//wait for KinectManager to completely update first void LateUpdate() { //TODO Your code here // if (Input.GetKeyDown(KeyCode.R)) // { // showPaused(); // } if (bodies.Count > 0) { showCalvin(); //some bodies, send orientation update GameObject thumbRight = bodies[0].GetJoint(Windows.Kinect.JointType.ThumbRight); GameObject handRight = bodies[0].GetJoint(Windows.Kinect.JointType.HandRight); GameObject handTipRight = bodies[0].GetJoint(Windows.Kinect.JointType.HandTipRight); float wristRotation = KinectCVUtilities.VerticalWristRotation( handTipRight.transform.localPosition, handRight.transform.localPosition, thumbRight.transform.localPosition ); //update the rotation this.transform.rotation = Quaternion.Euler(0, wristRotation, 0); } }
//wait for KinectManager to completely update first void LateUpdate() { //If player is in room if (bodies.Count > 0) { //some bodies, send orientation update GameObject thumbRight = bodies[0].GetJoint(Windows.Kinect.JointType.ThumbRight); GameObject handRight = bodies[0].GetJoint(Windows.Kinect.JointType.HandRight); GameObject handTipRight = bodies[0].GetJoint(Windows.Kinect.JointType.HandTipRight); float wristRotation = KinectCVUtilities.VerticalWristRotation( handTipRight.transform.localPosition, handRight.transform.localPosition, thumbRight.transform.localPosition ); //update the rotation this.transform.rotation = Quaternion.Euler(0, wristRotation, 0); } }
//wait for KinectManager to completely update first void LateUpdate() { //TODO Your code here if (bodies.Count > 0) { //some bodies, send orientation update GameObject thumbRight = bodies[0].GetJoint(Windows.Kinect.JointType.ThumbRight); GameObject handRight = bodies[0].GetJoint(Windows.Kinect.JointType.HandRight); GameObject handTipRight = bodies[0].GetJoint(Windows.Kinect.JointType.HandTipRight); float wristRotation = KinectCVUtilities.VerticalWristRotation( handTipRight.transform.localPosition, handRight.transform.localPosition, thumbRight.transform.localPosition ); //send the rotation Message wristRotationMessage = new Message("WristRotation"); wristRotationMessage.AddField("angle", "" + wristRotation); wristRotationMessage.DeliverToSelf = true; networkItClient.SendMessage(wristRotationMessage); } }