// Input processor //InputProcessor inputProcessor; // Use this for initialization void Start() { // Find a Kinect sensor KinectSensorCollection kinectSensors = KinectSensor.KinectSensors; if (kinectSensors.Count == 0) { this.sensor = null; throw new UnityException("Could not find a Kinect sensor."); } // Enable the skeleton stream this.sensor = kinectSensors[0]; this.sensor.SkeletonStream.Enable(); if (!this.sensor.SkeletonStream.IsEnabled) { throw new UnityException("Sensor could not be enabled."); } // Create the input processor seatedInfoProcessor = new SeatedInfoProcessor(); seatedInfo = null; Debug.Log("Hello"); return; }
// Use this for initialization void Start() { // Find a Kinect sensor KinectSensorCollection kinectSensors = KinectSensor.KinectSensors; if (kinectSensors.Count == 0) { this.sensor = null; throw new UnityException("Could not find a Kinect sensor."); } // Enable the skeleton stream this.sensor = kinectSensors[0]; this.sensor.SkeletonStream.Enable(); if (!this.sensor.SkeletonStream.IsEnabled) { throw new UnityException("Sensor could not be enabled."); } // Create the input processor inputProcessor = new InputProcessor(this.sensor.CoordinateMapper, DepthImageFormat.Resolution320x240Fps30); this.InputInfo = inputProcessor.GameInputInfo; Debug.Log("Hello"); return; }
private void button2_Click(object sender, RoutedEventArgs e) { KinectSensorCollection ksc = KinectSensor.KinectSensors; foreach (var item in ksc) { this.comboBox1.Items.Add(item.UniqueKinectId); } }
public KClient(KTcp _server, TcpClient _client, KinectSensorCollection _sensorList) { client = _client; server = _server; sensorList = _sensorList; threadClient = new Thread(new ThreadStart(clientComm)); threadClient.Name = "Client " + ((IPEndPoint)client.Client.RemoteEndPoint).Address; threadClient.Start(); }
public KTcp(short _port) : base(IPAddress.Any, _port) { clients = new List <KClient>(); sensorList = KinectSensor.KinectSensors; threadWaitClient = new Thread(new ThreadStart(waitClient)); threadWaitClient.Name = "waitClient"; threadWaitClient.Start(); threadWaitClient.Join(); Console.WriteLine("Kinect Server : Server Stopped !"); Console.WriteLine("Press Any Key to continue !"); Console.ReadKey(); }
public KTcp(short _port) : base(IPAddress.Any,_port) { clients = new List<KClient>(); sensorList = KinectSensor.KinectSensors; threadWaitClient = new Thread(new ThreadStart(waitClient)); threadWaitClient.Name = "waitClient"; threadWaitClient.Start(); threadWaitClient.Join(); Console.WriteLine("Kinect Server : Server Stopped !"); Console.WriteLine("Press Any Key to continue !"); Console.ReadKey(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here sensorCollection = KinectSensor.KinectSensors; sensor = sensorCollection[0]; sensor.SkeletonStream.Enable(); sensor.Start(); // register event handler for the allframesready event. sensor.AllFramesReady += new EventHandler<AllFramesReadyEventArgs>(KinectAllFramesReady); // allocate memory for skeleton data. this.skeletonData = new Skeleton[sensor.SkeletonStream.FrameSkeletonArrayLength]; base.Initialize(); }
public KinectStatus Start() { _sensors = KinectSensor.KinectSensors; if (_sensors.All(x => x.Status != KinectStatus.Connected)) { return KinectStatus.NotReady; } _sensors.ToList().ForEach(s=> { s.SkeletonStream.Enable(); //s.SkeletonStream.TrackingMode = SkeletonTrackingMode.Seated; s.SkeletonFrameReady += (sender, args) => AddToObservableSkeletons(args); s.Start(); }); return KinectStatus.Connected; }
//public ShellViewModel(IWindowManager windowManager) //{ // _windowManager = windowManager; //} protected override void OnActivate() { base.OnActivate(); _sensors = KinectSensor.KinectSensors; if(_sensors.Any(x => x.Status != KinectStatus.Connected)) { Application.Current.Shutdown(); } _activeSensor = _sensors.First(x => x.Status == KinectStatus.Connected); _activeSensor.SkeletonStream.Enable(); _activeSensor.SkeletonFrameReady += (sender, args) => { }; _activeSensor.Start(); //TODO: Seated?? }
//constructor. public Program() { readConfig(@"C:\CASAS_Kinect\app.conf"); factory.HostName = appConfig["rabbithost"]; factory.UserName = appConfig["rabbituser"]; factory.Password = appConfig["rabbitpass"]; factory.Port = Convert.ToInt32(appConfig["rabbitport"]); factory.VirtualHost = appConfig["rabbitvhost"]; connection = factory.CreateConnection(); System.Threading.Thread.Sleep(2000); sensors = KinectSensor.KinectSensors; sensors.StatusChanged += sensors_StatusChanged; jsserializer = new JavaScriptSerializer(); foreach (KinectSensor ks in sensors) { try { if (ks.Status == KinectStatus.Connected) { StartSensor(ks); } } catch (Exception ex) { saveLocal("\nError Encountered: "+ ex.Message); } } }
public KAction(NetworkStream arg) { sensors = KinectSensor.KinectSensors; ns = arg; rData = ""; }