GetCalibrationPose() public method

public GetCalibrationPose ( ) : string
return string
        public void Run()
        {
            this.context = new Context (SAMPLE_XML_FILE);

            var ges = context.FindExistingNode (NodeType.Gesture) as GestureGenerator;
            if (ges == null)
                throw new Exception ("Viewer must have a gesture node!");

            //foreach (var ggs in ges.EnumerateAllGestures ()) Console.Error.WriteLine (ggs); return;

            this.depth = context.FindExistingNode (NodeType.Depth) as DepthGenerator;
            if (this.depth == null)
                throw new Exception ("Viewer must have a depth node!");

            user_gen = new UserGenerator (context);
            skel_cap = new SkeletonCapability (user_gen);
            pose_cap = new PoseDetectionCapability (user_gen);
            calib_pose = skel_cap.GetCalibrationPose ();

            user_gen.NewUser += delegate (ProductionNode node, uint id) {
                if (user_count++ > 0)
                    Console.Error.WriteLine ("WARNING: this application does not recognize more than 1 person");
                else
                    pose_cap.StartPoseDetection (calib_pose, id);
            };

            user_gen.LostUser += delegate (ProductionNode node, uint id) {
                user_count--;
                joints.Remove (id);
            };

            pose_cap.PoseDetected += delegate (ProductionNode node, string pose, uint id) {
                pose_cap.StopPoseDetection (id);
                skel_cap.RequestCalibration (id, true);
            };

            skel_cap.CalibrationEnd += delegate (ProductionNode node, uint id, bool success) {
                if (success) {
                    skel_cap.StartTracking (id);
                    joints.Add (id, new Dictionary<SkeletonJoint, SkeletonJointPosition>());
                } else {
                    pose_cap.StartPoseDetection (calib_pose, id);
                }
            };

            skel_cap.SetSkeletonProfile (SkeletonProfile.All);
            joints = new Dictionary<uint,Dictionary<SkeletonJoint,SkeletonJointPosition>> ();
            user_gen.StartGenerating ();

            histogram = new int [this.depth.GetDeviceMaxDepth ()];

            MapOutputMode mapMode = this.depth.GetMapOutputMode ();

            tcp_client = new TcpClient ();
            tcp_client.Connect ("localhost", 9801);
            tcp_writer = new StreamWriter (tcp_client.GetStream ());

            //			bitmap = new Bitmap ((int) mapMode.nXRes, (int) mapMode.nYRes/*, System.Drawing.Imaging.PixelFormat.Format24bppRgb*/);
            should_run = true;
            readerThread = new Thread (ReaderThread);
            readerThread.Start ();

            shouldPrintState = false;

            Console.WriteLine ("Type [CR] to stop");
            Console.ReadLine ();
            should_run = false;
        }
    void Start()
    {
        texture = new Texture2D (640, 480, TextureFormat.RGB24, false);
        rgbMaterial.mainTextureScale = new Vector2 (0.62f, 0.93f);
        // fixes weird scaling problem
        rgbMaterial.mainTexture = texture;

        context = new Context (XML_FILE);
        depth = context.FindExistingNode (NodeType.Depth) as DepthGenerator;
        if (depth == null) {
            Debug.LogError ("Viewer must have a depth node!");
            return;
        }

        imageGenerator = context.FindExistingNode (NodeType.Image) as ImageGenerator;
        if (imageGenerator == null) {
            Debug.LogError ("Viewer must have an image generator!");
            return;
        }
        depth.GetAlternativeViewPointCap ().SetViewPoint (imageGenerator);

        //handsGenerator = context.FindExistingNode(NodeType.Hands) as HandsGenerator;
        //if (handsGenerator == null) {
        //	Debug.LogError("Viewer must have a hands generator!");
        //	return;
        //}
        //handsGenerator.GetAlternativeViewPointCap().SetViewPoint(imageGenerator);

        //gestureGenerator = context.FindExistingNode (NodeType.Gesture) as GestureGenerator;
        //if (gestureGenerator == null) {
        //	Debug.LogError ("Viewer must have a gesture node!");
        //}
        //gestureGenerator.GetAlternativeViewPointCap().SetViewPoint(imageGenerator);

        userGenerator = new UserGenerator (context);
        skeletonCapability = new SkeletonCapability (userGenerator);
        poseDetectionCapability = new PoseDetectionCapability (userGenerator);
        calibPose = skeletonCapability.GetCalibrationPose ();

        userGenerator.NewUser += new UserGenerator.NewUserHandler (userGenerator_NewUser);
        userGenerator.LostUser += new UserGenerator.LostUserHandler (userGenerator_LostUser);
        poseDetectionCapability.PoseDetected += new PoseDetectionCapability.PoseDetectedHandler (poseDetectionCapability_PoseDetected);
        skeletonCapability.CalibrationEnd += new SkeletonCapability.CalibrationEndHandler (skeletonCapability_CalibrationEnd);

        skeletonCapability.SetSkeletonProfile (SkeletonProfile.All);

        userGenerator.StartGenerating ();
        imageGenerator.StartGenerating ();

        //handsGenerator.HandCreate += new HandsGenerator.HandCreateHandler (hands_HandCreate);
        //handsGenerator.HandUpdate += new HandsGenerator.HandUpdateHandler (hands_HandUpdate);
        //handsGenerator.HandDestroy += new HandsGenerator.HandDestroyHandler (hands_HandDestroy);

        //gestureGenerator.AddGesture ("Wave");
        //gestureGenerator.GestureRecognized += new GestureGenerator.GestureRecognizedHandler (gestures_GestureRecognized);
        //gestureGenerator.StartGenerating();

        if (drawSkeleton) {
            GameObject o = new GameObject ("User");
            mainUser = o.transform;
            mainUser.position = new Vector3 (0, 0, 0);
            mainUser.parent = transform;

            GameObject obj = Instantiate (o, new Vector3 (0, 0, 0), Quaternion.identity) as GameObject;
            center = obj.transform;
            //center.parent = mainUser;
            obj.name = "Center";
            createDefaultLineRenderer (center);

            obj = Instantiate (o, new Vector3 (0, 0, 0), Quaternion.identity) as GameObject;
            leftArm = obj.transform;
            //leftArm.parent = mainUser;
            obj.name = "L Arm";
            createDefaultLineRenderer (leftArm);

            obj = Instantiate (o, new Vector3 (0, 0, 0), Quaternion.identity) as GameObject;
            rightArm = obj.transform;
            //rightArm.parent = mainUser;
            obj.name = "R Arm";
            createDefaultLineRenderer (rightArm);

            obj = Instantiate (o, new Vector3 (0, 0, 0), Quaternion.identity) as GameObject;
            leftLeg = obj.transform;
            //leftLeg.parent = mainUser;
            obj.name = "L Leg";
            createDefaultLineRenderer (leftLeg);

            obj = Instantiate (o, new Vector3 (0, 0, 0), Quaternion.identity) as GameObject;
            rightLeg = obj.transform;
            //rightLeg.parent = mainUser;
            obj.name = "R Leg";
            createDefaultLineRenderer (rightLeg);
        }
    }
    void Start()
    {
        context = new Context(XML_FILE);
        depth = context.FindExistingNode(NodeType.Depth) as DepthGenerator;
        if (depth == null) {
            Debug.LogError("Viewer must have a depth node!");
            return;
        }
        imageGenerator = context.FindExistingNode(NodeType.Image) as ImageGenerator;
        if (imageGenerator == null) {
            Debug.LogError("Viewer must have an image generator!");
            return;
        }

        userGenerator = new UserGenerator(context);
        skeletonCapability = new SkeletonCapability(userGenerator);
        poseDetectionCapability = new PoseDetectionCapability(userGenerator);
        calibPose = skeletonCapability.GetCalibrationPose();

        userGenerator.NewUser += new UserGenerator.NewUserHandler(userGenerator_NewUser);
        userGenerator.LostUser += new UserGenerator.LostUserHandler(userGenerator_LostUser);
        poseDetectionCapability.PoseDetected += new PoseDetectionCapability.PoseDetectedHandler(poseDetectionCapability_PoseDetected);
        skeletonCapability.CalibrationEnd += new SkeletonCapability.CalibrationEndHandler(skeletonCapability_CalibrationEnd);

        skeletonCapability.SetSkeletonProfile(SkeletonProfile.All);
        userGenerator.StartGenerating();

        MapOutputMode mapMode = depth.GetMapOutputMode();

        GameObject o = new GameObject("User");
        mainUser = o.transform;
        mainUser.position = new Vector3(0,0,0);
        mainUser.parent = transform;

        GameObject obj = Instantiate(o, new Vector3(0,0,0), Quaternion.identity) as GameObject;
        center = obj.transform;
        //center.parent = mainUser;
        obj.name = "Center";
        createDefaultLineRenderer(center);

        obj = Instantiate(o, new Vector3(0,0,0), Quaternion.identity) as GameObject;
        leftArm = obj.transform;
        //leftArm.parent = mainUser;
        obj.name = "L Arm";
        createDefaultLineRenderer(leftArm);

        obj = Instantiate(o, new Vector3(0,0,0), Quaternion.identity) as GameObject;
        rightArm = obj.transform;
        //rightArm.parent = mainUser;
        obj.name = "R Arm";
        createDefaultLineRenderer(rightArm);

        obj = Instantiate(o, new Vector3(0,0,0), Quaternion.identity) as GameObject;
        leftLeg = obj.transform;
        //leftLeg.parent = mainUser;
        obj.name = "L Leg";
        createDefaultLineRenderer(leftLeg);

        obj = Instantiate(o, new Vector3(0,0,0), Quaternion.identity) as GameObject;
        rightLeg = obj.transform;
        //rightLeg.parent = mainUser;
        obj.name = "R Leg";
        createDefaultLineRenderer(rightLeg);
    }