internal protected AnalysableBinding( Configuration.InputValueHandle handle, float zeroAngle, float sensitivity) : base(handle, zeroAngle, sensitivity) { }
protected InputBinding( Configuration.InputValueHandle handle, float zeroAngle, float sensitivity) { this.handle = handle; this._zeroAngle = zeroAngle; this._sensitivity = sensitivity; }
public EmgBinding(IEmgSensorInput input, Configuration.InputValueHandle handle, int channel) : base(handle, 0, 1) { this._input = input; this._channel = channel; _event_handler = new EventHandler <MuscleActivationChangedEventArgs>(_event_handle); _input.MuscleActivationChanged += _event_handler; _analyzer_handler = new EventHandler <MuscleActivationChangedEventArgs>(_analyzer_handle); input.MuscleActivationChanged += _analyzer_handler; }
public SkeletonBinding( ISkeletonInput input, Configuration.InputValueHandle handle, BoneMarkers bone, float zeroAngle, float sensitivity) : base(handle, zeroAngle, sensitivity) { this._input = input; FirstBone = bone; _type = BindingType.SingleBoneAngle; _event_handler = new EventHandler <SkeletonChangedEventArgs>(_input_assign_single_bone_angle); _analyzer_handler = new EventHandler <SkeletonChangedEventArgs>(_analyzer_handle); input.SkeletonChanged += _event_handler; input.SkeletonChanged += _analyzer_handler; }
internal AccelerometerBinding( IAccelerometerInput input, Configuration.InputValueHandle handle, BindingType property, float zeroAngle, float sensitivity) : base(handle, zeroAngle, sensitivity) { this._input = input; this._type = property; _event_handler = GetHandler(property); _input.AccelerometerChanged += _event_handler; _analyzer_handler = new EventHandler <AccelerometerChangedEventArgs>(_analyzer_handle); input.AccelerometerChanged += _analyzer_handler; }
public BalanceBoardBinding( IBalanceBoardInput input, Configuration.InputValueHandle handle, MovementOrientation orientation, float displacement, float sensitivityRed, float sensitivityBlue) : base(handle, displacement, sensitivityRed) { this._input = input; this._orientation = orientation; _event_handler = GetHandler(orientation); _input.BalanceChanged += _event_handler; _analyzer_handler = new EventHandler <BalanceChangedEventArgs>(_analyzer_handle); input.BalanceChanged += _analyzer_handler; }
public AbsoluteSkeletonBinding( ISkeletonInput input, Configuration.InputValueHandle handle, SkeletonMarkers trackedJoint, SkeletonMarkers?relativePositionToJoint, BindingAxis axis, float offset, float sensitivity) : base(handle, offset, sensitivity) { this._input = input; _trackedJoint = trackedJoint; _baseJoint = relativePositionToJoint; _axis = axis; _event_handler = new EventHandler <SkeletonChangedEventArgs>(_input_assign_position); _analyzer_handler = new EventHandler <SkeletonChangedEventArgs>(_analyzer_handle); input.SkeletonChanged += _event_handler; input.SkeletonChanged += _analyzer_handler; }