判断一个物体在空间中是否为顺时针旋转

using GeeVision.Core;
using UnityEngine;

public class FingerRotate
{
    public int FingerRotateTrace(Hand_Info[] info)
    {
        int clockwise = 0;  //顺时针
        int anticlockwise = 0; //逆时针

        int angleLast = 0;
        int gestureIdn = 0;

        for (int i = info.Length - 1; i > 0; i--)
        {
            Hand_Info pt0 = info[i];
            Hand_Info pt1 = info[i - 1];

            float a = pt1.Center3D.z - pt0.Center3D.z;
            float b = pt1.Center3D.x - pt0.Center3D.x;

            int angle = (int) (Mathf.Atan2(a, b)/Mathf.PI*180f);
            angle = 180 - angle;

            if (i > 0)
            {
                if (angle > angleLast)
                {
                    anticlockwise = 0;
                    if ((angle > 0 && angle <= 90 && clockwise == 0)|| (angle > 0 && angle <= 90 && clockwise == 1))
                    {
                        clockwise = 1;
                    }
                    else if ((angle >= 90 && angle <= 180 && clockwise == 1)|| (angle >= 90 && angle <= 180 && clockwise == 2))
                    {
                        clockwise = 2;
                    }
                    else if ((angle >= 180 && angle <= 270 && clockwise == 2)|| (angle >= 180 && angle <= 270 && clockwise == 3))
                    {
                        clockwise = 3;
                    }
                    else if ((angle >= 270 && angle < 360 && clockwise == 3))
                    {
                        clockwise = 4;
                        break;
                    }
                    else
                    {
                        clockwise = 0;
                    }
                }
                if (angle < angleLast)// 逆时针
                {
                    clockwise = 0;
                    if ((angle > 270 && angle < 360 && anticlockwise == 0)|| (angle > 270 && angle < 360 && anticlockwise == 1))
                    {
                        anticlockwise = 1;
                    }
                    else if ((angle >= 180 && angle <= 270 && anticlockwise == 1)|| (angle >= 180 && angle <= 270 && anticlockwise == 2))
                    {
                        anticlockwise = 2;
                    }
                    else if ((angle >= 90 && angle <= 180 && anticlockwise == 2)|| (angle >= 90 && angle <= 180 && anticlockwise == 3))
                    {
                        anticlockwise = 3;
                    }
                    else if (angle >= 0 && angle <= 90 && anticlockwise == 3)
                    {
                        anticlockwise = 4;
                        break;
                    }
                    else
                    {
                        anticlockwise = 0;
                    }
                }
            }
            angleLast = angle;
        }

        if (clockwise == 4)
        {
            gestureIdn = 2;
        }
        else if (anticlockwise == 4)
        {
            gestureIdn = 1;
        }

        return gestureIdn;
    }
}

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