public void handsGenerator_HandCreate(object sender, HandCreateEventArgs e) { Trace.WriteLine("Hand created"); IsTracking = true; if (HandCreate != null) { HandCreate(this, e); } }
public void handsGenerator_HandCreate(object sender, HandCreateEventArgs e) { Trace.WriteLine("Hand created"); }
void hands_HandCreate(object sender, HandCreateEventArgs e) { this.puntoMano=e.Position; setPuntosManoActuales(this.puntoMano); iniciaPuntoReferencia(this.puntoMano); }
void handsGenerator_HandCreate(object sender, HandCreateEventArgs e) { // add the hand to the list of points //MessageBox.Show("Hand being created..."); if (shouldControlMouse) centerMouse(); List<Point3D> list = new List<Point3D>(); list.Add(e.Position); history.Add(e.UserID, list); }
void hands_HandCreate(object sender, HandCreateEventArgs e) { Debug.Log("Mano Creada"); this.puntoMano=e.Position; setPuntosManoActuales(this.puntoMano); iniciaPuntoReferencia(this.puntoMano); //Debug.Log("X "+puntoMano.X+" Y "+puntoMano.Y+" Z "+puntoMano.Z); //Debug.Log("**** X "+kinectRefX+" Y "+kinectRefY+" Z "+kinectRefZ); }
void hands_HandCreate(object Sender, HandCreateEventArgs e) { // Only support one hand at the moment if (handId != -1 && e.UserID != handId) return; handId = e.UserID; lastRawPoint = e.Position; if (RotateToUser) { handPos = RotateHandPoint(e.Position); } else { handPos = e.Position; } currentSessionBounds = new Bounds(Point3DToVector3(handPos), SessionBounds); OnSessionStarted(handPos); foreach (GameObject obj in new List<GameObject>(Listeners)) { if (!obj) continue; NotifyHandCreate(obj, handPos); } }
void hands_HandCreate(object sender, HandCreateEventArgs e) { Debug.Log("Create"); List<Point3D> lista=new List<Point3D>(trackingSize); lista.Add(e.Position); tracking.Add(e.UserID,lista); }
void HandleHandsGeneratorHandCreate(object sender, HandCreateEventArgs e) { smoothedDefectsSize = 0f; Debug.Log("Created Hand: " + e.UserID + " at: " + e.Position.X + "," + e.Position.Y +","+e.Position.Z); //nOn.HUD.text = "Created Hand" + e.UserID + " at: " + e.Position.X + "," + e.Position.Y +","+e.Position.Z; handPosition = e.Position; handExists = true; nOn.handsGenerator.HandUpdate += HandleHandsGeneratorHandUpdate; DetectHand(); }
// 手の検出開始 void hands_HandCreate(object sender, HandCreateEventArgs e) { handStates = HandStatus.Create; }
void hands_HandCreate(object sender, HandCreateEventArgs e) { determinaCentro(); acomodaManoCentro(); }