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 FHands_HandCreate(object sender, HandCreateEventArgs e) { // var v = new Vector3D(e.Position.X / 1000, e.Position.Y / 1000, e.Position.Z / 1000); if (!FTrackedHands.ContainsValue(e.Position)) { FTrackedHands.Add(e.UserID, e.Position); } }
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 FHands_HandCreate(object sender, HandCreateEventArgs e) { var v = new Vector3D(e.Position.X / 1000, e.Position.Y / 1000, e.Position.Z / 1000); lock (FHandTrackerLock) if (!FTrackedHands.ContainsValue(v)) { FTrackedHands.Add(e.UserID, v); } }
void handsGenerator_HandCreate(object sender, HandCreateEventArgs e) { NiteKinectHandGestureEventData eventdata = new NiteKinectHandGestureEventData(new NiteKinectHandGestureData(e.UserID, NiteKinectHandState.Created, this.depth.ConvertRealWorldToProjective(e.Position))); if (DataReceived != null) { DataReceived(this, new DataReceivedEventHandler() { PluginData = eventdata }); } }
void hands_HandCreate(object Sender, HandCreateEventArgs e) { // Only support one hand at the moment if (handId != -1 && e.UserID != handId) { return; } handId = e.UserID; OnSessionStarted(e.Position); foreach (GameObject obj in new List <GameObject>(Listeners)) { NotifyHandCreate(obj, e.Position); } }
void hands_HandCreate(object sender, HandCreateEventArgs e) { _print = true; debug_text = "hand created"; this.router.ActiveListener = this.steadyDetector; }
// 手の検出開始 void hands_HandCreate(object sender, HandCreateEventArgs e) { handStates = HandStatus.Create; }