internal HolofunkState( Clock clock, HolofunkSceneGraph sceneGraph, HolofunkBass bass, HolofunKinect kinect, float initialBPM) { m_clock = clock; m_sceneGraph = sceneGraph; m_bass = bass; m_kinect = kinect; m_requestedBPM = initialBPM; m_player0 = new PlayerModel(0, HolofunkBassAsio.AsioInputChannelId0, this); m_player1 = new PlayerModel(1, HolofunkBassAsio.AsioInputChannelId1, this); }
public PlayerHandModel(PlayerModel parent, bool isRight) { m_parent = parent; m_isRightHand = isRight; m_stateMachine = new HolofunkMachine(new LoopieEvent(), LoopieStateMachine.Instance, this); }
/// <summary>Update the scene's background based on the current beat, and the positions of /// the two hands based on the latest data polled from Kinect.</summary> /// <remarks>We pass in the current value of "now" to ensure consistent /// timing between the PlayerState update and the scene graph udpate.</remarks> internal void Update( PlayerModel playerState, HolofunKinect kinect, Moment now) { m_headGroup.LocalTransform = new Transform( kinect.GetJointViewportPosition(PlayerIndex, JointType.Head) + MagicNumbers.ScreenHandAdjustment, new Vector2(1f)); m_headMikeSignal.Update(now, false, playerState.PlayerColor); m_leftHandSceneGraph.Update(playerState.LeftHandModel, kinect, now); m_rightHandSceneGraph.Update(playerState.RightHandModel, kinect, now); }
internal void Update( PlayerModel playerState, HolofunKinect kinect, Moment now) { }