void Update() { nt.setRGB(); nt.setSkeleton(); nt.setFace(); nt.imshowBlack(); Debug.Log("n = " + nt.skeleton.Count); }
void Update() { nt.setRGB(); nt.setSkeleton(); nt.setFace(); // nt.imshowBlack(); int n = nt.getSkeleton(); //humanoid.transform.Rotate(0, hs.joint[NtUnity.Kinect.JointType_ShoulderLeft].z - hs.joint[NtUnity.Kinect.JointType_ShoulderRight].z, 0, Space.Self); if (n > 0) { humanoid.SetActive(true); hs.set(nt, 0, correction, mirror, move); //humanoid.transform.rotation = Quaternion.Euler(0, PointRotation(hs.joint[NtUnity.Kinect.JointType_HipRight], hs.joint[NtUnity.Kinect.JointType_HipLeft]), 0); camera.transform.position = new Vector3(0, hs.joint[NtUnity.Kinect.JointType_Head].y, 0); } else { humanoid.SetActive(false); } if (hs.joint[NtUnity.Kinect.JointType_ElbowLeft].y > hs.joint[NtUnity.Kinect.JointType_Head].y && hs.joint[NtUnity.Kinect.JointType_ElbowRight].y > hs.joint[NtUnity.Kinect.JointType_Head].y) { Thread.Sleep(500);//想一下要怎麼辦比較好 clothes_number++; switch (clothes_number) { case 1: humanoid_material = Resources.Load("Material/sample/circus1", typeof(Material)) as Material; break; case 2: humanoid_material = Resources.Load("Material/sample/circus2", typeof(Material)) as Material; break; case 3: humanoid_material = Resources.Load("Material/sample/underocean", typeof(Material)) as Material; break; //insert new here default: clothes_number = 0; humanoid_material = Resources.Load("Material/sample/mine", typeof(Material)) as Material; break; } mesh.GetComponent <Renderer>().material = humanoid_material; } }
void Update() { nt.setRGB(); nt.setSkeleton(); //nt.setFace(); nt.imshowBlack(); int n = nt.getSkeleton(); if (n > 0) { cs.set(nt, 0, mirror, move, headMove); rhState = nt.handState(false); lhState = nt.handState(true); } Debug.Log("rh:" + rhState + "lh:" + lhState); }