public KinectRagdollMarionetteSample(Game game) : base(game) { SetCamera(new Vector3(0, 1, 1), 0, 0); // Add a background object. GameObjectService.Objects.Add(new SandboxObject(Services)); // Add a KinectWrapper which controls the Kinect device. _kinectWrapper = new KinectWrapper(game); game.Components.Add(_kinectWrapper); InitializeModelAndRagdoll(); InitializeMarionetteConstraints(); }
public KinectSkeletonMappingSample(Game game) : base(game) { SampleFramework.IsMouseVisible = false; SetCamera(new Vector3F(0, 1, 1), 0, 0); // Add a background object. GameObjectService.Objects.Add(new SandboxObject(Services)); // Add a KinectWrapper which controls the Kinect device. _kinectWrapper = new KinectWrapper(game); game.Components.Add(_kinectWrapper); InitializeModels(); _filterA = new SkeletonPoseFilter(_meshNodeA.SkeletonPose); _filterB = new SkeletonPoseFilter(_meshNodeB.SkeletonPose); InitializeSkeletonMappers(); }
public KinectSkeletonMappingSample(Game game) : base(game) { SampleFramework.IsMouseVisible = false; SetCamera(new Vector3(0, 1, 1), 0, 0); // Add a background object. GameObjectService.Objects.Add(new SandboxObject(Services)); // Add a KinectWrapper which controls the Kinect device. _kinectWrapper = new KinectWrapper(game); game.Components.Add(_kinectWrapper); InitializeModels(); _filterA = new SkeletonPoseFilter(_meshNodeA.SkeletonPose); _filterB = new SkeletonPoseFilter(_meshNodeB.SkeletonPose); InitializeSkeletonMappers(); }
public KinectRagdollMarionetteSample(Game game) : base(game) { SetCamera(new Vector3F(0, 1, 1), 0, 0); // Add a background object. GameObjectService.Objects.Add(new SandboxObject(Services)); // Add a KinectWrapper which controls the Kinect device. _kinectWrapper = new KinectWrapper(game); game.Components.Add(_kinectWrapper); InitializeModelAndRagdoll(); InitializeMarionetteConstraints(); }