Esempio n. 1
0
        public override NUISkeleton Filter(NUISkeleton input)
        {
            NUISkeleton output = input.Clone();

            Vector3 spineBasePosition = output.Joints[NUIJointType.SpineBase].Position;

            foreach (var joint in output.Joints)
            {
                joint.Value.Position -= spineBasePosition;
                joint.Value.Position  = Quaternion.AngleAxis(tilt, Vector3.right) * joint.Value.Position;
                joint.Value.Position += spineBasePosition;
            }

            return(output);
        }
Esempio n. 2
0
        public override NUISkeleton Filter(NUISkeleton input)
        {
            NUISkeleton output = input.Clone();

            swapJoints(output, NUIJointType.HipLeft, NUIJointType.HipRight);
            swapJoints(output, NUIJointType.KneeLeft, NUIJointType.KneeRight);
            swapJoints(output, NUIJointType.AnkleLeft, NUIJointType.AnkleRight);
            swapJoints(output, NUIJointType.FootLeft, NUIJointType.FootRight);

            swapJoints(output, NUIJointType.ShoulderLeft, NUIJointType.ShoulderRight);
            swapJoints(output, NUIJointType.ElbowLeft, NUIJointType.ElbowRight);
            swapJoints(output, NUIJointType.WristLeft, NUIJointType.WristRight);
            swapJoints(output, NUIJointType.HandLeft, NUIJointType.HandRight);

            foreach (NUIJointType jointType in output.Joints.Keys)
            {
                output.Joints[jointType].Position = new Vector3(-output.Joints[jointType].Position.x, output.Joints[jointType].Position.y, output.Joints[jointType].Position.z);
            }

            return(output);
        }