPF_Natif.Model {
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public class Perceptron {
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private double _cstApprentissage;
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private double[] _poidsSyn;
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private string _reponse = "?";
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public string Reponse { get => _reponse; }
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/// <summary>
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/// Constructeur de la classe. Crée un perceptron pour une réponse(caractère) qu'on veut identifier le pattern(modèle)
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/// </summary>
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/// <param name="reponse">La classe que défini le perceptron</param>
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public Perceptron(string reponse) {
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Random _rand = new Random();
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_reponse = reponse;
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_cstApprentissage = CstApplication.CONSTANTEAPPRENTISSAGE;
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_poidsSyn = new double[CstApplication.SKELETONCOUNT * 2];
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for (int x = 0; x < CstApplication.SKELETONCOUNT - 1; ++x)
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_poidsSyn[x] = _rand.NextDouble();
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}
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/// <summary>
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/// Faire l'apprentissage sur un ensemble de coordonnées. Ces coordonnées sont les coordonnées de tous les caractères analysés.
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/// </summary>
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/// <param name="lstCoord">La liste de coordonnées pour les caractères à analysés.</param>
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/// <returns>Les paramètres de la console</returns>
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public string Entrainement(List<Squelette> lstCoord) {
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int iNbItérations = 0,
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iNbErreurs = 0;
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double dSum = 0,
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dPourSucc = 0;
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do {
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iNbErreurs = 0;
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foreach (Squelette coord in lstCoord) {
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dSum = _poidsSyn[0];
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for (int j = 1; j < _poidsSyn.Length; ++j)
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dSum += _poidsSyn[j] * coord.Points[j - 1];
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int iRes = (dSum >= 0) ? 1 : 0;
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int iErr = (_reponse == coord.Reponse ? 1 : 0) - iRes;
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if (iErr != 0) {
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_poidsSyn[0] = _cstApprentissage;
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for (int j = 1; j < _poidsSyn.Length; ++j)
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_poidsSyn[j] += _cstApprentissage * iErr * coord.Points[j - 1];
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++iNbErreurs;
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}
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}
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dPourSucc = (double)(lstCoord.Count - iNbErreurs) / (double)lstCoord.Count * 100.0;
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++iNbItérations;
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}
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while (dPourSucc < CstApplication.POURCENTCONVERGENCE && iNbItérations < CstApplication.MAXITERATION);
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return $"Perceptron: {_reponse}; Itérations: {iNbItérations} Taux Réussite: {dPourSucc.ToString("0.00")} %"; ;
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}
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/// <summary>
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/// Calcul la valeur(vrai ou faux) pour un les coordonnées d'un caractère. Permet au perceptron d'évaluer la valeur de vérité.
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/// </summary>
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/// <param name="vecteurSyn">Les poids synaptiques du perceptron</param>
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/// <param name="entree">Le vecteur de bit correspondant aux couleurs du caractère</param>
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/// <returns>Vrai ou faux</returns>
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public int ValeurEstime(double[] vecteurSyn, double[] entree) {
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double dSum = vecteurSyn[0];
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for (int j = 1; j < vecteurSyn.Length; ++j)
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dSum += vecteurSyn[j] * entree[j - 1];
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return (dSum >= 0) ? CstApplication.VRAI : CstApplication.FAUX;
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}
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/// <summary>
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/// Interroge la neuronnes pour un ensembles des coordonnées(d'un caractère).
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/// </summary>
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/// <param name="squel"></param>
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/// <returns></returns>
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public bool TesterNeurone(Squelette squel) => ValeurEstime(_poidsSyn, squel.Points) == CstApplication.VRAI ? true : false;
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}
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}
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62
JeuHoyEtudiants/JeuHoy_WPF_Natif/Model/Squelette.cs
Normal file
62
JeuHoyEtudiants/JeuHoy_WPF_Natif/Model/Squelette.cs
Normal file
@ -0,0 +1,62 @@
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using JeuHoy_WPF;
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using Microsoft.Kinect;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows;
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namespace JeuHoy_WPF_Natif.Model {
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public class Squelette {
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static private JointType[] _joints = new JointType[CstApplication.SKELETONCOUNT] {
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JointType.HandLeft,
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JointType.HandRight,
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JointType.ElbowLeft,
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JointType.ElbowRight,
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JointType.FootLeft,
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JointType.FootRight,
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JointType.KneeRight,
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JointType.KneeLeft,
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JointType.SpineBase,
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JointType.Neck
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};
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private double[] _sque = new double[CstApplication.SKELETONCOUNT * 2];
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private string _rep = "?";
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public string Reponse { get => _rep; set => _rep = value; }
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public double[] Points => _sque;
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public Squelette(KinectSensor kin, Body body, string reponse) {
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Vector trans = (Vector)GetPoint(kin, body.Joints[JointType.Head].Position, new Vector(0,0));
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for (int i = 0; i < CstApplication.SKELETONCOUNT; ++i) {
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Point po = GetPoint(kin, body.Joints[_joints[i]].Position, trans);
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_sque[i * 2] = po.X;
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_sque[i * 2 + 1] = po.Y;
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}
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_rep = reponse;
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}
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private Point GetPoint(KinectSensor sensor, CameraSpacePoint position, Vector trans) {
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Point point = new System.Windows.Point();
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DepthSpacePoint depthPoint = sensor.CoordinateMapper.MapCameraPointToDepthSpace(position);
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point.X = float.IsInfinity(depthPoint.X) ? 0.0 : depthPoint.X;
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point.Y = float.IsInfinity(depthPoint.Y) ? 0.0 : depthPoint.Y;
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// La Kinect pour Xbox One utilise également le SDK 2 de Microsoft, et sa résolution de profondeur est de 512x424 pixels.
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//// Ainsi, la résolution de la carte de profondeur pour la Kinect pour Xbox One est également de 512x424 pixels.
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point.X = point.X / 512;
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point.Y = point.Y / 424;
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return Point.Subtract(point, trans);
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}
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}
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}
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@ -22,7 +22,7 @@
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<ColumnDefinition Width="*"/>
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</Grid.ColumnDefinitions>
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<Canvas x:Name="pDessinSquelette" HorizontalAlignment="Left" Grid.Column="0" Grid.Row="0" Height="300px" Margin="0,0,0,0" VerticalAlignment="Top" Width="300px" Background="Black"/>
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<Image x:Name="picKinect" HorizontalAlignment="Left" Grid.Column="0" Grid.Row="1" Height="300px" Margin="0,0,0,0" VerticalAlignment="Top" Width="300px" Grid.RowSpan="2" Source="/Resources/téléchargement.jpg" />
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<Image x:Name="picKinect" HorizontalAlignment="Left" Grid.Column="0" Grid.Row="1" Height="300px" Margin="0,0,0,0" VerticalAlignment="Top" Width="300px" Grid.RowSpan="2" Source="/Resources/téléchargement.jpg" Stretch="UniformToFill" />
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<TextBox x:Name="txtConsole" HorizontalAlignment="Center" Margin="0,0,0,0" Grid.Row="2" TextWrapping="Wrap" Text="" VerticalAlignment="Top" Width="300" Height="300" Grid.RowSpan="2"/>
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<Image x:Name="picPositionAFaire" Grid.Column="1" HorizontalAlignment="Left" Height="822" VerticalAlignment="Top" Width="828" Grid.RowSpan="3"/>
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@ -21,7 +21,7 @@ namespace JeuHoy_WPF.View
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/// </summary>
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public partial class wEntrainement : Window, IwEntrainement
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{
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private Dictionary<string, BitmapImage> _dicImgFigure = new Dictionary<string, BitmapImage>();
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private JouerSon _son = new JouerSon();
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private int _positionEnCours = 1;
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@ -33,15 +33,47 @@ namespace JeuHoy_WPF.View
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public string Console { get => txtConsole.Text; set => txtConsole.Text = value; }
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public Canvas Canvas { get => pDessinSquelette; set => pDessinSquelette = value; }
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/// <summary>
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/// Constructeur
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/// </summary>
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public wEntrainement()
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private KinectSensor _sensor;
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private MultiSourceFrameReader _multiSourceFrameReader;
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private BodyFrameReader _bodyFrameReader;
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private WriteableBitmap _bitmap;
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//private DisplayFrameType _displayFrameType = DisplayFrameType.Color;
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private byte[] _picPixels = null;
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/// <summary>
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/// Constructeur
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/// </summary>
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public wEntrainement()
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{
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_presentateur = new PresentateurWEntrainement(this);
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InitializeComponent();
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_sensor = KinectSensor.GetDefault();
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if (_sensor != null)
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{
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_sensor.Open();
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//Lecture des images
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_multiSourceFrameReader = _sensor.OpenMultiSourceFrameReader(FrameSourceTypes.Color);
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_multiSourceFrameReader.MultiSourceFrameArrived += MultiSourceFrameReader_MultiSourceFrameArrived;
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FrameDescription frameDescription = _sensor.ColorFrameSource.FrameDescription;
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_picPixels = new byte[frameDescription.Width * frameDescription.Height * 4];
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//Lecture des squelettes détectés
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_bodyFrameReader = _sensor.BodyFrameSource.OpenReader();
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_bodyFrameReader.FrameArrived += BodyFrameReader_FrameArrived;
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}
|
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|
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for (int i = 1; i <= CstApplication.NBFIGURE; i++)
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{
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||||
Uri uriSource = new Uri(AppDomain.CurrentDomain.BaseDirectory + @"./HoyContent/fig" + i + ".png", UriKind.Absolute);
|
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@ -53,6 +85,59 @@ namespace JeuHoy_WPF.View
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_son.JouerSonAsync(@"./HoyContent/hoy.wav");
|
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}
|
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|
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private void MultiSourceFrameReader_MultiSourceFrameArrived(object sender, MultiSourceFrameArrivedEventArgs e)
|
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{
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MultiSourceFrame multiSource = e.FrameReference.AcquireFrame();
|
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|
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if (multiSource == null)
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return;
|
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|
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|
||||
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using (ColorFrame colorFrame = multiSource.ColorFrameReference.AcquireFrame())
|
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{
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if (colorFrame != null)
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{
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FrameDescription frameDescription = colorFrame.FrameDescription;
|
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if (_bitmap == null)
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_bitmap = new WriteableBitmap(frameDescription.Width,
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frameDescription.Height,
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96.0,
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96.0,
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PixelFormats.Bgra32,
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null);
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colorFrame.CopyConvertedFrameDataToArray(_picPixels, ColorImageFormat.Bgra);
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_bitmap.Lock();
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Marshal.Copy(_picPixels, 0, _bitmap.BackBuffer, _picPixels.Length);
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_bitmap.AddDirtyRect(new Int32Rect(0, 0, _bitmap.PixelWidth, _bitmap.PixelHeight));
|
||||
_bitmap.Unlock();
|
||||
picKinect.Source = _bitmap;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void BodyFrameReader_FrameArrived(object sender, BodyFrameArrivedEventArgs e)
|
||||
{
|
||||
using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame())
|
||||
{
|
||||
if (bodyFrame == null)
|
||||
return;
|
||||
Body[] bodies = new Body[bodyFrame.BodyCount];
|
||||
bodyFrame.GetAndRefreshBodyData(bodies);
|
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Body body = bodies.FirstOrDefault(b => b.IsTracked);
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
DessinerSquelette(body, _sensor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Dessine un ellipse pour chacune des jointure du squelette détecté.
|
||||
/// </summary>
|
||||
@ -64,6 +149,7 @@ namespace JeuHoy_WPF.View
|
||||
{
|
||||
if (body != null)
|
||||
{
|
||||
pDessinSquelette.Children.Clear();
|
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Joint[] joints = body.Joints.Values.ToArray();
|
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for (int i = 0; i < joints.Count(); i++)
|
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DrawJoint(sensor, joints[i], CstApplication.BODY_ELLIPSE_SIZE, pDessinSquelette);
|
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@ -92,7 +178,7 @@ namespace JeuHoy_WPF.View
|
||||
|
||||
// Créer un cercle à la position du joint
|
||||
Ellipse ellipse = new Ellipse();
|
||||
ellipse.Fill = new SolidColorBrush(Colors.Green);
|
||||
ellipse.Fill = new SolidColorBrush(Colors.Yellow);
|
||||
ellipse.Width = size;
|
||||
ellipse.Height = size;
|
||||
|
||||
|
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Block a user