/// <summary> /// Initializes une nouvelle instance de la classe AvateeringXNA. /// </summary> public AvateeringXNA() { this.Window.Title = "Avateering"; this.IsFixedTimeStep = false; this.IsMouseVisible = true; // Configure le périphérique graphique pour le rendu this.graphics = new GraphicsDeviceManager(this); this.SetScreenMode(); this.graphics.PreparingDeviceSettings += this.GraphicsDevicePreparingDeviceSettings; this.graphics.SynchronizeWithVerticalRetrace = true; Content.RootDirectory = "Content"; //Le capteur de la kinect utilisera 640*480 pour le flux de couleur (par défaut) et 320*240 pour la profondeur this.chooser = new KinectChooser(this, ColorImageFormat.RgbResolution640x480Fps30, DepthImageFormat.Resolution320x240Fps30); this.Services.AddService(typeof(KinectChooser), this.chooser); // Met Optionellement le mode de près pour vue de près (de 0.4m à 3m) this.chooser.NearMode = false; // Pour Optionnellement régler le mode assis pour le haut du corps seulement (généralement utilisé avec le mode de près de la caméra) this.chooser.SeatedMode = false; // Ajouter ces objets comme des composants de jeux XNA établit des appels automatiques aux méthodes LoadContent, Update, etc.. this.Components.Add(this.chooser); // Créele plan sur lequel se tient le modèle. this.planarXzGrid = new GridXz(this, new Vector3(0, 0, 0), new Vector2(500, 500), new Vector2(10, 10), Color.Black); this.Components.Add(this.planarXzGrid); this.drawGrid = true; this.worldAxes = new CoordinateCross(this, 500); this.Components.Add(this.worldAxes); // Crée l'animateur du modèle. this.animator = new AvatarAnimator(this, this.RetargetMatrixHierarchyToAvatarMesh, AvateeringXNA.SkeletonTranslationScaleFactor); this.Components.Add(this.animator); // Options de dessin. this.setSeatedPostureInSeatedMode = true; this.drawAvatarOnlyWhenPlayerDetected = true; this.skeletonDetected = false; this.leanAdjust = true; // Ici, on peut forcer l'avatar à être dessiné à une hauteur fixe dans le monde virtuel XNA. // La raison pour laquelle on utilise ceci est que la hauteur par rapport au plancher n'est pas toujours connue, // et si l'avatar n'est pas correctement placé, il ne fera que sautiller. this.fixAvatarHipCenterDrawHeight = true; this.avatarHipCenterDrawHeight = 0.8f; // in meters // Met en place le flux de profondeur. this.depthStream = new DepthStreamRenderer(this); //Pour la couleur this.colorStream = new ColorStreamRenderer(this); // Met en place le flux du squelette. this.skeletonStream = new SkeletonStreamRenderer(this, this.SkeletonToDepthMap); //Met à jour la profondeur, la taille du squelette et la location this.UpdateStreamSizeAndLocation(); this.previousKeyboard = Keyboard.GetState(); }
/// <summary> /// Initializes a new instance of the AvateeringXNA class. /// </summary> public AvateeringXNA() { this.Window.Title = "Avateering"; this.IsFixedTimeStep = false; this.IsMouseVisible = true; // Setup the graphics device for rendering this.graphics = new GraphicsDeviceManager(this); this.SetScreenMode(); this.graphics.PreparingDeviceSettings += this.GraphicsDevicePreparingDeviceSettings; this.graphics.SynchronizeWithVerticalRetrace = true; Content.RootDirectory = "Content"; // The Kinect sensor will use 640x480 for the color stream (default) and 320x240 for depth this.chooser = new KinectChooser(this, ColorImageFormat.RgbResolution640x480Fps30, DepthImageFormat.Resolution320x240Fps30); this.Services.AddService(typeof(KinectChooser), this.chooser); // Optionally set near mode for close range avateering (0.4m up to 3m) this.chooser.NearMode = false; // Optionally set seated mode for upper-body only tracking here (typically used with near mode for close to camera tracking) this.chooser.SeatedMode = false; // Adding these objects as XNA Game components enables automatic calls to the overridden LoadContent, Update, etc.. methods this.Components.Add(this.chooser); // Create a ground plane for the model to stand on this.planarXzGrid = new GridXz(this, new Vector3(0, 0, 0), new Vector2(500, 500), new Vector2(10, 10), Color.Black); this.Components.Add(this.planarXzGrid); this.drawGrid = true; this.worldAxes = new CoordinateCross(this, 500); this.Components.Add(this.worldAxes); // Create the avatar animator this.animator = new AvatarAnimator(this, this.RetargetMatrixHierarchyToAvatarMesh); this.Components.Add(this.animator); // Create the bag animator this.bagAnimator = new BagAnimator(this); this.Components.Add(this.bagAnimator); // Drawing options this.setSeatedPostureInSeatedMode = true; this.drawAvatarOnlyWhenPlayerDetected = true; this.skeletonDetected = false; this.leanAdjust = true; // Here we can force the avatar to be drawn at fixed height in the XNA virtual world. // The reason we may use this is because the sensor height above the physical floor // and the feet locations are not always known. Hence the avatar cannot be correctly // placed on the ground plane or will be very jumpy. // Note: this will prevent the avatar from jumping and crouching. this.fixAvatarHipCenterDrawHeight = true; this.avatarHipCenterDrawHeight = 0.8f; // in meters // Setup the depth stream this.depthStream = new DepthStreamRenderer(this); // Setup the skeleton stream the same as depth stream this.skeletonStream = new SkeletonStreamRenderer(this, this.SkeletonToDepthMap); // Update Depth and Skeleton Stream size and location based on the back-buffer this.UpdateStreamSizeAndLocation(); this.previousKeyboard = Keyboard.GetState(); }
/// <summary> /// Initializes class and components /// </summary> protected override void Initialize() { this.Components.Add(this.depthStream); this.Components.Add(this.colorStream); // Create the avatar animator this.animator = new AvatarAnimator(this,null); this.Components.Add(this.animator); base.Initialize(); }