GestureMap - Contains the details of a gesture, including its components and their required positions. The gestures are loaded from an xml file in the file system.
Beispiel #1
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 /// <summary>
 /// This constructor takes the static gesture map from the XML and spins up a state map for the user
 /// </summary>
 /// <param name="map"></param>
 public GestureMapState(GestureMap map)
 {
     Messages        = new List <string>();
     MessagesWaiting = false;
     _gesturestate   = new List <GestureState>();
     InitializeGestureState(map);
 }
 public void InitializeGestureState(GestureMap map)
 {
     foreach (var gesturemapping in map.Items)
     {
         var state = new GestureState(gesturemapping);
         _gesturestate.Add(state);
     }
 }
Beispiel #3
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 public void InitializeGestureState(GestureMap map)
 {
     foreach (var gesturemapping in map.Items)
     {
         var state = new GestureState(gesturemapping);
         _gesturestate.Add(state);
     }
 }
Beispiel #4
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        public static void Init()
        {
            // First Load the XML File that contains the application configuration
            _gestureMap = new GestureMap();
            _gestureMap.LoadGesturesFromXml(GestureFileName);

            _chooser = new KinectSensorChooser();
            _chooser.KinectChanged += ChooserSensorChanged;
            _chooser.Start();

            // Instantiate the in memory representation of the gesture state for each player
            _gestureMaps = new Dictionary<int, GestureMapState>();
        }
        public override GestureMap GetGestureMap()
        {
            GestureMap map = new GestureMap();

            Gesture moving = new Gesture("moving", 1000, (int)ViCharGesture.Moving);
            moving.Components.Add(new GestureComponent(JointType.HandRight, JointType.ElbowRight,
                JointRelationship.AboveAndLeft, JointRelationship.AboveAndRight));
            map.Items.Add(moving);

            Gesture jumping = new Gesture("jumping", 1000, (int)ViCharGesture.Jumping);
            jumping.Components.Add(new GestureComponent(JointType.HandRight, JointType.ShoulderRight,
                JointRelationship.Below, JointRelationship.Above));
            jumping.Components.Add(new GestureComponent(JointType.HandLeft, JointType.ShoulderLeft,
                JointRelationship.Below, JointRelationship.Above));
            map.Items.Add(jumping);

            return map;
        }
        public override GestureMap GetGestureMap()
        {
            GestureMap map = new GestureMap();

            Gesture jumping = new Gesture("jumping", 1000, (int)ViCharGesture.Jumping);
            jumping.Components.Add(new GestureComponent(JointType.HandRight, JointType.ShoulderRight,
                JointRelationship.Below, JointRelationship.Above));
            jumping.Components.Add(new GestureComponent(JointType.HandLeft, JointType.ShoulderLeft,
                JointRelationship.Below, JointRelationship.Above));
            map.Items.Add(jumping);

            Gesture turningLeft = new Gesture("turningLeft", 1000, (int)ViCharGesture.TurningLeft);
            turningLeft.Components.Add(new GestureComponent(JointType.KneeRight, JointType.KneeLeft,
                JointRelationship.AboveAndLeft));
            map.Items.Add(turningLeft);

            Gesture turningRight = new Gesture("turningRight", 1000, (int)ViCharGesture.TurningRight);
            turningRight.Components.Add(new GestureComponent(JointType.KneeLeft, JointType.KneeRight,
                JointRelationship.AboveAndRight));
            map.Items.Add(turningRight);

            return map;
        }
 public GestureMapState(GestureMap map)
 {
     _gesturestate = new List<GestureState>();
     InitializeGestureState(map);
 }
 /// <summary>
 /// This constructor takes the static gesture map from the XML and spins up a state map for the user
 /// </summary>
 /// <param name="map"></param>
 public GestureMapState(GestureMap map)
 {
     Messages = new List<string>();
     MessagesWaiting = false;
     _gesturestate = new List<GestureState>();
     InitializeGestureState(map);
 }