public LimbOrientation(SharedContent.BodyPartID limbID, Vector3D upperLimbInclination, Vector3D lowerLimbInclination) { this.limbID = limbID; this.upperLimbInclination = upperLimbInclination; this.lowerLimbInclination = lowerLimbInclination; this.bendInLimb = Vector3D.AngleBetween(upperLimbInclination, lowerLimbInclination); this.calibratedUpperLimbInclination = this.upperLimbInclination; this.calibratedLowerLimbInclination = this.lowerLimbInclination; this.calibratedBendInLimb = this.bendInLimb; }
public LimbOrientation(SharedContent.BodyPartID limbID, SkeletonData bodyPartData) { this.limbID = limbID; this.upperLimbInclination = LimbOrientation.CalculateUpperLimbInclination(limbID, bodyPartData); this.upperLimbInclination.Normalize(); this.lowerLimbInclination = LimbOrientation.CalculateLowerLimbInclination(limbID, bodyPartData); this.lowerLimbInclination.Normalize(); this.bendInLimb = Vector3D.AngleBetween(this.upperLimbInclination, this.lowerLimbInclination); this.calibratedUpperLimbInclination = this.upperLimbInclination; this.calibratedLowerLimbInclination = this.lowerLimbInclination; this.calibratedBendInLimb = this.bendInLimb; }