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| en:edu:zmitac:macro:lego:lab:csharp [2018/01/15 22:07] – [Leap Motion Overview] sebadab796 | en:edu:zmitac:macro:lego:lab:csharp [2018/01/28 05:59] (current) – patrkaz065 | ||
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| - | ===== Laboratory on LEGO Mindstorms - Programming NXT in C# ===== | + | ===== Laboratory on LEGO Mindstorms - EV3 C# Programming Theory & Practice |
| + | ==== Introduction ==== | ||
| + | |||
| + | This tutorial shows the basics of programming theory and practice of LEGO EV3 robot in C# language. The physical behaviour and parameters of the robot are represented by set of methods and fields assigned to appropriate classes. | ||
| + | In order to control the behaviour of the robot, appropriate classes have to be instantiated and initialized and appropriate methods have to be called. For example, the EV3 brick is represented in code by the class Brick. | ||
| + | |||
| + | |||
| + | ==== C# Example - Controlling EV3 movement with hand gestures ==== | ||
| + | The example is program which navigates the EV3 depending on the hand movement detected by kinect device. | ||
| + | The EV3 robot brick is represented in the C# code by class brick. The following code creates a new brick instance and initializes it with the new blutooth connection assigned to given port (COM4 in this case). Then, asynchronous bluetooth connection is etablished and confirmation sound is played on the robot side: | ||
| + | |||
| + | |||
| + | < | ||
| + | _brick = new Brick(new BluetoothCommunication(" | ||
| + | _brick.ConnectAsync(); | ||
| + | _brick.DirectCommand.PlayToneAsync(10, | ||
| + | </ | ||
| + | |||
| + | |||
| + | The idea is such: asynchronously detect the movement of hands and take into account joints placement - basing on its coordinates the relative position of hand with respect to shoulders will be recognized. All neccessary data is given in argument " | ||
| + | |||
| + | < | ||
| + | this.DrawHandAsync(body.HandLeftState, | ||
| + | this.DrawHandAsync(body.HandRightState, | ||
| + | </ | ||
| + | |||
| + | |||
| + | In the above method, hand and shoulder variables (both right) should be defined: | ||
| + | < | ||
| + | Joint rShoulder = joints[JointType.ShoulderRight]; | ||
| + | Joint rHand = joints[JointType.HandRight]; | ||
| + | </ | ||
| + | |||
| + | Basing on the relative placement of the hand with respect to the shoulder, the appropriate action is performed (movement method is called). The mathematical comparisons are simply horizontal and vertical displacements between shoulders and hands. | ||
| + | |||
| + | < | ||
| + | drawingContext.DrawEllipse(this.handClosedBrush, | ||
| + | if (Math.Abs(rShoulder.Position.X - rHand.Position.X) < Math.Abs(rShoulder.Position.Y-rHand.Position.Y)) | ||
| + | { | ||
| + | if (rHand.Position.Y > rShoulder.Position.Y) | ||
| + | goForward(); | ||
| + | else | ||
| + | goBackward(); | ||
| + | } else | ||
| + | { | ||
| + | if (rHand.Position.X > rShoulder.Position.X) | ||
| + | turnRight(); | ||
| + | else | ||
| + | turnLeft(); | ||
| + | } | ||
| + | </ | ||
| + | |||
| + | The movement functions are self explanatory and designed in the following way, calling the direct brick commands with appropriate parameters to move the robot as expected. | ||
| + | |||
| + | < | ||
| + | private async void goForward() | ||
| + | { | ||
| + | | ||
| + | } | ||
| + | |||
| + | |||
| + | private async void turnRight() | ||
| + | { | ||
| + | | ||
| + | | ||
| + | } | ||
| + | </ | ||
| Line 16: | Line 82: | ||
| * Reports the physical characteristics of a detected hand. | * Reports the physical characteristics of a detected hand. | ||
| * It’s tracking data includes a palm position and velocity, vectors for the palm normal and direction to the fingers and lists of the attached fingers. | * It’s tracking data includes a palm position and velocity, vectors for the palm normal and direction to the fingers and lists of the attached fingers. | ||
| - | * More information: | + | |
| <figure RefPic1> | <figure RefPic1> | ||
| {{ : | {{ : | ||
| - | < | + | < |
| - | hand. Source</ | + | hand. [[https:// |
| </ | </ | ||
| - | |||
| === Arm === | === Arm === | ||
| Line 28: | Line 93: | ||
| * Bone-like class that represents the forearm. | * Bone-like class that represents the forearm. | ||
| * Provides the orientation, | * Provides the orientation, | ||
| - | * More information: | ||
| === Finger === | === Finger === | ||
| Line 36: | Line 100: | ||
| * Information is provided for each finger on the tracked hand (characteristics or partially/ | * Information is provided for each finger on the tracked hand (characteristics or partially/ | ||
| * Fingers are identified by type name, i.e. thumb, index. | * Fingers are identified by type name, i.e. thumb, index. | ||
| - | * More information: | ||
| - | PAGE 2Figure | + | <figure RefPic2> |
| - | finger tip and the general direction in which a finger is pointing. | + | {{ : |
| - | https:// | + | < |
| + | finger tip and the general direction in which a finger is pointing. | ||
| + | </ | ||
| === Bone === | === Bone === | ||
| Line 47: | Line 112: | ||
| * Provided by a Finger object. | * Provided by a Finger object. | ||
| * Bones are ordered from base to tip, indexed from 0 to 3 (the thumb does not have a base metacarpal bone and therefore contains a valid, zero length at that location). | * Bones are ordered from base to tip, indexed from 0 to 3 (the thumb does not have a base metacarpal bone and therefore contains a valid, zero length at that location). | ||
| - | * More information: | ||
| ==== Coordinates System ==== | ==== Coordinates System ==== | ||
| The Leap Motion system employs a right-handed Cartesian coordinate system. The origin is centered at the top of the Leap Motion Controller. The x- and z-axes lie in the horizontal plane, with the x-axis running parallel to the long edge of the device. The y-axis is vertical, with positive values increasing upwards (in contrast to the downward orientation of most computer graphics coordinate systems). The z-axis has positive values increasing toward the user. | The Leap Motion system employs a right-handed Cartesian coordinate system. The origin is centered at the top of the Leap Motion Controller. The x- and z-axes lie in the horizontal plane, with the x-axis running parallel to the long edge of the device. The y-axis is vertical, with positive values increasing upwards (in contrast to the downward orientation of most computer graphics coordinate systems). The z-axis has positive values increasing toward the user. | ||
| - | PAGE 3Figure | + | <figure RefPic3> |
| - | https:// | + | {{ : |
| + | < | ||
| + | </ | ||
| ==== System Architecture ==== | ==== System Architecture ==== | ||
| Line 63: | Line 130: | ||
| * In case of C# the library is not linked directly, but with use of the special wrapper for binding | * In case of C# the library is not linked directly, but with use of the special wrapper for binding | ||
| - | PAGE 4Figure | + | <figure RefPic4> |
| - | Source: | + | {{ : |
| - | https:// | + | < |
| + | </ | ||
| === WebSocket Interface === | === WebSocket Interface === | ||
| Line 72: | Line 140: | ||
| * Tracking data in the form of JSON messages | * Tracking data in the form of JSON messages | ||
| * JavaScript client is available for convenience | * JavaScript client is available for convenience | ||
| - | * More information: | ||
| ==== Setting Up a Project ==== | ==== Setting Up a Project ==== | ||
| Line 110: | Line 177: | ||
| All citations, used images and more information about Leap Motion | All citations, used images and more information about Leap Motion | ||
| can be found here: | can be found here: | ||
| - | https:// | + | * [[https:// |
| - | https:// | + | * [[https:// |
| - | https:// | + | * [[https:// |
| - | https:// | + | * [[https:// |
en/edu/zmitac/macro/lego/lab/csharp.1516050436.txt.gz · Last modified: by sebadab796
