Example #1
0
        /// <summary>
        /// Constructs a body adapter from a serialized version
        /// </summary>
        /// <param name="body"></param>
        public KinectBody(KGP.Serialization.Body.KinectBodyInternal body)
        {
            body.Validate(); //This will check preconditions to make sure we have a valid construct

            this.clippedEdges = body.ClippedEdges;
            this.handLeftConfidence = body.HandLeftConfidence;
            this.handLeftState = body.HandLeftState;
            this.handRightConfidence = body.HandRightConfidence;
            this.handRightState = body.HandRightState;
            this.isRestricted = body.IsRestricted;
            this.isTracked = body.IsTracked;

            Dictionary<JointType, JointOrientation> orientations = new Dictionary<JointType, JointOrientation>();
            Dictionary<JointType, Joint> jointsDic = new Dictionary<JointType,Joint>();
            for (int i = 0; i < body.Joints.Length;i++)
            {
                var joint = body.Joints[i];
                orientations.Add(joint.JointType, body.JointOrientations[i]);
                jointsDic.Add(joint.JointType, joint);

            }

            this.joints = jointsDic;
            this.jointOrientations =orientations;

            this.lean = body.Lean;
            this.leanTrackingState = body.LeanTrackingState;
            this.trackingId = body.TrackingId;
        }
        public void Update(TrackingConfidence leftConfidence, HandState leftHand, TrackingConfidence rightConfidence, HandState rightHand)
        {
            if ( leftConfidence == TrackingConfidence.High && leftHand == HandState.Closed )
            {
                if (!this.HasLeftHandWeapon)
                {
                    this.LeftHandWeaponIndex = this.selectRandomWeapon();
                    this.HasLeftHandWeapon = true;
                }
            }
            else
            {
                this.HasLeftHandWeapon = false;
                this.LeftHandWeaponIndex = -1;
            }

            if (rightConfidence == TrackingConfidence.High && rightHand == HandState.Closed)
            {
                if (!this.HasRightHandWeapon)
                {
                    this.RightHandWeaponIndex = this.selectRandomWeapon();
                    this.HasRightHandWeapon = true;
                }
            }
            else
            {
                this.HasRightHandWeapon = false;
                this.RightHandWeaponIndex = -1;
            }
        }
Example #3
0
        /// <summary>
        /// Initializes a new instance of the <see cref="CustomBody"/> class.
        /// </summary>
        public CustomBody()
        {
            _clippedEdges = FrameEdges.None;

            _handLeftConfidence = TrackingConfidence.Low;
            _handLeftState = HandState.Unknown;
            _handRightConfidence = TrackingConfidence.Low;
            _handRightState = HandState.Unknown;
            _isDisposed = false;
            _isRestricted = false;
            _isTracked = false;

            _joints = new Dictionary<JointType, IJoint>();
            _jointOrientations = new Dictionary<JointType, IJointOrientation>();
            foreach (var jointType in CustomJointType.AllJoints)
            {
                _joints.Add(jointType, new CustomJoint(jointType));
                _jointOrientations.Add(jointType, new CustomJointOrientation(jointType));
            }

            _lean = new PointF();

            _leanTrackingState = TrackingState.NotTracked;
            _trackingId = ulong.MaxValue;
            _hasMappedDepthPositions = false;
            _hasMappedColorPositions = false;
        }
 public structRectangle() {
     rect = new Rectangle();
     beginTime = new TimeSpan();
     handState = new HandState();
     position = "";
     gestureTried = false;
 }
Example #5
0
				void Awake ()
				{	
						handState = HandState.NoAction;
						
						leapManager = (GameObject.Find ("LeapManager") as GameObject).GetComponent (typeof(LeapManager)) as LeapManager;
						cueStickController = (GameObject.Find ("CueStickTip") as GameObject).GetComponent (typeof(CueStickController)) as CueStickController;

						leapManager.leapController.EnableGesture (Gesture.GestureType.TYPE_SWIPE);
						leapManager.leapController.Config.SetFloat ("Gesture.Swipe.MinLength", 200.0f);
						leapManager.leapController.Config.SetFloat ("Gesture.Swipe.MinVelocity", 750f);
						leapManager.leapController.Config.Save ();

						gameStates.Add (GameState.CameraAutoAdjust);
						gameStates.Add (GameState.CameraManualAdjust);
						gameStates.Add (GameState.Aiming);
						gameStates.Add (GameState.AfterShot);
						gameStates.Add (GameState.TurnEnd);

						

						viewAdjustmentStateIcon = (GameObject.Find ("ViewAdjustmentStateIcon") as GameObject).GetComponent (typeof(RawImage)) as RawImage; 
						aimingStateIcon = (GameObject.Find ("AimingStateIcon") as GameObject).GetComponent (typeof(RawImage)) as RawImage; 
						swipeActionIcon = (GameObject.Find ("SwipeActionIcon") as GameObject).GetComponent (typeof(RawImage)) as RawImage;

						playerTurn = (GameObject.Find ("PlayerTurn") as GameObject).GetComponent (typeof(Text)) as Text; 
						cueBall = GameObject.FindGameObjectWithTag ("cueBall");

						cueBall = GameObject.FindGameObjectWithTag ("cueBall");
						camera = GameObject.FindGameObjectWithTag ("PlayerCamera");
						ballsParent = GameObject.FindGameObjectWithTag ("balls");
						foreach (Transform ball in ballsParent.transform) {
								balls.Add (ball.gameObject);				
						}
				}
 private void RaiseHandStateChanged(KinectBody body, HandType handType, HandState previousState)
 {
     if (this.HandStateChanged != null)
     {
         this.HandStateChanged(this, new KinectHandStateEventArgs(body, handType, previousState));
     }
 }
 public HandOverHeadDetector(HandDetectionType handDetectionType, HandState state, int framesToRegister = 10,
     double headOffset = 0, bool headOffsetAutomatic = true)
     : base(handDetectionType, state)
 {
     FramesToRegister = framesToRegister;
     HeadOffset = headOffset;
     HeadOffsetAutomatic = headOffsetAutomatic;
 }
 public HandSliderControl(HandDetectionType handDetectionType, HandState requirredHandState,
     Directions direction, CoordinateMapper mapper)
     : base(handDetectionType, requirredHandState)
 {
     SmoothLevel = 0;
     Direction = direction;
     _mapper = mapper;
 }
Example #9
0
 public RangeTrigger(string name, HandState<int> state)
     : base(name)
 {
     Hand = state.Hand;
     state.ValueChanged += OnStateValueChanged;
     ResistanceTime = 1000000;
     StickinessTime = 1000000;
 }
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="body">Kinect body</param>
        /// <param name="handType">Hand type</param>
        /// <param name="previousHandState">Previous hand state</param>
        public KinectHandStateEventArgs(KinectBody body, HandType handType, HandState previousHandState)
        {
            if (body == null)
                throw new ArgumentNullException("body");

            this.body = body;
            this.handType = handType;
            this.previousHandState = previousHandState;
        }
 public TrackerArgs(Body body, HandState left, HandState right, int yaw, int pitch, int roll)
 {
     this.body = body;
     LeftState = left;
     RightState = right;
     Yaw = yaw;
     Pitch = pitch;
     Roll = roll;
 }
 public void getTrackerInfo(out Body body, out HandState left, out HandState right, out int yaw, out int pitch,
     out int roll)
 {
     body = eTracker.Engager;
     left = eTracker.LeftState;
     right = eTracker.RightState;
     yaw = eTracker.Yaw;
     pitch = eTracker.Pitch;
     roll = eTracker.Roll;
 }
Example #13
0
 public Person(int id)
 {
     this.id = id;
     this.instance = Send.getInstance ();
     if (instance == null) {
         Console.WriteLine ("Die Instanz ist null");
     }
     leftHandState = HandState.NotTracked;
     rightHandState = HandState.NotTracked;
     message = new string[2];
 }
 public void Add(HandState aNext)
 {
     if (State == aNext)
     {
         Count++;
     }
     else
     {
         State = aNext;
         Count = 1;
     }
 }
Example #15
0
 public Cursor()
 {
     //
     deltaPosition = Vector2.zero;
     //
     deltaTime = 0;
     personId = 0;
     leftHand = false;
     rightHand = false;
     cursorId = -1;
     handState = HandState.Open;
     position = Vector2.zero;
 }
Example #16
0
 /// <summary>
 /// Constructs a body adapter from a kinect sdk body
 /// </summary>
 /// <param name="body">Body from Kinect SDK</param>
 public KinectBody(Microsoft.Kinect.Body body)
 {
     this.clippedEdges = body.ClippedEdges;
     this.handLeftConfidence = body.HandLeftConfidence;
     this.handLeftState = body.HandLeftState;
     this.handRightConfidence = body.HandRightConfidence;
     this.handRightState = body.HandRightState;
     this.isRestricted = body.IsRestricted;
     this.isTracked = body.IsTracked;
     this.jointOrientations = body.JointOrientations;
     this.joints = body.Joints;
     this.lean = body.Lean;
     this.leanTrackingState = body.LeanTrackingState;
     this.trackingId = body.TrackingId;
 }
 //constructors
 public HandleObject()
 {
     pos = new Point(200, 200);
     vel = new Point(0, 0);
     this.radius = 20;
     inactiveBrush = Brushes.Red;
     activeBrush = Brushes.Green;
     pen = new Pen();
     prevHandState = HandState.Unknown;
     isLeftHandOnObject = false;
     isRightHandOnObject = false;
     isBoundToHand = false;
     currentBrush = inactiveBrush;
     maxRadiusFactor = 1.5;
     minRadiusFactor = 0.75;
 }
Example #18
0
        private void DrawHand(HandState handState, Point handPosition)
        {
            switch (handState)
            {
                case HandState.Closed:
                    drawingContext.DrawEllipse(this.handClosedBrush, null, handPosition, HandSize, HandSize);
                    break;

                case HandState.Open:
                    drawingContext.DrawEllipse(this.handOpenBrush, null, handPosition, HandSize, HandSize);
                    break;

                case HandState.Lasso:
                    drawingContext.DrawEllipse(this.handLassoBrush, null, handPosition, HandSize, HandSize);
                    break;
            }
        }
Example #19
0
 public static KinectBodyInternal BodyWithRightHandState(ulong id, TrackingConfidence confidence, HandState state)
 {
     var result = new KinectBodyInternal()
     {
         ClippedEdges = FrameEdges.None,
         HandLeftConfidence = TrackingConfidence.High,
         HandLeftState = HandState.NotTracked,
         HandRightConfidence = confidence,
         HandRightState = state,
         IsRestricted = false,
         IsTracked = true,
         JointOrientations = new JointOrientation[Microsoft.Kinect.Body.JointCount],
         Joints = FakeJoints.ValidRandomJoints(),
         LeanTrackingState = TrackingState.NotTracked,
         TrackingId = id
     };
     return result;
 }
Example #20
0
	// Use this for initialization
	void Start () {
        spells.Add(new VoidSpear(this.transform.position));

        leftHandState = HandState.idle;
        rightHandState = HandState.idle;

        chargeProgressIndicator = ChargeIndicator.GetComponent<ProgressBar>();
        chargeProgressIndicator.Min = 0;
        chargeProgressIndicator.Max = 100;
        chargeProgressIndicator.Value = 0;
        chargeProgressIndicator.DecimalPlaces = 0;
        chargeProgressIndicator.valueType = ProgressBar.ValueType.Percentage;

        cooldownProgressIndicator = CooldownIndicator.GetComponent<ProgressBar>();
        cooldownProgressIndicator.Value = 0;
        cooldownProgressIndicator.DecimalPlaces = 1;
        cooldownProgressIndicator.valueType = ProgressBar.ValueType.Float;
        cooldownProgressIndicator.color = Color.red;
	}
Example #21
0
 public Person(string ID, Point3D location, string gesture, trackingStates trackState,Joint leftHand, Joint rightHand, HandState leftHandState, HandState rightHandState, TrackingConfidence leftHandConfidence, TrackingConfidence rightHandConfidence)
 {
     this.ID = ID;
     this.location = location;
     this.gesture = gesture;
     this.trackingState = (int)trackState;
     this.leftHandLocation = null;
     this.rightHandLocation = null;
     if (leftHand.TrackingState == TrackingState.Tracked) {
         this.leftHandLocation = new Point3D((double)leftHand.Position.X, (double)leftHand.Position.Y, (double)leftHand.Position.Z);
         this.leftHandState = leftHandState.ToString();
         this.leftHandConfidence = leftHandConfidence.ToString();
         this.rightHandConfidence = rightHandConfidence.ToString();
     }
     if (rightHand.TrackingState == TrackingState.Tracked)
     {
         this.rightHandLocation = new Point3D((double)rightHand.Position.X, (double)rightHand.Position.Y, (double)rightHand.Position.Z);
         this.rightHandState = rightHandState.ToString();
     }
     
 }
Example #22
0
        private void UpdateDragging(Hand hand, float3 handPos, ref HandState state)
        {
            _gridOrigin.x = handPos.x;
            _gridOrigin.z = handPos.z;

            var offset = handPos - state.DragOrigin - state.DragApplied;

            var intOffset = new int3(math.round(offset / GridSnap))
            {
                x = 0, z = 0
            };

            if (math.lengthsq(intOffset) <= 0)
            {
                return;
            }

            offset = new float3(intOffset) * GridSnap;

            state.DragApplied += offset;
            HybridLevel.SetDragOffset(-state.DragApplied);

            var selectedEntities = _getSelectedFloorCeilings.ToEntityArray(Allocator.TempJob);
            var moves            = new NativeArray <Move>(selectedEntities.Length, Allocator.TempJob);

            var move = new Move {
                Offset = offset
            };

            for (var i = 0; i < moves.Length; ++i)
            {
                moves[i] = move;
            }

            EntityManager.AddComponentData(_getSelectedFloorCeilings, moves);

            selectedEntities.Dispose();
            moves.Dispose();
        }
Example #23
0
    private void OnCollisionStay(Collision collision)
    {
        collided = collision.gameObject;

        HandState hand = collided.GetComponent <HandState>();

        if (hand != null && !triggered)
        {
            if (hand.isGrabbing && (hand.transform.childCount == 2))
            {
                Rigidbody body = GetComponent <Rigidbody>();
                if (body != null)
                {
                    body.isKinematic = true;
                }

                ObjectOutline outline = GetComponent <ObjectOutline>();
                if (outline != null)
                {
                    outline.outline.SetActive(false);
                }

                if (transform.parent != null)
                {
                    if (transform.parent.GetComponent <HandState>() == null)
                    {
                        originalParent = transform.parent;
                    }
                    else
                    {
                        return;
                    }
                }

                transform.parent = collision.collider.transform;
                triggered        = true;
            }
        }
    }
Example #24
0
    public void UpdateInfo()
    {
        if (rightHand != null || leftHand != null)
        {
            Hand   availableHand = rightHand != null ? rightHand : leftHand;
            Finger finger        = GetIndexFinger(availableHand);
            if (finger != null)
            {
                fingerPoint  = GetTransformedFingerPosition(finger);
                fingerVector = GetTransformedFingerDirection(finger);
                isPointing   = IsFingerStraight(finger);
            }
            handPoint = TransformPoint(availableHand.PalmPosition.ToVector3());

            HandState detectedState = getState(availableHand);
            if (detectedState != handState)
            {
                if (nextState == detectedState)
                {
                    stateChangeProgress += Time.deltaTime;
                    if (stateChangeProgress > stateChangeDelay)
                    {
                        handState           = detectedState;
                        stateChangeProgress = 0;
                    }
                }
                else
                {
                    nextState        = detectedState;
                    stateChangeDelay = 0;
                }
            }
            else
            {
                nextState = detectedState;
            }
            isTracked = true;
        }
    }
Example #25
0
        private void MouseLeftClick(HandState handLeftState, IJoint leftHand, IJoint spineMid)
        {
            var zLeftHandBodyDistance = spineMid.Position.Z - leftHand.Position.Z;

            if (zLeftHandBodyDistance > 0.5f) // Right Hand Moving Cursor
            {
                if (handLeftState == HandState.Closed && startLeftHandClickGestureState == null)
                {
                    startLeftHandClickGestureState = new MouseGestureState(PHelper.CurrentTimeMillis());
                    startLeftHandClickGestureState.oldCursorPosition = Cursor.Position;
                }
                else if (handLeftState == HandState.Closed && startLeftHandClickGestureState != null)
                {
                    var cursorMoveDistance = PointDistance(Cursor.Position, startLeftHandClickGestureState.oldCursorPosition);
                    //Console.WriteLine(cursorMoveDistance);
                    if (cursorMoveDistance < 8)
                    {
                        MouseControl.DoMouseClick();
                    }
                }
            }
        }
    void Start()
    {
        _provider = FindObjectOfType <Leap.Unity.LeapServiceProvider>();

        if (_provider == null)
        {
            throw new System.Exception("Can't find leap motion provider");
        }

        //_controller = _provider.GetLeapController();
        //_controller.FrameReady += OnFrameReady;

        //if (useFixedUpdate) {
        _provider.OnFixedFrame += OnFrameReady;
        //} else {
        //    _provider.OnUpdateFrame += OnFrameReady;
        //}

        _left        = new HandState();
        _right       = new HandState();
        _right.right = true;
    }
Example #27
0
        private void DrawLeftHand(JointType activeHand, HandState handState, Point3D handPosition, DrawingContext drawingContext, JointType jointType)
        {
            DrawHand(handState, handPosition, drawingContext);
            if (activeHand != jointType)
            {
                return;
            }

            _mouseDown = handState == HandState.Closed;

            //horizontal
            double delta;
            var    direction = GetDirection(MovementDirection.Right, MovementDirection.Left, handPosition.X, LastLeftX, out delta);

            if (!_mouseDown || delta < MovementTrigger)
            {
                VarZ = 0;
            }

            if (delta >= MovementTrigger)
            {
                LastRightX = Convert.ToInt32(handPosition.X);
                InvokeKinectMovement(direction, delta);
            }

            //vertical
            direction = GetDirection(MovementDirection.Up, MovementDirection.Down, handPosition.Y, LastLeftY, out delta);

            if (!_mouseDown || delta < MovementTrigger)
            {
                VarX = 0;
            }

            if (delta >= MovementTrigger)
            {
                LastRightY = Convert.ToInt32(handPosition.Y);
                InvokeKinectMovement(direction, delta);
            }
        }
Example #28
0
    void InteractionManager_SourceReleased(InteractionSourceState state)
    {
        HandState handState = GetHandState(state);

        if (handState == null || !handState.IsPressed)
        {
            return;
        }

        Vector3 handPosition;

        if (!state.properties.location.TryGetPosition(out handPosition))
        {
            RemoveHandState(state);
            return;
        }

        handState.UpdatePosition(handPosition);

        handState.IsPressed = false;

        const float minAcceleration = 0.009f;
        const float maxAcceleration = 0.3f;

        Vector3 acceleration = handState.AccumulativeVelocity / (Time.time - handState.PressedTimestamp);

        if (acceleration.magnitude > minAcceleration)
        {
            acceleration = acceleration.normalized * ((acceleration.magnitude / maxAcceleration) * ThrowForceMultiplier);
        }

        if (trackedGameObject != null)
        {
            trackedGameObject.GetComponent <Rigidbody>().useGravity = true;
            trackedGameObject.GetComponent <Collider>().enabled     = true;
            trackedGameObject.GetComponent <Rigidbody>().velocity   = acceleration;
            trackedGameObject = null;
        }
    }
Example #29
0
    private void OnTriggerEnter(Collider other)
    {
        HandState hand = other.gameObject.GetComponent <HandState>();
        Poke      poke = other.gameObject.GetComponent <Poke>();

        if ((hand != null || poke != null) && !pressed)
        {
            switch (type)
            {
            case Type.Accept:
                rMan.UpdateServerRecording();
                break;

            case Type.Decline:
                break;

            default: break;
            }

            pressed = true;
        }
    }
        /// <summary>
        /// Draws a hand symbol if the hand is tracked: red circle = closed, green circle = opened; blue circle = lasso
        /// </summary>
        /// <param name="handState">state of the hand</param>
        /// <param name="handPosition">position of the hand</param>
        /// <param name="drawingContext">drawing context to draw to</param>
        private void DrawHand(HandState handState, Point handPosition, DrawingContext drawingContext, string hand)
        {
            switch (handState)
            {
            case HandState.Open:
                drawingContext.DrawEllipse(_handOpenBrush, null, handPosition, HandSize, HandSize);
                Image image = new Image
                {
                    Width = 100,
                    Uid   = flowerCanvas.Children.Count.ToString()
                            //Name = "X" + handPosition.X
                };
                var bmImage = new BitmapImage();
                bmImage.BeginInit();
                bmImage.UriSource = new Uri("Images/growingFlower.gif", UriKind.Relative);
                bmImage.EndInit();
                image.Source = bmImage;
                ImageBehavior.SetAnimatedSource(image, bmImage);
                ImageBehavior.SetRepeatBehavior(image, new RepeatBehavior(1));

                flowerCanvas.Children.Add(image);
                if (flowerCanvas.Children.Count > 20)
                {
                    var element = flowerCanvas.Children[flowerCanvas.Children.Count - 21];
                    flowerCanvas.Children.Remove(element);
                }
                Canvas.SetTop(image, handPosition.Y * 2.5);
                Canvas.SetLeft(image, handPosition.X * 2.5);
                break;

            case HandState.Closed:
                drawingContext.DrawEllipse(_handClosedBrush, null, handPosition, HandSize, HandSize);
                //var enume = flowerCanvas.Children.GetEnumerator();
                //if (enume.MoveNext())
                //    BodyCoords = enume.Current.ToString();
                break;
            }
        }
Example #31
0
    //Execute horizontal swipe attack
    public void HorizontalSwipe()
    {
        currentState = HandState.HorizontalSwipe;

        //Step 1: The hand lowers itself to just above the ground
        if (handBox.bounds.min.y > groundBox.bounds.max.y)
        {
            transform.position -= new Vector3(0, horizontalSwipeYSpeed * Time.deltaTime * timeMultiplier, 0);
        }

        //Step 2: The hand moves quickly along the floor until it reaches the other side of the arena
        else if (movingRight)
        {
            attacking           = true;
            transform.position += new Vector3(horizontalSwipeXSpeed * Time.deltaTime * timeMultiplier, 0, 0);

            //Once the hand reaches the other side of the arena, return to moving state
            if (handBox.bounds.max.x >= movementZoneBox.bounds.max.x)
            {
                currentState = HandState.Move;
                actionTimer  = 0f;
                attacking    = false;
            }
        }
        else if (!movingRight)
        {
            attacking           = true;
            transform.position -= new Vector3(horizontalSwipeXSpeed * Time.deltaTime * timeMultiplier, 0, 0);

            //Once the hand reaches the other side of the arena, return to moving state
            if (handBox.bounds.min.x <= movementZoneBox.bounds.min.x)
            {
                currentState = HandState.Move;
                actionTimer  = 0f;
                attacking    = false;
            }
        }
    }
Example #32
0
    void Grab()
    {
        anim.SetBool("Grab", true);
        handState        = HandState.Grab;
        gameObject.layer = LayerMask.NameToLayer("HandGrabbed");

        if (TryInteract())
        {
            return;
        }

        IGrabbable obj = null;

        Collider2D[] colliders = Physics2D.OverlapCircleAll(grabPosition.position, grabRadius, grabMask);

        if (colliders.Length > 0)
        {
            obj = colliders[0].GetComponent <IGrabbable>();

            float min = (grabPosition.position - colliders[0].transform.position).magnitude;

            for (int i = 1; i < colliders.Length; i++)
            {
                float d = (grabPosition.position - colliders[i].transform.position).magnitude;
                if (d < min)
                {
                    min = d;
                    obj = colliders[i].GetComponent <IGrabbable>();
                }
            }
        }

        grabbedObj = obj;
        if (grabbedObj != null)
        {
            grabbedObj.Grab();
        }
    }
Example #33
0
    void ExitState(ref HandData hand, HandState nextState)
    {
        switch (hand.state)
        {
        case HandState.Neutral:
        {
            // ...
        }
        break;

        case HandState.Pointing:
        {
            DestroyPointingLine(ref hand);
        }
        break;

        case HandState.Grip:
        {
            DetachFromHand(ref hand);
        }
        break;
        }
    }
    public void LockHand(HandState state)
    {
        isLock = true;

        Hand_IdleModel.SetActive(false);
        Hand_GrabModel.SetActive(false);
        Hand_LargeGrabModel.SetActive(false);

        switch (state)
        {
        case HandState.Idle:
            Hand_IdleModel.SetActive(true);
            break;

        case HandState.Grab:
            Hand_GrabModel.SetActive(true);
            break;

        case HandState.LargeGrab:
            Hand_LargeGrabModel.SetActive(true);
            break;
        }
    }
Example #35
0
        internal Hand(ulong trackingID, HandState state, IList<DepthPointEx> contour, IList<DepthPointEx> fingers, CoordinateMapper coordinateMapper)
        {
            TrackingId = trackingID;

            if (state == HandState.Open)
            {
                Fingers = fingers.Select(f => new Finger(f, coordinateMapper)).ToList();
            }
            else
            {
                Fingers = new List<Finger>();
            }

            ushort[] depths = contour.Select(d => (ushort)d.Z).ToArray();

            ContourDepth = contour.Select(p => new DepthSpacePoint { X = p.X, Y = p.Y }).ToArray();

            ContourCamera = new CameraSpacePoint[ContourDepth.Count];
            coordinateMapper.MapDepthPointsToCameraSpace((DepthSpacePoint[])ContourDepth, depths, (CameraSpacePoint[])ContourCamera);

            ContourColor = new ColorSpacePoint[ContourDepth.Count];
            coordinateMapper.MapDepthPointsToColorSpace((DepthSpacePoint[])ContourDepth, depths, (ColorSpacePoint[])ContourColor);
        }
Example #36
0
        // MainWindow.DrawHand
        public void Add(HandState handState)
        {
            switch (handState)
            {
            case HandState.Closed:
                existClosed = 1;
                break;

            case HandState.Lasso:
                existLasso = 1;
                break;

            case HandState.Open:
                existOpen = 1;
                break;

            // 手がトラッキングされていない(NotTracked)
            // または手がグーチョキパー以外の形(Unknown)
            default:
                existUnavail = true;
                break;
            }
        }
Example #37
0
 internal Body(
     Joint[] jointData,
     Guid entityId,
     bool isTracked,
     HandState leftHandState,
     TrackingConfidence leftHandConfidence,
     HandState rightHandState,
     TrackingConfidence rightHandConfidence,
     Vector2 lean,
     TrackingState leanState,
     FrameEdges clippedEdges)
 {
     Joints            = new EnumDictionary <Joint>(jointData);
     IsTracked         = isTracked;
     EntityId          = entityId;
     HandStateLeft     = leftHandState;
     ConfidenceLeft    = leftHandConfidence;
     HandStateRight    = rightHandState;
     ConfidenceRight   = rightHandConfidence;
     Lean              = lean;
     LeanTrackingState = leanState;
     ClippedEdges      = clippedEdges;
 }
        /// <summary>
        /// Draws a hand symbol if the hand is tracked: red circle = closed, green circle = opened; blue circle = lasso
        /// </summary>
        /// <param name="handState">state of the hand</param>
        /// <param name="handPosition">position of the hand</param>
        /// <param name="drawingContext">drawing context to draw to</param>
        private void DrawHand(HandState handState, Point handPosition, DrawingContext drawingContext)
        {
            switch (handState)
            {
            case HandState.Closed:


                port.Write("#TEXT" + temp_1 + "A" + temp_2 + "B" + a1_sig + "C" + a2_sig + "D" + "#\n");
                //Console.WriteLine("#TEXT" + temp_1 + "A" + temp_2 + "B" + a1_sig + "C" + a2_sig + "D" + "#\n");
                this.StatusText = String.Format("Angulo Codo: {0:F2}\nAngulo Mano: {1:F2}", angle_1, angle_2);
                drawingContext.DrawEllipse(this.handClosedBrush, null, handPosition, HandSize, HandSize);
                break;

            case HandState.Open:
                drawingContext.DrawEllipse(this.handOpenBrush, null, handPosition, HandSize, HandSize);
                break;

            case HandState.Lasso:

                drawingContext.DrawEllipse(this.handLassoBrush, null, handPosition, HandSize, HandSize);
                break;
            }
        }
    private void OnTriggerEnter(Collider other)
    {
        HandState hand = other.gameObject.GetComponent <HandState>();
        Poke      poke = other.gameObject.GetComponent <Poke>();

        if ((hand != null || poke != null) && !pressed)
        {
            switch (type)
            {
            case Type.Next:
                screen.Next();
                break;

            case Type.Back:
                screen.Back();
                break;

            default: break;
            }

            pressed = true;
        }
    }
Example #40
0
        private void StartDragging(float3 handPos, ref HandState state)
        {
            if (state.HoveredFloorCeiling == Entity.Null || !EntityManager.GetSelected(state.HoveredFloorCeiling))
            {
                EntityManager.DeselectAll();

                if (state.HoveredFloorCeiling != Entity.Null)
                {
                    EntityManager.SetSelected(state.HoveredFloorCeiling, true);
                }
                else
                {
                    return;
                }
            }

            state.IsDragging  = true;
            state.HasExtruded = false;
            state.DragOrigin  = handPos;
            state.DragApplied = float3.zero;

            HybridLevel.SetDragOffset(-state.DragApplied);
        }
Example #41
0
    private void loadHandState(HandState hs)
    {
        setNodeRotation(pinky, baseNodeAngle(hs.pinky[0]));
        setNodeRotation(pinky.GetChild(0), middleNodeAngle(hs.pinky[1]));
        setNodeRotation(pinky.GetChild(0).GetChild(0), middleNodeAngle(hs.pinky[1]));

        setNodeRotation(ring, baseNodeAngle(hs.ring[0]));
        setNodeRotation(ring.GetChild(0), middleNodeAngle(hs.ring[1]));
        setNodeRotation(ring.GetChild(0).GetChild(0), middleNodeAngle(hs.ring[1]));

        setNodeRotation(middle, baseNodeAngle(hs.middle[0]));
        setNodeRotation(middle.GetChild(0), middleNodeAngle(hs.middle[1]));
        setNodeRotation(middle.GetChild(0).GetChild(0), middleNodeAngle(hs.middle[1]));

        setNodeRotation(index, baseNodeAngle(hs.index[0]));
        setNodeRotation(index.GetChild(0), middleNodeAngle(hs.index[1]));
        setNodeRotation(index.GetChild(0).GetChild(0), middleNodeAngle(hs.index[1]));

        setThumbRotation(thumb.GetChild(0), baseNodeAngle(hs.thumb[0]));
        setThumbRotation(thumb.GetChild(0).GetChild(0), baseNodeAngle(hs.thumb[1]));

        setPalmReference(hs.palm);
    }
        // hand switch statement
        private double handStatusSwitch(HandState hand)
        {
            switch (hand)
            {
            case HandState.Open:
                return(0);

            case HandState.Closed:
                return(1);

            case HandState.Lasso:
                return(2);

            case HandState.Unknown:
                return(3);

            case HandState.NotTracked:
                return(4);

            default:
                return(-1);
            }
        }
        /// <summary>
        /// draws the hand, according to the handstate on the body
        /// </summary>
        /// <param name="handState"></param>
        /// <param name="handPosition"></param>
        /// <param name="playerNumber"></param>
        /// <param name="drawingContext"></param>
        private void DrawHand(HandState handState, Point handPosition, int playerNumber, DrawingContext drawingContext)
        {
            Point p = handPosition;

            p.X -= 10;
            p.Y -= 20;
            switch (handState)
            {
            case HandState.Closed:
                drawingContext.DrawEllipse(handClosedBrush, null, handPosition, HandSize, HandSize);
                drawingContext.DrawText(new FormattedText(playerNumber.ToString(), CultureInfo.CurrentCulture, FlowDirection.LeftToRight, typeFace, 30, textBrush), p);
                break;

            case HandState.Open:
                drawingContext.DrawEllipse(handOpenBrush, null, handPosition, HandSize, HandSize);
                drawingContext.DrawText(new FormattedText(playerNumber.ToString(), CultureInfo.CurrentCulture, FlowDirection.LeftToRight, typeFace, 30, textBrush), p);
                break;

            case HandState.Lasso:
                drawingContext.DrawEllipse(handLassoBrush, null, handPosition, HandSize, HandSize);
                drawingContext.DrawText(new FormattedText(playerNumber.ToString(), CultureInfo.CurrentCulture, FlowDirection.LeftToRight, typeFace, 30, textBrush), p);
                break;
            }
        }
Example #44
0
 private bool HandStateChanged(HandState handstate)
 {
     if (handstate == HandState.Unknown)
     {
         return(false);
     }
     if (handstate != currentHandState)
     {
         if (handstate == HandState.Open)
         {
             currentHandState = handstate;
             handGesture      = new KinectGesture(GestureType.Pinch, GestureDirection.Push);
             return(true);
         }
         else if (handstate == HandState.Closed)
         {
             currentHandState = handstate;
             handGesture      = new KinectGesture(GestureType.Pinch, GestureDirection.Pull);
             return(true);
         }
         return(false);
     }
     return(false);
 }
Example #45
0
 int HandStateToValue(HandState hs)
 {
     if (hs == HandState.Open)
     {
         return(1);
     }
     if (hs == HandState.Closed)
     {
         return(2);
     }
     if (hs == HandState.Lasso)
     {
         return(3);
     }
     if (hs == HandState.Unknown)
     {
         return(4);
     }
     if (hs == HandState.NotTracked)
     {
         return(5);
     }
     return(6);
 }
Example #46
0
        private void UpdateInteract(Hand hand, float3 handPos, ref HandState state)
        {
            if (UseToolAction.GetStateDown(hand.handType))
            {
                state.IsActionHeld = true;

                if (MultiSelectAction.GetState(hand.handType))
                {
                    StartSelecting(ref state);
                }
                else
                {
                    StartDragging(handPos, ref state);
                }
            }
            else if (state.IsActionHeld && UseToolAction.GetState(hand.handType))
            {
                if (state.IsDragging)
                {
                    UpdateDragging(hand, handPos, ref state);
                    return;
                }

                UpdateSelecting(ref state);
            }

            if (state.IsActionHeld && UseToolAction.GetStateUp(hand.handType))
            {
                state.IsActionHeld = false;

                if (state.IsDragging)
                {
                    StopDragging(ref state);
                }
            }
        }
Example #47
0
        public virtual void EndInteraction(NVRInteractable item)
        {
            if (item != null && CurrentlyHoveringOver.ContainsKey(item) == true)
            {
                CurrentlyHoveringOver.Remove(item);
            }

            if (CurrentlyInteracting != null)
            {
                // TODO: A more general event may be better
                ScenarioLogManager.Instance.LogEvent(this.gameObject, "OnRelease", CurrentlyInteracting.gameObject.name);

                CurrentlyInteracting.EndInteraction();
                CurrentlyInteracting = null;
            }

            if (CurrentInteractionStyle == InteractionStyle.GripToggleToInteract)
            {
                if (CurrentHandState != HandState.Idle)
                {
                    CurrentHandState = HandState.Idle;
                }
            }
        }
Example #48
0
        public virtual void EndInteraction(NVRInteractable item)
        {
            if (item != null && CurrentlyHoveringOver.ContainsKey(item))
            {
                CurrentlyHoveringOver.Remove(item);
            }

            if (CurrentlyInteracting != null)
            {
                CurrentlyInteracting.EndInteraction();

                if (OnEndInteraction != null)
                {
                    OnEndInteraction.Invoke(CurrentlyInteracting);
                }

                CurrentlyInteracting = null;
            }

            if (CurrentInteractionStyle == InterationStyle.Toggle)
            {
                CurrentHandState = HandState.Idle;
            }
        }
Example #49
0
    private void HandleTwoOrMoreHands(List <Hand> hands)
    {
        foreach (Hand hand in hands)
        {
            switch (hand.IsLeft)
            {
            case true:
                leftHand = hand;
                break;

            default:
                rightHand = hand;
                break;
            }
        }

        if (!AreBothHandsNotNull() || hands.Count > 2)
        {
            handState = HandState.Invalid;
            return;
        }

        handState = HandState.Both;
    }
Example #50
0
    void InteractionManager_SourcePressed(InteractionSourceState state)
    {
        HandState handState = GetHandState(state);

        handState.IsPressed = true;

        Vector3 handPosition;

        if (!state.properties.location.TryGetPosition(out handPosition))
        {
            RemoveHandState(state);
            return;
        }

        handState.UpdatePosition(handPosition);

        if (trackedGameObject == null)
        {
            trackedGameObject = Instantiate(PaperPrefab);
            trackedGameObject.GetComponent <Rigidbody>().useGravity = false;
            trackedGameObject.GetComponent <Collider>().enabled     = false;
            trackedGameObject.transform.position = handState.Position + Camera.main.transform.TransformVector(FingertipsOffset);
        }
    }
Example #51
0
        public void Initialize()
        {
            Rigidbody = this.GetComponent <Rigidbody>();
            if (Rigidbody == null)
            {
                Rigidbody = this.gameObject.AddComponent <Rigidbody>();
            }
            Rigidbody.isKinematic        = true;
            Rigidbody.maxAngularVelocity = float.MaxValue;
            Rigidbody.useGravity         = false;

            Collider[] colliders = null;

            if (CustomModel == null)
            {
                colliders = InputDevice.SetupDefaultColliders();
            }
            else
            {
                colliders = RenderModel.GetComponentsInChildren <Collider>(); //note: these should be trigger colliders
            }

            Player.RegisterHand(this);

            if (Player.PhysicalHands == true)
            {
                if (PhysicalController != null)
                {
                    PhysicalController.Kill();
                }

                PhysicalController = this.gameObject.AddComponent <NVRPhysicalController>();
                PhysicalController.Initialize(this, false);

                if (Player.AutomaticallySetControllerTransparency == true)
                {
                    Color transparentcolor = Color.white;
                    transparentcolor.a = (float)VisibilityLevel.Ghost / 100f;

                    GhostRenderers = this.GetComponentsInChildren <Renderer>();
                    for (int rendererIndex = 0; rendererIndex < GhostRenderers.Length; rendererIndex++)
                    {
                        NVRHelpers.SetTransparent(GhostRenderers[rendererIndex].material, transparentcolor);
                    }
                }

                if (colliders != null)
                {
                    GhostColliders = colliders;
                }

                CurrentVisibility = VisibilityLevel.Ghost;
            }
            else
            {
                if (Player.AutomaticallySetControllerTransparency == true)
                {
                    Color transparentcolor = Color.white;
                    transparentcolor.a = (float)VisibilityLevel.Ghost / 100f;

                    GhostRenderers = this.GetComponentsInChildren <Renderer>();
                    for (int rendererIndex = 0; rendererIndex < GhostRenderers.Length; rendererIndex++)
                    {
                        NVRHelpers.SetTransparent(GhostRenderers[rendererIndex].material, transparentcolor);
                    }
                }

                if (colliders != null)
                {
                    GhostColliders = colliders;
                }

                CurrentVisibility = VisibilityLevel.Ghost;
            }

            CurrentHandState = HandState.Idle;
        }
 public HandleObject(Point position, int radius, Point velocity, int displayWidth, int displayHeight, int id = -1)
 {
     this.ball = new BitmapImage(new Uri(Environment.CurrentDirectory + "\\../../../Images\\basketball.png"));
     this.ID = id;
     this.pos = position;
     this.vel = velocity;
     this.radius = radius;
     this.adjRadius = radius;
     this.defaultPos = position;
     inactiveBrush = Brushes.Red;
     activeBrush = Brushes.Green;
     pen = new Pen();
     prevHandState = HandState.Unknown;
     isLeftHandOnObject = false;
     isRightHandOnObject = false;
     isBoundToHand = false;
     currentBrush = inactiveBrush;
     this.displayWidth = displayWidth;
     this.displayHeight = displayHeight;
     averageOfPoints = new Point[5];
 }
Example #53
0
 private void UpdateVisibilityAndColliders()
 {
     if (Player.PhysicalHands == true)
     {
         if (CurrentInteractionStyle == InterationStyle.Hold)
         {
             if (HoldButtonPressed == true && IsInteracting == false)
             {
                 if (CurrentHandState != HandState.GripDownNotInteracting && VisibilityLocked == false)
                 {
                     VisibilityLocked = true;
                     SetVisibility(VisibilityLevel.Visible);
                     CurrentHandState = HandState.GripDownNotInteracting;
                 }
             }
             else if (HoldButtonDown == true && IsInteracting == true)
             {
                 if (CurrentHandState != HandState.GripDownInteracting && VisibilityLocked == false)
                 {
                     VisibilityLocked = true;
                     if (Player.MakeControllerInvisibleOnInteraction == true)
                     {
                         SetVisibility(VisibilityLevel.Invisible);
                     }
                     else
                     {
                         SetVisibility(VisibilityLevel.Ghost);
                     }
                     CurrentHandState = HandState.GripDownInteracting;
                 }
             }
             else if (IsInteracting == false)
             {
                 if (CurrentHandState != HandState.Idle && VisibilityLocked == false)
                 {
                     SetVisibility(VisibilityLevel.Ghost);
                     CurrentHandState = HandState.Idle;
                 }
             }
         }
         else if (CurrentInteractionStyle == InterationStyle.Toggle)
         {
             if (CurrentHandState == HandState.Idle)
             {
                 if (VisibilityLocked == false && CurrentVisibility != VisibilityLevel.Ghost)
                 {
                     SetVisibility(VisibilityLevel.Ghost);
                 }
                 else
                 {
                     VisibilityLocked = false;
                 }
             }
             else if (CurrentHandState == HandState.GripToggleOnInteracting)
             {
                 if (VisibilityLocked == false)
                 {
                     VisibilityLocked = true;
                     SetVisibility(VisibilityLevel.Ghost);
                 }
             }
             else if (CurrentHandState == HandState.GripToggleOnNotInteracting)
             {
                 if (VisibilityLocked == false)
                 {
                     VisibilityLocked = true;
                     SetVisibility(VisibilityLevel.Visible);
                 }
             }
         }
     }
     else if (Player.PhysicalHands == false && Player.MakeControllerInvisibleOnInteraction == true)
     {
         if (IsInteracting == true)
         {
             SetVisibility(VisibilityLevel.Invisible);
         }
         else if (IsInteracting == false)
         {
             SetVisibility(VisibilityLevel.Ghost);
         }
     }
 }
        public void update(HandState leftHand, HandState rightHand, Point leftPoint, Point rightPoint, float leftHandDepth,float rightHandDepth)
        {
            prevHandPoint = activePoint;

            isLeftHandOnObject = isHandOnObject(leftPoint);
            isRightHandOnObject = isHandOnObject(rightPoint);

            if (isLeftHandOnObject)
            {
                activeHandState = leftHand;
                activePoint = leftPoint;
                activeDepth = leftHandDepth;
            }else if(isRightHandOnObject){
                activeHandState = rightHand;
                activePoint = rightPoint;
                activeDepth = rightHandDepth;
            }
            averageOfPoints[index % 5] = new Point(activePoint.X - prevHandPoint.X, activePoint.Y - prevHandPoint.Y);
            index += 1;

            if (pos.X + adjRadius>= displayWidth || pos.X - adjRadius<= 0)
            {
                vel.X = -vel.X;
            }

            this.pos.X += this.vel.X;

            if (!isBoundToHand)
            {

                hAcc += hAccIncrement;

                if (pos.Y + adjRadius >= displayHeight)
                {
                    vel.Y = -vel.Y;
                    pos.Y = displayHeight - radius * 2;
                }
                vel.Y += hAcc;
                this.pos.Y += this.vel.Y;

            }
            else
            {
                hAcc = 0;
                vel.Y = 0;
            }

            if (isLeftHandOnObject || isRightHandOnObject  || isBoundToHand)
            {
                if (activeHandState == HandState.Closed || activeHandState == HandState.Open)
                {
                    prevHandState = currHandState;
                    currHandState = activeHandState;
                }

                if (IsHolding() && !isBoundToHand)
                    return;

                //set color depending on the action performed
                if (IsGrabbed())
                {
                    if (isLeftHandOnObject || isRightHandOnObject)
                        isBoundToHand = true;
                    currentBrush = activeBrush;
                    radius = radius * activeDepth;
                    if (adjRadius > 60) adjRadius = 60;
                    if (adjRadius < 35) adjRadius = 35;
                }
                else if (IsReleased())
                {
                    double xTotal = 0, yTotal = 0;
                    isBoundToHand = false;
                    foreach (Point p in averageOfPoints)
                    {
                        xTotal += p.X;
                        yTotal += p.Y;
                    }
                    vel.X = xTotal / averageOfPoints.Length;
                    vel.Y = yTotal / averageOfPoints.Length;

                    currentBrush = inactiveBrush;
                }

                if ((IsGrabbed() || IsHolding()) && !isBoundToHand)
                {
                    Console.WriteLine("dh");
                }
                if ((IsGrabbed() || IsHolding()) && isBoundToHand)
                {
                    this.pos = activePoint;
                    adjRadius = radius / activeDepth;
                }
                else
                {
                    radius = adjRadius;
                }
            }
            else
            {
               // prevHandState = HandState.Closed;
                //currHandState = HandState.Closed;
            }
        }
        /// <summary>
        /// Updates hand state ellipses depending on tracking state and it's confidence.
        /// </summary>
        /// <param name="ellipse">ellipse representing handstate</param>
        /// <param name="handState">open, closed, or lasso</param>
        /// <param name="trackingConfidence">confidence of handstate</param>
        /// <param name="point">location of handjoint</param>
        private void UpdateHand(Ellipse ellipse, HandState handState, TrackingConfidence trackingConfidence, Point point)
        {
            ellipse.Fill = new SolidColorBrush(this.HandStateToColor(handState));

            // draw handstate ellipse based on tracking confidence
            ellipse.Width = ellipse.Height = (trackingConfidence == TrackingConfidence.Low) ? LowConfidenceHandSize : HighConfidenceHandSize;

            ellipse.Visibility = Windows.UI.Xaml.Visibility.Visible;

            // don't draw handstate if hand joints are not tracked
            if (!Double.IsInfinity(point.X) && !Double.IsInfinity(point.Y))
            {
                Canvas.SetLeft(ellipse, point.X - ellipse.Width / 2);
                Canvas.SetTop(ellipse, point.Y - ellipse.Width / 2);
            }
        }
Example #56
0
        /// <summary>
        /// Draws a hand symbol if the hand is tracked: red circle = closed, green circle = opened; blue circle = lasso
        /// </summary>
        /// <param name="handState">state of the hand</param>
        /// <param name="handPosition">position of the hand</param>
        /// <param name="drawingContext">drawing context to draw to</param>
        private void DrawHand(HandState handState, Point handPosition, DrawingContext drawingContext)
        {
            string footerMainMenuText;
            Binding set;
            switch (handState)
            {
                case HandState.Closed:
                    drawingContext.DrawEllipse(this.handClosedBrush, null, handPosition, HandSize, HandSize);
                    break;

                case HandState.Open:
                    drawingContext.DrawEllipse(this.handOpenBrush, null, handPosition, HandSize, HandSize);

                    footerMainMenuText = "Paper";
                    set = new Binding();
                    set.Mode = BindingMode.OneWay;
                    set.Source = footerMainMenuText;
                    MessageBlock_Dumbbell.DataContext = footerMainMenuText;
                    MessageBlock_Dumbbell.SetBinding(TextBlock.TextProperty, set);
                    break;

                case HandState.Lasso:
                    drawingContext.DrawEllipse(this.handLassoBrush, null, handPosition, HandSize, HandSize);

                    footerMainMenuText = "Scissor";
                    set = new Binding();
                    set.Mode = BindingMode.OneWay;
                    set.Source = footerMainMenuText;
                    MessageBlock_Dumbbell.DataContext = footerMainMenuText;
                    MessageBlock_Dumbbell.SetBinding(TextBlock.TextProperty, set);
                    break;
            }
        }
        private static void DrawHand(this Canvas canvas, Point handPosition, HandState handState)
        {
            double handSize = 90;

            switch (handState)
            {
                case HandState.Closed:
                    canvas.DrawPoint(handPosition, Constants.HandClosedBrush, handSize);
                    break;

                case HandState.Open:
                    canvas.DrawPoint(handPosition, Constants.HandOpenBrush, handSize);
                    break;

                case HandState.Lasso:
                    canvas.DrawPoint(handPosition, Constants.HandLassoBrush, handSize);
                    break;
            }
        }
        /// <summary>
        /// Select color of hand state
        /// </summary>
        /// <param name="handState"></param>
        /// <returns></returns>
        private Color HandStateToColor(HandState handState)
        {
            switch (handState)
            {
                case HandState.Open:
                    return Colors.Green;

                case HandState.Closed:
                    return Colors.Red;

                case HandState.Lasso:
                    return Colors.Blue;
            }

            return Colors.Transparent;
        }
        /// <summary>
        /// Draws a hand symbol if the hand is tracked: red circle = closed, green circle = opened; blue circle = lasso
        /// </summary>
        /// <param name="handState">state of the hand</param>
        /// <param name="handPosition">position of the hand</param>
        /// <param name="drawingContext">drawing context to draw to</param>
        public void DrawHand(HandState handState, Point handPosition)
        {
            switch (handState)
            {
                case HandState.Closed:
                    this.imageSource.DrawEllipse((int)handPosition.X, (int)handPosition.Y, (int)handPosition.X + (int)HandSize, (int)handPosition.Y + (int)HandSize, this.handClosedColor);
                    break;

                case HandState.Open:
                    this.imageSource.DrawEllipse((int)handPosition.X, (int)handPosition.Y, (int)handPosition.X + (int)HandSize, (int)handPosition.Y + (int)HandSize, this.handOpenColor);
                    break;

                case HandState.Lasso:
                    this.imageSource.DrawEllipse((int)handPosition.X, (int)handPosition.Y, (int)handPosition.X + (int)HandSize, (int)handPosition.Y + (int)HandSize, this.handLassoColor);
                    break;
            }
        }
Example #60
0
 public OscMessage BuildHandMessage(Body body, string key, HandState state, TrackingConfidence confidence)
 {
     var address = String.Format("/bodies/{0}/hands/{1}", body.TrackingId, key);
     //System.Diagnostics.Debug.WriteLine(address);
     return new OscMessage(address, state.ToString(), confidence.ToString());
 }