void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
        {
            if (closing)
            {
                return;
            }

            //Get a skeleton
            Skeleton first =  GetFirstSkeleton(e);

            if (first == null)
            {
                return;
            }

            canvas1.Children.Clear();
            foreach (var player in this.players)
            {
                player.Value.Draw(canvas1.Children);
            }

            //label1.Content = "players size: " + players.Count;

            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.allSkeletons == null) || (this.allSkeletons.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.allSkeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.allSkeletons);

                    foreach (Skeleton skeleton in this.allSkeletons)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot);
                                player.SetBounds(this.playerBounds);
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;
                                // Head, hands, feet (hit testing happens in order here)
                                player.UpdateJointPosition(skeleton.Joints, JointType.Head);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandRight);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootRight);

                                // Hands and arms
                                player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft);

                                // Head and Shoulders
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight);

                                // Legs
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight);

                                // Spine
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter);

                                //label1.Content = player.ToString();

                            }
                        }

                        skeletonSlot++;

                    }
                }

            }
            //set scaled position
            //ScalePosition(headImage, first.Joints[JointType.Head]);
            //ScalePosition(leftEllipse, first.Joints[JointType.HandLeft]);
            //ScalePosition(rightEllipse, first.Joints[JointType.HandRight]);

            GetCameraPoint(first, e);

                        //throw new NotImplementedException();

            checkForHit();
        }
        private void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.skeletonData == null) || (this.skeletonData.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.skeletonData);

                    foreach (Skeleton skeleton in this.skeletonData)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot);
                                player.SetBounds(this.playerBounds);
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;

                                // Head, hands, feet (hit testing happens in order here)
                                player.UpdateJointPosition(skeleton.Joints, JointType.Head);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandRight);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootRight);

                                // Hands and arms
                                player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft);

                                // Head and Shoulders
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight);

                                // Legs
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight);

                                // Spine
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter);
                            }
                        }

                        skeletonSlot++;
                    }
                }
            }
        }
        void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            SkeletonFrame skeletonFrame = e.SkeletonFrame;

            //KinectSDK TODO: This nullcheck shouldn't be required. 
            //Unfortunately, this version of the Kinect Runtime will continue to fire some skeletonFrameReady events after the Kinect USB is unplugged.
            if (skeletonFrame == null)
            {
                return;
            }

            int iSkeletonSlot = 0;

            foreach (SkeletonData data in skeletonFrame.Skeletons)
            {
                if (SkeletonTrackingState.Tracked == data.TrackingState)
                {
                    Player player;
                    if (players.ContainsKey(iSkeletonSlot))
                    {
                        player = players[iSkeletonSlot];
                    }
                    else
                    {
                        player = new Player(iSkeletonSlot);
                        player.setBounds(playerBounds);
                        players.Add(iSkeletonSlot, player);
                    }

                    player.lastUpdated = DateTime.Now;

                    // Update player's bone and joint positions
                    if (data.Joints.Count > 0)
                    {
                        player.isAlive = true;

                        // Head, hands, feet (hit testing happens in order here)
                        player.UpdateJointPosition(data.Joints, JointID.Head);
                        player.UpdateJointPosition(data.Joints, JointID.HandLeft);
                        player.UpdateJointPosition(data.Joints, JointID.HandRight);
                        player.UpdateJointPosition(data.Joints, JointID.FootLeft);
                        player.UpdateJointPosition(data.Joints, JointID.FootRight);

                        // Hands and arms
                        player.UpdateBonePosition(data.Joints, JointID.HandRight, JointID.WristRight);
                        player.UpdateBonePosition(data.Joints, JointID.WristRight, JointID.ElbowRight);
                        player.UpdateBonePosition(data.Joints, JointID.ElbowRight, JointID.ShoulderRight);

                        player.UpdateBonePosition(data.Joints, JointID.HandLeft, JointID.WristLeft);
                        player.UpdateBonePosition(data.Joints, JointID.WristLeft, JointID.ElbowLeft);
                        player.UpdateBonePosition(data.Joints, JointID.ElbowLeft, JointID.ShoulderLeft);

                        // Head and Shoulders
                        player.UpdateBonePosition(data.Joints, JointID.ShoulderCenter, JointID.Head);
                        player.UpdateBonePosition(data.Joints, JointID.ShoulderLeft, JointID.ShoulderCenter);
                        player.UpdateBonePosition(data.Joints, JointID.ShoulderCenter, JointID.ShoulderRight);

                        // Legs
                        player.UpdateBonePosition(data.Joints, JointID.HipLeft, JointID.KneeLeft);
                        player.UpdateBonePosition(data.Joints, JointID.KneeLeft, JointID.AnkleLeft);
                        player.UpdateBonePosition(data.Joints, JointID.AnkleLeft, JointID.FootLeft);

                        player.UpdateBonePosition(data.Joints, JointID.HipRight, JointID.KneeRight);
                        player.UpdateBonePosition(data.Joints, JointID.KneeRight, JointID.AnkleRight);
                        player.UpdateBonePosition(data.Joints, JointID.AnkleRight, JointID.FootRight);

                        player.UpdateBonePosition(data.Joints, JointID.HipLeft, JointID.HipCenter);
                        player.UpdateBonePosition(data.Joints, JointID.HipCenter, JointID.HipRight);

                        // Spine
                        player.UpdateBonePosition(data.Joints, JointID.HipCenter, JointID.ShoulderCenter);
                    }
                }
                iSkeletonSlot++;
            }
        }
Beispiel #4
0
        private void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.skeletonData == null) || (this.skeletonData.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.skeletonData);

                    foreach (Skeleton skeleton in this.skeletonData)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot, myViewport3D);
                                player.SetBounds(this.playerBounds);
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;

                                player.UpdateAllJoints(skeleton.Joints);
                            }
                        }

                        skeletonSlot++;
                    }
                }
            }
        }
        void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
        {
            if (closing)
            {
                return;
            }

            canvas1.Children.Clear();
            canvas2.Children.Clear();
            foreach (var player in this.players)
            {
                if (player.Key == 0)
                {
                    player.Value.Draw(canvas1.Children);//if player 1
                }
                else
                {
                    player.Value.Draw(canvas2.Children);//if player 2
                }
            }

            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.allSkeletons == null) || (this.allSkeletons.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.allSkeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.allSkeletons);

                    foreach (Skeleton skeleton in this.allSkeletons)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot); //skeletonslot 0 is player1 skeletonslot 1 is player 2
                                player.SetBounds(this.playerBounds); //this would be where we change player bounds - will this work?
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;
                                // Head, hands, feet (hit testing happens in order here)
                                player.UpdateJointPosition(skeleton.Joints, JointType.Head);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandRight);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootRight);

                                // Hands and arms
                                player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft);

                                // Head and Shoulders
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight);

                                // Legs
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight);

                                // Spine
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter);

                                GetCameraPoint(skeleton, e, skeletonSlot);

                                if (skeletonSlot == 0 && p1righty == true)
                                {
                                    ScalePosition(p1racket, skeleton.Joints[JointType.HandRight], skeletonSlot);
                                }
                                else if (skeletonSlot == 0 && p1righty == false)
                                {
                                    ScalePosition(p1racket, skeleton.Joints[JointType.HandLeft], skeletonSlot);
                                }
                                else if (skeletonSlot != 0 && p2righty == false)
                                {
                                    ScalePosition(p2racket, skeleton.Joints[JointType.HandLeft], skeletonSlot);
                                }
                                else
                                {
                                    ScalePosition(p2racket, skeleton.Joints[JointType.HandRight], skeletonSlot);
                                }

                            }
                        }

                        skeletonSlot++;

                    }
                }

            }

            if (serve==true && firsthit == true && gameover==false)
            {
                checkForHit();
                if (hit == true)
                {
                    firsthit=false;
                }
            }

            if (serve == true && firsthit==false && gameover==false)
            {
                if (ellipse1.Width > 40 && ellipse1.Height > 40 && hit==false)  //determines when the ball can be hit
                {
                    hitable = true;
                }
                else
                {
                    hitable = false;
                }

                //checks for hit when hitable
                if (hitable == true && hit == false)
                {
                    checkForHit();
                }

                if (hit==true)
                {
                    ellipse1.Width--;
                    ellipse1.Height--;
                    hitable=false;
                }

                if (ellipse1.Width <= 5 && ellipse1.Height <= 5)  //once the ball is at min, start getting bigger
                {

                    if (Canvas.GetLeft(ellipse1) < (MainCanvas.Width/2))
                    {
                        int x = rdm.Next(405, 760);
                        //int y = rdm.Next((int)((MainCanvas.Height/2)+50);
                        Canvas.SetLeft(ellipse1, x);
                        //Canvas.SetTop(ellipse1, y);
                    }

                    else
                    {
                        int x = rdm.Next((int)((MainCanvas.Width / 2)-50));
                        //int y = rdm.Next((int)((MainCanvas.Height/2)+50);
                        Canvas.SetLeft(ellipse1, x);
                        //Canvas.SetTop(ellipse1, y);
                    }

                    hit = false;
                }

                if(ellipse1.Width<50 && ellipse1.Height<50 && hit==false)
                {
                    ellipse1.Width++;
                    ellipse1.Height++;
                }

                if (ellipse1.Width >= 50 && ellipse1.Height >= 50 && hit == false)
                {
                    //player missed ball
                    ellipse1.Opacity = 0;
                    serve = false;
                    //increment score label

                    if (Canvas.GetLeft(ellipse1)>=(MainCanvas.Width/2))
                    {//do this by ball position in relation to canvas instead?
                        p1score += 15;
                        label1.Content = p1score;
                        Canvas.SetLeft(ellipse1, 100.0);
                        //reset position to canvas1 and max size
                    }
                    if (Canvas.GetLeft(ellipse1) < (MainCanvas.Width / 2))
                    {
                        p2score += 15;
                        label2.Content = p2score;
                        Canvas.SetLeft(ellipse1, 505.0);
                        //reset position to canvas2 and max size
                    }
                }
            }

            if (p1score >= 60 || p2score >= 60)
            {
                gameover = true;
                label1.Content="Game Over: " + p1score;
                label2.Content = "Game Over: " + p2score;
                ellipse1.Opacity = 0;
                p1racket.Opacity = 0;
                p2racket.Opacity = 0;
            }
        }
Beispiel #6
0
        public HitType LookForHits(Dictionary<Bone, BoneData> segments, Player player)
        {
            DateTime cur = DateTime.Now;
            HitType allHits = HitType.None;

            // Zero out score if necessary
            if (!this.scores.ContainsKey(player.GetId()))
            {
                this.scores.Add(player.GetId(), 0);
            }

            foreach (var pair in segments)
            {
                if (pair.Key.Joint1 != JointType.HandLeft
                    && pair.Key.Joint1 != JointType.HandRight
                    && pair.Key.Joint1 != JointType.FootLeft
                    && pair.Key.Joint1 != JointType.FootRight)
                {
                    continue;
                }

                var hitCenter = new System.Windows.Point(0, 0);
                double lineHitLocation = 0;
                Segment seg = pair.Value.GetEstimatedSegment(cur);

                if (player.Holding.ContainsKey(pair.Key.Joint1))
                {
                    Thing heldThing = (Thing)player.Holding[pair.Key.Joint1];
                    if (heldThing.Hit(seg, ref hitCenter, ref lineHitLocation))
                    {
                        continue;
                    }
                    else
                    {
                        player.Holding.Remove(pair.Key.Joint1);
                        heldThing.State = ThingState.Falling;
                    }
                }

                if (player.Holding.Count == 3)
                {
                    continue;
                }

                for (int i = 0; i < this.things.Count; i++)
                {
                    Thing thing = this.things[i];

                    if ((thing.ValueType == StoredValueType.Number && player.Holding.countOfNumberThings() >= 2)
                        || thing.ValueType != StoredValueType.Number && player.Holding.countOfOperatorThings() >= 1
                        || player.Holding.ContainsValue(thing))
                    {
                        continue;
                    }

                    if (thing.Hit(seg, ref hitCenter, ref lineHitLocation))
                    {
                        double fMs = 1000;
                        if (thing.TimeLastHit != DateTime.MinValue)
                        {
                            fMs = cur.Subtract(thing.TimeLastHit).TotalMilliseconds;
                            thing.AvgTimeBetweenHits = (thing.AvgTimeBetweenHits * 0.8) + (0.2 * fMs);
                        }
                        thing.TimeLastHit = cur;
                        thing.TouchedBy = player.GetId();
                        player.Holding[pair.Key.Joint1] = thing;
                        thing.State = ThingState.Held;
                        break;
                    }
                }
            }

            return allHits;
        }
        void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            SkeletonFrame skeletonFrame = e.SkeletonFrame;

            int iSkeletonSlot = 0;

            foreach (SkeletonData data in skeletonFrame.Skeletons)
            {
                if (SkeletonTrackingState.Tracked == data.TrackingState)
                {
                    Player player;
                    if (players.ContainsKey(iSkeletonSlot))
                    {
                        player = players[iSkeletonSlot];
                    }
                    else
                    {
                        player = new Player(iSkeletonSlot);
                        player.setBounds(playerBounds);
                        players.Add(iSkeletonSlot, player);
                    }

                    player.lastUpdated = DateTime.Now;

                    // Update player's bone and joint positions
                    if (data.Joints.Count > 0)
                    {
                        player.isAlive = true;

                        // Head, hands, feet (hit testing happens in order here)
                        player.UpdateJointPosition(data.Joints, JointID.Head);
                        player.UpdateJointPosition(data.Joints, JointID.HandLeft);
                        player.UpdateJointPosition(data.Joints, JointID.HandRight);
                        player.UpdateJointPosition(data.Joints, JointID.FootLeft);
                        player.UpdateJointPosition(data.Joints, JointID.FootRight);

                        // Hands and arms
                        player.UpdateBonePosition(data.Joints, JointID.HandRight, JointID.WristRight);
                        player.UpdateBonePosition(data.Joints, JointID.WristRight, JointID.ElbowRight);
                        player.UpdateBonePosition(data.Joints, JointID.ElbowRight, JointID.ShoulderRight);

                        player.UpdateBonePosition(data.Joints, JointID.HandLeft, JointID.WristLeft);
                        player.UpdateBonePosition(data.Joints, JointID.WristLeft, JointID.ElbowLeft);
                        player.UpdateBonePosition(data.Joints, JointID.ElbowLeft, JointID.ShoulderLeft);

                        // Head and Shoulders
                        player.UpdateBonePosition(data.Joints, JointID.ShoulderCenter, JointID.Head);
                        player.UpdateBonePosition(data.Joints, JointID.ShoulderLeft, JointID.ShoulderCenter);
                        player.UpdateBonePosition(data.Joints, JointID.ShoulderCenter, JointID.ShoulderRight);

                        // Legs
                        player.UpdateBonePosition(data.Joints, JointID.HipLeft, JointID.KneeLeft);
                        player.UpdateBonePosition(data.Joints, JointID.KneeLeft, JointID.AnkleLeft);
                        player.UpdateBonePosition(data.Joints, JointID.AnkleLeft, JointID.FootLeft);

                        player.UpdateBonePosition(data.Joints, JointID.HipRight, JointID.KneeRight);
                        player.UpdateBonePosition(data.Joints, JointID.KneeRight, JointID.AnkleRight);
                        player.UpdateBonePosition(data.Joints, JointID.AnkleRight, JointID.FootRight);

                        player.UpdateBonePosition(data.Joints, JointID.HipLeft, JointID.HipCenter);
                        player.UpdateBonePosition(data.Joints, JointID.HipCenter, JointID.HipRight);

                        // Spine
                        player.UpdateBonePosition(data.Joints, JointID.HipCenter, JointID.ShoulderCenter);
                    }
                }
                iSkeletonSlot++;
            }
        }