/// <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 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(); }
/// Initializes a new instance of the AvateeringXNA class. public AvateeringXNA() { Window.Title = "Test1"; IsFixedTimeStep = false; IsMouseVisible = true; // Components.Add(new FrameRateCounter(this)); - откл. т.к. вызывает баг - меняет порядок отрисовки 3Д объектов // Setup the graphics device for rendering graphics = new GraphicsDeviceManager(this); presentationParameters = new PresentationParameters(); SetScreenMode(); graphics.PreparingDeviceSettings += GraphicsDevicePreparingDeviceSettings; graphics.SynchronizeWithVerticalRetrace = true; graphics.PreferMultiSampling = true; // включили anti-aliasing graphics.SynchronizeWithVerticalRetrace = true; // presentationParameters.MultiSampleCount = 4; Content.RootDirectory = "Content"; // The Kinect sensor will use 640x480 for the color stream (default) and 640x480 for depth chooser = new KinectChooser(this, ColorImageFormat.RgbResolution640x480Fps30, DepthImageFormat.Resolution640x480Fps30); Services.AddService(typeof(KinectChooser), chooser); // Optionally set near mode for close range avateering (0.4m up to 3m) chooser.NearMode = true; // Optionally set seated mode for upper-body only tracking here (typically used with near mode for close to camera tracking) chooser.SeatedMode = true; // Adding these objects as XNA Game components enables automatic calls to the overridden LoadContent, Update, etc.. methods Components.Add(chooser); // Create a ground plane for the model to stand on //planarXzGrid = new GridXz(this, new Vector3(0, 0, 0), new Vector2(500, 500), new Vector2(10, 10), Color.Black); //Components.Add(planarXzGrid); //drawGrid = false; worldAxes = new CoordinateCross(this, 500); Components.Add(worldAxes); // Create the avatar animator //animator = new AvatarAnimator(this, RetargetMatrixHierarchyToAvatarMesh, AvateeringXNA.skeletonTranslationScaleFactor); //Components.Add(animator); // Drawing options skeletonDetected = true; // Setup the depth stream depthStream = new DepthStreamRenderer(this); // Setup the skeleton stream the same as depth stream skeletonStream = new SkeletonStreamRenderer(this, SkeletonToDepthMap); // Update Depth and Skeleton Stream size and location based on the back-buffer UpdateStreamSizeAndLocation(); previousKeyboard = Keyboard.GetState(); previousCollideResult2 = ContainmentType.Disjoint; CursorRight = new Cursor(this, "cursor_ball"); CursorLeft = new Cursor(this, "cursor_ball"); // Video_box2 = new IconBoxVideo(this, "wildlife1"); // iconboxAudio1 = new IconBoxAudio(this, "Kalimba"); // iconboxPicture1 = new IconBoxPicture(this, "Lighthouse"); // iconboxText1 = new IconBoxText(this); BossPanel = new MainOperatorPanel(this); CurrentTask[0] = new Task(this, Task.MediaType.Audio, Task.ManagerStatus.Assigned, Task.ProgressStatus.New, Task.PresentationType.PanelIcon, "Kalimba", 12); CurrentTask[0].LoadContent(this); CurrentTask[1] = new Task(this, Task.MediaType.Video, Task.ManagerStatus.NotAssigned, Task.ProgressStatus.New, Task.PresentationType.PanelIcon, "wildlife1", 4); CurrentTask[1].LoadContent(this); CurrentTask[2] = new Task(this, Task.MediaType.Picture, Task.ManagerStatus.Finished, Task.ProgressStatus.New, Task.PresentationType.PanelIcon, "Lighthouse", 37); CurrentTask[2].LoadContent(this); }
/// <summary> /// Initializes a new instance of the XnaBasics class. /// </summary> public XnaBasics() { this.IsFixedTimeStep = false; this.IsMouseVisible = true; this.Window.Title = "Xna Basics"; this.Window.AllowUserResizing = true; // This sets the width to the desired width // It also forces a 4:3 ratio for height // Adds 110 for header/footer this.graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = Width; this.graphics.PreferredBackBufferHeight = ((Width / 4) * 3) + 110; this.graphics.PreparingDeviceSettings += this.GraphicsDevicePreparingDeviceSettings; this.graphics.SynchronizeWithVerticalRetrace = true; this.viewPortRectangle = new Rectangle(10, 80, Width - 20, ((Width - 2) / 4) * 3); Content.RootDirectory = "Content"; // The Kinect sensor will use 640x480 for both streams // To make your app handle multiple Kinects and other scenarios, // it is recommended to use KinectSensorChooser provided in Microsoft.Kinect.Toolkit this.chooser = new KinectChooser(this, ColorImageFormat.RgbResolution640x480Fps30, DepthImageFormat.Resolution640x480Fps30); this.Services.AddService(typeof(KinectChooser), this.chooser); // Default size is the full viewport this.colorStream = new ColorStreamRenderer(this); // Calculate the minimized size and location this.depthStream = new DepthStreamRenderer(this); this.depthStream.Size = new Vector2(this.viewPortRectangle.Width / 4, this.viewPortRectangle.Height / 4); this.depthStream.Position = new Vector2(Width - this.depthStream.Size.X - 15, 85); // Store the values so we can animate them later this.minSize = this.depthStream.Size; this.depthSmallPosition = this.depthStream.Position; this.colorSmallPosition = new Vector2(15, 85); this.Components.Add(this.chooser); this.previousKeyboard = Keyboard.GetState(); }
private void InitializeKinect() { _chooser = new KinectChooser(this, ColorImageFormat.RgbResolution640x480Fps30, DepthImageFormat.Resolution640x480Fps30); Services.AddService(typeof(KinectChooser), _chooser); // Optionally set near mode for close range avateering (0.4m up to 3m) _chooser.NearMode = true; _chooser.SeatedMode = true; //chooser.Sensor.DepthStream.Range = DepthRange.Near; Components.Add(_chooser); // Setup the depth stream _depthStream = new DepthStreamRenderer(this); // Setup the skeleton stream the same as depth stream _skeletonStream = new SkeletonStreamRenderer(this, SkeletonToDepthMap); }