Ejemplo n.º 1
0
        /// <summary>
        /// Pause to click timer
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void Timer_Tick(object sender, EventArgs e)
        {
            if (!doClick || useGripGesture)
            {
                return;
            }

            if (!alreadyTrackedPosition)
            {
                timeCount = 0;
                return;
            }

            Point cursorPosition = MouseControl.GetCursorPosition();

            if ((lastCursorPosition - cursorPosition).Length < pauseThresold)
            {
                if ((timeCount += 0.1f) > timeRequired)
                {
                    //MouseControl.MouseLeftDown();
                    //MouseControl.MouseLeftUp();
                    MouseControl.DoMouseClick();
                    timeCount = 0;
                }
            }
            else
            {
                timeCount = 0;
            }

            lastCursorPosition = cursorPosition;
        }
Ejemplo n.º 2
0
        /// <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)
            {
                alreadyTrackedPosition = false;
                return;
            }

            foreach (Body body in this.bodies)
            {
                // Get first tracked body only, notice there's a break below.
                if (body.IsTracked)
                {
                    // 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. As spine base is way lower than right hand, we plus 0.51f to make it
                         * higher, 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 cursorPosition = 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)(cursorPosition.X + (x * mouseSensitivity * screenWidth - cursorPosition.X) * smoothing), (int)(cursorPosition.Y + ((y + 0.25f) * mouseSensitivity * screenHeight - cursorPosition.Y) * smoothing));

                        alreadyTrackedPosition = 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));
                        alreadyTrackedPosition = 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;
                        alreadyTrackedPosition = false;
                    }

                    // Get first tracked body only
                    break;
                }
            }
        }