C# 输入字典的不同输入结果都是一样的
所以我把一些数据放进字典里。一个字符串(名字)和一根骨头(用来固定位置和东西)。我从kinect读取骨骼的位置,然后将其放入字典,然后将其保存到.txt文件中。现在我很困惑,因为它们都是一样的。有一段时间,我有一些标签显示了一些骨骼的不同位置,它们都在变化。那就是说这和我把它放进字典有关 这是我的输入法:C# 输入字典的不同输入结果都是一样的,c#,dictionary,kinect,C#,Dictionary,Kinect,所以我把一些数据放进字典里。一个字符串(名字)和一根骨头(用来固定位置和东西)。我从kinect读取骨骼的位置,然后将其放入字典,然后将其保存到.txt文件中。现在我很困惑,因为它们都是一样的。有一段时间,我有一些标签显示了一些骨骼的不同位置,它们都在变化。那就是说这和我把它放进字典有关 这是我的输入法: JointCollection joints = skele.Joints; List<Bone> temp = current_bones;
JointCollection joints = skele.Joints;
List<Bone> temp = current_bones;
Frame temp_f = new Frame(temp);
Joint h_j = joints[JointType.Head];
foreach (Joint j in joints)
{
try
{
switch (j.JointType)
{
#region cases
case (JointType.Head):
temp_f.frame_bones["Head"].setPosition(j.Position.X, j.Position.Y, j.Position.Z);
break;
...Other stuff that basically repeats but with different jointtypes
}
}
catch (Exception ex) { /*MessageBox.Show("Error getting joints: " + ex.Message);*/ }
}
if (recording)
{
if (newR)
{
bvhBuilder.resetAnimation(); //Resets a list of frames
newR = false;
}
bvhBuilder.add_frame(temp_f);//adds a frame to the list
}
我的BVHBuilder类中的相关内容:
List<Bone> current_bones = new List<Bone>();
Frame current_frame;
List<Frame> animation_frames = new List<Frame>();
public BVHBuilder(List<Bone> bones)
{
current_bones = bones;
}
public String build()
{
StringBuilder builder = new StringBuilder();
builder.AppendLine(build_bones());
builder.AppendLine(build_anim());
return builder.ToString();
}
public String build_anim()
{
StringBuilder sb = new StringBuilder();
sb.AppendLine("MOTION");
sb.AppendLine("Frames: " + getFrameCount());
sb.AppendLine("Frame Time: " + (float)((float)1/(float)30));
foreach (Frame frame in animation_frames)
{
String line = "";
int b_i = 0;
float root_x = frame.root.x;
float root_y = frame.root.y;
float root_z = frame.root.z;
Console.WriteLine("Root: (" + root_x + "," + root_y + "," + root_z + ")");
for (int i = 0; i < frame.frame_bones.Count; i++)
{
Bone bone = frame.frame_bones.Values.ElementAt(i);
line += (bone.x - root_x) + " ";
line += (bone.y - root_y) + " ";
if (b_i >= frame.frame_bones.Count) { line += (root_z - bone.z); } //Don't want a space at the end
else { line += (root_z - bone.z) + " "; }
b_i++;
}
sb.AppendLine(line);
}
return sb.ToString();
}
我知道这需要很多代码,但我已经试着调试了大概4个小时了。希望一双新的眼睛能帮我找到问题所在
顺便说一句,输出文件是这样的:
HIERARCHY
ROOT Hip_C
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Spine
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Shoulder_C
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Head
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
JOINT Shoulder_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Elbow_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Wrist_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Hand_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
}
}
}
JOINT Shoulder_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Elbow_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Wrist_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Hand_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
}
}
}
}
}
JOINT Hip_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Knee_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Ankle_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Foot_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
}
}
}
JOINT Hip_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Knee_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Ankle_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Foot_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
}
}
}
}
MOTION
Frames: 210
Frame Time: 0.03333334
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
…这种情况持续了一段时间您只在每个的前做了一次临时,但您总是将相同的列表添加到字典中
此外,您还可以使用
BVHBuilder.add_frame
,当该页面上似乎没有声明任何add_frame
时。。。我想你的意思是框架或者省略了代码。你只在每个前做了一次temp\u f,但是你总是把相同的列表添加到字典中
此外,您还可以使用
BVHBuilder.add_frame
,当该页面上似乎没有声明任何add_frame
时。。。我想你的意思是Frame
或者省略了代码。嗯,这可能与Frame类的一些问题有关吧?因为我创建了一个列表并将数据直接放入其中,现在它工作正常。好吧,它可能与frame类的一些问题有关?因为我创建了一个列表,并将数据直接放入其中,现在效果很好。这应该是我在这方面见过的最长的问题了!我知道。。我没有别的办法问它xD。这应该是我见过的最长的问题了!我知道。。我没有别的办法问它xD.Ya。我不知道怎么。。。顺便说一句,这是.addframe:public void add_frame(frame frame){animation_frames.add(frame);}Ya。我不知道怎么。。。顺便说一句,这是.addframe:public void add_frame(frame frame){animation_frames.add(frame);}
class Frame
{
public Dictionary<String, Bone> frame_bones = new Dictionary<String, Bone>();
public Bone root = null;
int root_pos = 0;
public Frame(List<Bone> bones)
{
int i = 0;
foreach (Bone b in bones)
{
frame_bones.Add(b.name,b);
if (b.root) { root_pos = i; root = b; }
i++;
}
}
}
private void saveAnim()
{
int times = 0;
String path = "";
Boolean exists = true;
while (exists)
{
path = Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location) + "\\" + "nectrecord" + times + ".txt";
exists = File.Exists(path);
times++;
}
currP = path;
Console.WriteLine(currP);
StreamWriter sw = new StreamWriter(currP);
String write = bvhBuilder.build();
int max_i = write.Length;
progressBar1.Maximum = max_i;
int c_i = 0;
foreach (char c in write)
{
sw.Write(c);
c_i++;
progressBar1.Value = c_i;
}
sw.Flush();//make sure everything wrote
sw.Close();
MessageBox.Show("Saved to :" + currP);
}
HIERARCHY
ROOT Hip_C
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Spine
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Shoulder_C
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Head
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
JOINT Shoulder_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Elbow_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Wrist_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Hand_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
}
}
}
JOINT Shoulder_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Elbow_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Wrist_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Hand_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
}
}
}
}
}
JOINT Hip_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Knee_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Ankle_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Foot_R
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
}
}
}
JOINT Hip_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Knee_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Ankle_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
JOINT Foot_L
{
OFFSET 0 0 0
CHANNELS 3 Xposition Yposition Zposition
}
}
}
}
}
MOTION
Frames: 210
Frame Time: 0.03333334
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.05713073 -0.009174455 -0.2937571 0.2087359 -0.2028138 -0.902887 0.2087359 -0.2028138 -0.9028869 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0