public void UpdateJointPosition(Microsoft.Kinect.JointCollection joints, JointType j) { var seg = new Segment( (joints[j].Position.X * this.playerScale) + this.playerCenter.X, this.playerCenter.Y - (joints[j].Position.Y * this.playerScale)) { Radius = this.playerBounds.Height * ((j == JointType.Head) ? HeadSize : HandSize) / 2 }; this.UpdateSegmentPosition(j, j, seg); }
public void UpdateBonePosition(Microsoft.Kinect.JointCollection joints, JointType j1, JointType j2) { var seg = new Segment( (joints[j1].Position.X * this.playerScale) + this.playerCenter.X, this.playerCenter.Y - (joints[j1].Position.Y * this.playerScale), (joints[j2].Position.X * this.playerScale) + this.playerCenter.X, this.playerCenter.Y - (joints[j2].Position.Y * this.playerScale)) { Radius = Math.Max(3.0, this.playerBounds.Height * BoneSize) / 2 }; this.UpdateSegmentPosition(j1, j2, seg); }
public void UpdateJointPosition(Microsoft.Kinect.JointCollection joints, JointType j) { if (j == JointType.HandLeft) { leftHandPosition = new Point((joints[j].Position.X * this.playerScale) + this.playerCenter.X, (((joints[j].Position.Y * -1) * this.playerScale) + this.playerCenter.Y)); } if (j == JointType.HandRight) { rightHandPosition = new Point((joints[j].Position.X * this.playerScale) + this.playerCenter.X, (((joints[j].Position.Y * -1) * this.playerScale) + this.playerCenter.Y)); } var seg = new Segment( (joints[j].Position.X * this.playerScale) + this.playerCenter.X, this.playerCenter.Y - (joints[j].Position.Y * this.playerScale)) { radius = this.playerBounds.Height * ((j == JointType.Head) ? headSize : handSize) / 2 }; this.UpdateSegmentPosition(j, j, seg); }
public void UpdateAllJoints(Microsoft.Kinect.JointCollection joints) { this.joints = joints; }