// Update is called once per frame void Update() { if (FullBodyObject != null && GameObject.Find("KinectTAdapter").GetComponent <KinectTwoAdapter>().currentBody != null) { BodyPointPosition SpineBase = FullBodyObject.ReturnPointPosition(BodyParts.SpineBase); Vector3 sb = new Vector3(SpineBase.x, SpineBase.y, SpineBase.z); GameObject.Find("SpineBase").transform.position = sb; BodyPointPosition SpineMid = FullBodyObject.ReturnPointPosition(BodyParts.SpineMid); Vector3 sm = new Vector3(SpineMid.x, SpineMid.y, SpineMid.z); GameObject.Find("SpineMid").transform.position = sm; BodyPointPosition SpineShoulder = FullBodyObject.ReturnPointPosition(BodyParts.SpineShoulder); Vector3 ss = new Vector3(SpineShoulder.x, SpineShoulder.y, SpineShoulder.z); GameObject.Find("SpineShoulder").transform.position = ss; //--------------------- BodyPointPosition Neck = FullBodyObject.ReturnPointPosition(BodyParts.Neck); Vector3 n = new Vector3(Neck.x, Neck.y, Neck.z); GameObject.Find("Neck").transform.position = n; BodyPointPosition Head = FullBodyObject.ReturnPointPosition(BodyParts.Head); Vector3 h = new Vector3(Head.x, Head.y, Head.z); GameObject.Find("Head").transform.position = h; //----------------- BodyPointPosition ShoulderLeft = FullBodyObject.ReturnPointPosition(BodyParts.ShoulderLeft); Vector3 sl = new Vector3(ShoulderLeft.x, ShoulderLeft.y, ShoulderLeft.z); GameObject.Find("ShoulderLeft").transform.position = sl; BodyPointPosition ElbowLeft = FullBodyObject.ReturnPointPosition(BodyParts.ElbowLeft); Vector3 el = new Vector3(ElbowLeft.x, ElbowLeft.y, ElbowLeft.z); GameObject.Find("ElbowLeft").transform.position = el; BodyPointPosition WristLeft = FullBodyObject.ReturnPointPosition(BodyParts.WristLeft); Vector3 wl = new Vector3(WristLeft.x, WristLeft.y, WristLeft.z); GameObject.Find("WristLeft").transform.position = wl; //--------------------- BodyPointPosition ShoulderRight = FullBodyObject.ReturnPointPosition(BodyParts.ShoulderRight); Vector3 sr = new Vector3(ShoulderRight.x, ShoulderRight.y, ShoulderRight.z); GameObject.Find("ShoulderRight").transform.position = sr; BodyPointPosition ElbowRight = FullBodyObject.ReturnPointPosition(BodyParts.ElbowRight); Vector3 er = new Vector3(ElbowRight.x, ElbowRight.y, ElbowRight.z); GameObject.Find("ElbowRight").transform.position = er; BodyPointPosition WristRight = FullBodyObject.ReturnPointPosition(BodyParts.WristRight); Vector3 wr = new Vector3(WristRight.x, WristRight.y, WristRight.z); GameObject.Find("WristRight").transform.position = wr; //----------------------- BodyPointPosition HipLeft = FullBodyObject.ReturnPointPosition(BodyParts.HipLeft); Vector3 hl = new Vector3(HipLeft.x, HipLeft.y, HipLeft.z); GameObject.Find("HipLeft").transform.position = hl; BodyPointPosition KneeLeft = FullBodyObject.ReturnPointPosition(BodyParts.KneeLeft); Vector3 kl = new Vector3(KneeLeft.x, KneeLeft.y, KneeLeft.z); GameObject.Find("KneeLeft").transform.position = kl; BodyPointPosition AnkleLeft = FullBodyObject.ReturnPointPosition(BodyParts.AnkleLeft); Vector3 al = new Vector3(AnkleLeft.x, AnkleLeft.y, AnkleLeft.z); GameObject.Find("AnkleLeft").transform.position = al; //---------------------- BodyPointPosition HipRight = FullBodyObject.ReturnPointPosition(BodyParts.HipRight); Vector3 hr = new Vector3(HipRight.x, HipRight.y, HipRight.z); GameObject.Find("HipRight").transform.position = hr; BodyPointPosition KneeRight = FullBodyObject.ReturnPointPosition(BodyParts.KneeRight); Vector3 kr = new Vector3(KneeRight.x, KneeRight.y, KneeRight.z); GameObject.Find("KneeRight").transform.position = kr; BodyPointPosition AnkreRight = FullBodyObject.ReturnPointPosition(BodyParts.AnkleRight); Vector3 ar = new Vector3(AnkreRight.x, AnkreRight.y, AnkreRight.z); GameObject.Find("AnkleRight").transform.position = ar; } }
// Update is called once per frame void Update() { if (FullBodyObject != null && GameObject.Find("KinectTAdapter").GetComponent <KinectTwoAdapter>().currentBody != null) { BodyPointPosition SpineBase = FullBodyObject.ReturnPointPosition(BodyParts.SpineBase); Vector3 sb = new Vector3(SpineBase.x, SpineBase.y, SpineBase.z); float factor = SpineBaseStart.magnitude / sb.magnitude; sb.Scale(new Vector3(factor, factor, factor)); GameObject.Find("SpineBase").transform.position = sb; BodyPointPosition SpineMid = FullBodyObject.ReturnPointPosition(BodyParts.SpineMid); Vector3 sm = new Vector3(SpineMid.x, SpineMid.y, SpineMid.z); factor = SpineMidStart.magnitude / sm.magnitude; sm.Scale(new Vector3(factor, factor, factor)); GameObject.Find("SpineMid").transform.position = sm; BodyPointPosition SpineShoulder = FullBodyObject.ReturnPointPosition(BodyParts.SpineShoulder); Vector3 ss = new Vector3(SpineShoulder.x, SpineShoulder.y, SpineShoulder.z); factor = SpineShoulderStart.magnitude / ss.magnitude; ss.Scale(new Vector3(factor, factor, factor)); GameObject.Find("SpineShoulder").transform.position = ss; //--------------------- BodyPointPosition Neck = FullBodyObject.ReturnPointPosition(BodyParts.Neck); Vector3 n = new Vector3(Neck.x, Neck.y, Neck.z); factor = NeckStart.magnitude / n.magnitude; n.Scale(new Vector3(factor, factor, factor)); GameObject.Find("Neck").transform.position = n; BodyPointPosition Head = FullBodyObject.ReturnPointPosition(BodyParts.Head); Vector3 h = new Vector3(Head.x, Head.y, Head.z); factor = HeadStart.magnitude / h.magnitude; h.Scale(new Vector3(factor, factor, factor)); GameObject.Find("Head").transform.position = h; //----------------- BodyPointPosition ShoulderLeft = FullBodyObject.ReturnPointPosition(BodyParts.ShoulderLeft); Vector3 sl = new Vector3(ShoulderLeft.x, ShoulderLeft.y, ShoulderLeft.z); factor = ShoulderLeftStart.magnitude / sl.magnitude; sl.Scale(new Vector3(factor, factor, factor)); GameObject.Find("ShoulderLeft").transform.position = sl; BodyPointPosition ElbowLeft = FullBodyObject.ReturnPointPosition(BodyParts.ElbowLeft); Vector3 el = new Vector3(ElbowLeft.x, ElbowLeft.y, ElbowLeft.z); factor = ElbowLeftStart.magnitude / el.magnitude; el.Scale(new Vector3(factor, factor, factor)); GameObject.Find("ElbowLeft").transform.position = el; BodyPointPosition WristLeft = FullBodyObject.ReturnPointPosition(BodyParts.WristLeft); Vector3 wl = new Vector3(WristLeft.x, WristLeft.y, WristLeft.z); factor = WristLeftStart.magnitude / wl.magnitude; wl.Scale(new Vector3(factor, factor, factor)); GameObject.Find("WristLeft").transform.position = wl; //--------------------- BodyPointPosition ShoulderRight = FullBodyObject.ReturnPointPosition(BodyParts.ShoulderRight); Vector3 sr = new Vector3(ShoulderRight.x, ShoulderRight.y, ShoulderRight.z); factor = ShoulderRightStart.magnitude / sr.magnitude; sr.Scale(new Vector3(factor, factor, factor)); GameObject.Find("ShoulderRight").transform.position = sr; BodyPointPosition ElbowRight = FullBodyObject.ReturnPointPosition(BodyParts.ElbowRight); Vector3 er = new Vector3(ElbowRight.x, ElbowRight.y, ElbowRight.z); factor = ElbowRightStart.magnitude / er.magnitude; er.Scale(new Vector3(factor, factor, factor)); GameObject.Find("ElbowRight").transform.position = er; BodyPointPosition WristRight = FullBodyObject.ReturnPointPosition(BodyParts.WristRight); Vector3 wr = new Vector3(WristRight.x, WristRight.y, WristRight.z); factor = WristRightStart.magnitude / wr.magnitude; wr.Scale(new Vector3(factor, factor, factor)); GameObject.Find("WristRight").transform.position = wr; //----------------------- BodyPointPosition HipLeft = FullBodyObject.ReturnPointPosition(BodyParts.HipLeft); Vector3 hl = new Vector3(HipLeft.x, HipLeft.y, HipLeft.z); factor = HipLeftStart.magnitude / hl.magnitude; hl.Scale(new Vector3(factor, factor, factor)); GameObject.Find("HipLeft").transform.position = hl; BodyPointPosition KneeLeft = FullBodyObject.ReturnPointPosition(BodyParts.KneeLeft); Vector3 kl = new Vector3(KneeLeft.x, KneeLeft.y, KneeLeft.z); factor = KneeLeftStart.magnitude / kl.magnitude; kl.Scale(KneeLeftStart); GameObject.Find("KneeLeft").transform.position = kl; BodyPointPosition AnkleLeft = FullBodyObject.ReturnPointPosition(BodyParts.AnkleLeft); Vector3 al = new Vector3(AnkleLeft.x, AnkleLeft.y, AnkleLeft.z); factor = AnkleLeftStart.magnitude / al.magnitude; al.Scale(new Vector3(factor, factor, factor)); GameObject.Find("AnkleLeft").transform.position = al; //---------------------- BodyPointPosition HipRight = FullBodyObject.ReturnPointPosition(BodyParts.HipRight); Vector3 hr = new Vector3(HipRight.x, HipRight.y, HipRight.z); factor = HipRightStart.magnitude / hr.magnitude; hr.Scale(new Vector3(factor, factor, factor)); GameObject.Find("HipRight").transform.position = hr; BodyPointPosition KneeRight = FullBodyObject.ReturnPointPosition(BodyParts.KneeRight); Vector3 kr = new Vector3(KneeRight.x, KneeRight.y, KneeRight.z); factor = KneeRightStart.magnitude / kr.magnitude; kr.Scale(KneeRightStart); GameObject.Find("KneeRight").transform.position = kr; BodyPointPosition AnkreRight = FullBodyObject.ReturnPointPosition(BodyParts.AnkleRight); Vector3 ar = new Vector3(AnkreRight.x, AnkreRight.y, AnkreRight.z); factor = AnkleRightStart.magnitude / ar.magnitude; ar.Scale(new Vector3(factor, factor, factor)); GameObject.Find("AnkleRight").transform.position = ar; } }