void Awake() { this.tracker = GetComponent<SkeletonCapturing>(); var controller = FindObjectOfType<Kinect2Controlling>(); if(controller != null) { this.outputDirectory = Path.Combine(controller.Config.DataDirectory,OutputSubDirectory); } else { this.outputDirectory = Path.Combine(Environment.CurrentDirectory,OutputSubDirectory); } this.enabled = this.tracker != null && this.tracker.CanRecord; }
// Use this for initialization void Start() { // Get the WIMUs manager receiver = GameObject.Find("WIMUs Server").GetComponent<ShimmerReceiving>(); // Get our exporters fusionCapturer = this.GetComponent<FusionCapturing>(); kinectCapturer = this.GetComponent<SkeletonCapturing>(); // Init rotational reference + Reset orientations for( int i = 0; i < receiver.SensorsCount; ++i ) { isFirstOrientation[ i ] = true; } headingDelay = headingEstimationDelay; // Standalone code fusedView.enableRendering (); // Here we adapt our WIMUs configuration switch( FusedConfiguration.CurrentFusionType ) { case FusedConfiguration.FusionType.FUSION_LOWERBODY: fusionWIMUs[ 0 ] = JointType.SpineMid; fusionWIMUs[ 1 ] = JointType.SpineBase; fusionWIMUs[ 2 ] = JointType.KneeRight; fusionWIMUs[ 3 ] = JointType.AnkleRight; fusionWIMUs[ 4 ] = JointType.KneeLeft; fusionWIMUs[ 5 ] = JointType.AnkleLeft; fusionWIMUs[ 6 ] = JointType.FootRight; fusionWIMUs[ 7 ] = JointType.FootLeft; fusionPrecedentWIMUs[ 0 ] = JointType.SpineMid; fusionPrecedentWIMUs[ 1 ] = JointType.SpineBase; fusionPrecedentWIMUs[ 2 ] = JointType.HipRight; fusionPrecedentWIMUs[ 3 ] = JointType.KneeRight; fusionPrecedentWIMUs[ 4 ] = JointType.HipLeft; fusionPrecedentWIMUs[ 5 ] = JointType.KneeLeft; fusionPrecedentWIMUs[ 6 ] = JointType.AnkleRight; fusionPrecedentWIMUs[ 7 ] = JointType.AnkleLeft; // TODO Fill with missing joints wimusJointCount = 8; // Fill the other ones with unused joint for(int i = 8; i < wimusJointCount; ++i) { fusionWIMUs[ i ] = (JointType) (-1); } break; default: // Keep it the way it was initialized. break; }; }