void StartInteraction() { int hr = 0; try { // initialize Kinect sensor as needed hr = InteractionWrapper.InitKinectSensor(); if (hr != 0) { throw new Exception("Initialization of Kinect sensor failed"); } // initialize Kinect interaction hr = InteractionWrapper.InitKinectInteraction(); if (hr != 0) { throw new Exception("Initialization of KinectInteraction failed"); } // kinect interaction was successfully initialized interactionInited = true; } catch (DllNotFoundException ex) { Debug.LogError(ex.ToString()); if (handGuiText != null) { handGuiText.GetComponent <GUIText>().text = "Please check the Kinect SDK installation."; } } catch (Exception ex) { string message = ex.Message + " - " + InteractionWrapper.GetNuiErrorString(hr); Debug.LogError(ex.ToString()); if (handGuiText != null) { handGuiText.GetComponent <GUIText>().text = message; } return; } // // transform matrix - kinect to world // Quaternion quatTiltAngle = new Quaternion(); // int sensorAngle = InteractionWrapper.GetKinectElevationAngle(); // quatTiltAngle.eulerAngles = new Vector3(-sensorAngle, 0.0f, 0.0f); // // float heightAboveHips = SensorHeight - 1.0f; // kinectToWorld.SetTRS(new Vector3(0.0f, heightAboveHips, 0.0f), quatTiltAngle, Vector3.one); // load cursor textures once gripHandTexture = (Texture)Resources.Load("GripCursor"); releaseHandTexture = (Texture)Resources.Load("ReleaseCursor"); normalHandTexture = (Texture)Resources.Load("HandCursor"); // don't destroy the object on loading levels DontDestroyOnLoad(gameObject); }
void StartInteraction() { int hr = 0; try { // initialize Kinect sensor as needed hr = InteractionWrapper.InitKinectSensor((int)InteractionWrapper.Constants.ColorImageResolution, (int)InteractionWrapper.Constants.DepthImageResolution, InteractionWrapper.Constants.IsNearMode); if (hr != 0) { throw new Exception("Initialization of Kinect sensor failed"); } // initialize Kinect interaction hr = InteractionWrapper.InitKinectInteraction(); if (hr != 0) { throw new Exception("Initialization of KinectInteraction failed"); } // kinect interaction was successfully initialized instance = this; interactionInited = true; } catch (DllNotFoundException ex) { Debug.LogError(ex.ToString()); if (debugText != null) { debugText.GetComponent <GUIText> ().text = "Please check the Kinect SDK installation."; } } catch (Exception ex) { string message = ex.Message + " - " + InteractionWrapper.GetNuiErrorString(hr); Debug.LogError(ex.ToString()); Debug.Log("Kinect não conectado! Desabilitando o component InteractonManager..."); GetComponent <InteractionManager> ().enabled = false; handCursor.SetActive(false); if (debugText != null) { debugText.GetComponent <GUIText> ().text = message; } return; } // // transform matrix - kinect to world // Quaternion quatTiltAngle = new Quaternion(); // int sensorAngle = InteractionWrapper.GetKinectElevationAngle(); // quatTiltAngle.eulerAngles = new Vector3(-sensorAngle, 0.0f, 0.0f); // // float heightAboveHips = SensorHeight - 1.0f; // kinectToWorld.SetTRS(new Vector3(0.0f, heightAboveHips, 0.0f), quatTiltAngle, Vector3.one); // // load cursor textures once // if(!gripHandTexture) // { // gripHandTexture = (Texture)Resources.Load("GripCursor"); // } // if(!releaseHandTexture) // { // releaseHandTexture = (Texture)Resources.Load("ReleaseCursor"); // } // if(!normalHandTexture) // { // normalHandTexture = (Texture)Resources.Load("HandCursor"); // } // don't destroy the object on loading levels DontDestroyOnLoad(gameObject); }