public JointConstraint( KinectWrapper.Joints joint_a, KinectWrapper.Joints joint_b, Relations relation, Operators operation, Vector3 val ) { this.joint_a = joint_a; this.joint_b = joint_b; this.relation = relation; this.operation = operation; this.val = val; }
/******************************************************************************** * USER METHODS -> Call these methods from your scripts * ******************************************************************************/ /// <summary> /// main joint position get function /// </summary> /// <param name="player">player number (1,2)</param> /// <param name="joint">KinectWrapper.Joints enum</param> /// <returns>position of given joint for given player</returns> public Vector3 GetJointPos(int player, KinectWrapper.Joints joint) { KinectWrapper.SkeletonTransform trans = new KinectWrapper.SkeletonTransform(); if (NUIisReady) { KinectWrapper.GetSkeletonTransform(player, (int)joint, ref trans); return(new Vector3(trans.x * scaleFactor, trans.y * scaleFactor, trans.z * scaleFactor)); } else { return(Vector3.zero); } }
public Vector3 GetJointPos(KinectWrapper.Joints joint) { KinectWrapper.SkeletonTransform trans = new KinectWrapper.SkeletonTransform(); KinectWrapper.GetSkeletonTransform((int)joint, ref trans); return(new Vector3(trans.x * scaleFactor, trans.y * scaleFactor, trans.z * scaleFactor)); }
/// <summary> /// one-player overload of joint position get function /// </summary> /// <param name="joint">KinectWrapper.Joints enum</param> /// <returns>position of given joint</returns> public Vector3 GetJointPos(KinectWrapper.Joints joint) { return(GetJointPos(1, joint)); }
public JointConstraint( KinectWrapper.Joints joint_a, KinectWrapper.Joints joint_b ) { this.joint_a = joint_a; this.joint_b = joint_b; }