/// <summary>
        /// Read body frames
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void bodyFrameReader_FrameArrived(object sender, BodyFrameArrivedEventArgs e)
        {
            bool dataReceived = false;

            using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame())
            {
                if (bodyFrame != null)
                {
                    if (this.bodies == null)
                    {
                        this.bodies = new Body[bodyFrame.BodyCount];
                    }

                    // The first time GetAndRefreshBodyData is called, Kinect will allocate each Body in the array.
                    // As long as those body objects are not disposed and not set to null in the array,
                    // those body objects will be re-used.
                    bodyFrame.GetAndRefreshBodyData(this.bodies);
                    dataReceived = true;
                }
            }

            if (!dataReceived)
            {
                alreadyTrackedPos = false;
                return;
            }

            foreach (Body body in this.bodies)
            {
                // get first tracked body only, notice there's a break below.
                if (body.IsTracked)
                {
                    #region
                    // get various skeletal positions
                    //CameraSpacePoint handLeft = body.Joints[JointType.HandLeft].Position;
                    //CameraSpacePoint handRight = body.Joints[JointType.HandRight].Position;
                    //CameraSpacePoint spineBase = body.Joints[JointType.SpineBase].Position;

                    //if (handRight.Z - spineBase.Z < -0.15f) // if right hand lift forward
                    //{
                    //    /* hand x calculated by this. we don't use shoulder right as a reference cause the shoulder right
                    //     * is usually behind the lift right hand, and the position would be inferred and unstable.
                    //     * because the spine base is on the left of right hand, we plus 0.05f to make it closer to the right. */
                    //    float x = handRight.X - spineBase.X + 0.05f;
                    //    /* hand y calculated by this. ss spine base is way lower than right hand, we plus 0.51f to make it
                    //     * higer, the value 0.51f is worked out by testing for a several times, you can set it as another one you like. */
                    //    float y = spineBase.Y - handRight.Y + 0.51f;
                    //    // get current cursor position
                    //    Point curPos = MouseControl.GetCursorPosition();
                    //    // smoothing for using should be 0 - 0.95f. The way we smooth the cusor is: oldPos + (newPos - oldPos) * smoothValue
                    //    float smoothing = 1 - cursorSmoothing;
                    //    // set cursor position
                    //    MouseControl.SetCursorPos((int)(curPos.X + (x * mouseSensitivity * screenWidth - curPos.X) * smoothing), (int)(curPos.Y + ((y + 0.25f) * mouseSensitivity * screenHeight - curPos.Y) * smoothing));

                    //    alreadyTrackedPos = true;

                    //    // Grip gesture
                    //    if (doClick && useGripGesture)
                    //    {
                    //        if (body.HandRightState == HandState.Closed)
                    //        {
                    //            if (!wasRightGrip)
                    //            {
                    //                MouseControl.MouseLeftDown();
                    //                wasRightGrip = true;
                    //            }
                    //        }
                    //        else if (body.HandRightState == HandState.Open)
                    //        {
                    //            if (wasRightGrip)
                    //            {
                    //                MouseControl.MouseLeftUp();
                    //                wasRightGrip = false;
                    //            }
                    //        }
                    //    }
                    //}
                    //else if (handLeft.Z - spineBase.Z < -0.15f) // if left hand lift forward
                    //{
                    //    float x = handLeft.X - spineBase.X + 0.3f;
                    //    float y = spineBase.Y - handLeft.Y + 0.51f;
                    //    Point curPos = MouseControl.GetCursorPosition();
                    //    float smoothing = 1 - cursorSmoothing;
                    //    MouseControl.SetCursorPos((int)(curPos.X + (x * mouseSensitivity * screenWidth - curPos.X) * smoothing), (int)(curPos.Y + ((y + 0.25f) * mouseSensitivity * screenHeight - curPos.Y) * smoothing));
                    //    alreadyTrackedPos = true;

                    //    if (doClick && useGripGesture)
                    //    {
                    //        if (body.HandLeftState == HandState.Closed)
                    //        {
                    //            if (!wasLeftGrip)
                    //            {
                    //                MouseControl.MouseLeftDown();
                    //                wasLeftGrip = true;
                    //            }
                    //        }
                    //        else if (body.HandLeftState == HandState.Open)
                    //        {
                    //            if (wasLeftGrip)
                    //            {
                    //                MouseControl.MouseLeftUp();
                    //                wasLeftGrip = false;
                    //            }
                    //        }
                    //    }
                    //}
                    //else
                    //{
                    //    wasLeftGrip = true;
                    //    wasRightGrip = true;
                    //    alreadyTrackedPos = false;
                    //}

                    //// get first tracked body only
                    //break;
                    #endregion
                    MouseControl.Mouse_Driver(body);
                }
            }
        }