private void KinectDevice_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { using (SkeletonFrame frame = e.OpenSkeletonFrame()) { if (frame != null) { frame.CopySkeletonDataTo(this.frameSkeletons); long now = ((currentTime.Hour * 60 + currentTime.Minute) * 60 + currentTime.Second) * 1000 + currentTime.Millisecond; waveGesture.Update(this.frameSkeletons, now); } } }
private void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e) { using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame()) { if (skeletonFrame != null) { int skeletonSlot = 0; if ((this.skeletonData == null) || (this.skeletonData.Length != skeletonFrame.SkeletonArrayLength)) { this.skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength]; } skeletonFrame.CopySkeletonDataTo(this.skeletonData); foreach (Skeleton skeleton in this.skeletonData) { if (SkeletonTrackingState.Tracked == skeleton.TrackingState) { Player player; if (this.players.ContainsKey(skeletonSlot)) { player = this.players[skeletonSlot]; } else { player = new Player(skeletonSlot); player.SetBounds(this.playerBounds); if (players.Count < 1) { this.players.Add(skeletonSlot, player); // SendCommand(CmdSkeletonOkay); } } player.LastUpdated = DateTime.Now; // Update player's bone and joint positions if (skeleton.Joints.Count > 0) { player.IsAlive = true; crossGesture.Update(skeleton); raiseRightHandGesture.Update(skeleton); raiseLeftHandGesture.Update(skeleton); waveGesture.Update(skeleton); moveBackGesture.Update(skeleton); moveForwardGesture.Update(skeleton); rightSwipeRight.Update(skeleton); leftSwipeLeft.Update(skeleton); rightSwipeLeft.Update(skeleton); leftSwipeRight.Update(skeleton); //player.DetectGesture(skeleton.Joints); // Head, hands, feet (hit testing happens in order here) player.UpdateJointPosition(skeleton.Joints, JointType.Head); player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft); player.UpdateJointPosition(skeleton.Joints, JointType.HandRight); player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft); player.UpdateJointPosition(skeleton.Joints, JointType.FootRight); // Hands and arms player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight); player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight); player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight); player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft); player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft); player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft); // Head and Shoulders player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head); player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter); player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight); // Legs player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft); player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft); player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft); player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight); player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight); player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight); player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter); player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight); // Spine player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter); ProcessSkeleton(skeleton); } } skeletonSlot++; } } } }