private void SetupKinect() { _kinect = MyKinect.Instance; _kinect.UserCreated += _kinect_UserCreated; _kinect.CameraDataUpdated += _kinect_CameraDataUpdated; _kinect.StartKinect(); }
public void StartKinect() { _kinectUsers = new List <User>(); _kinect.UserCreated += _kinect_UserCreated; _kinect.UserRemoved += _kinect_UserRemoved; _kinect.KinectStarted += _kinect_Started; _kinect.KinectStopped += _kinect_Stopped; _kinect.StartKinect(); }
/// <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 _kinect = MyKinect.Instance; _kinect.StartKinect(); _kinect.UserCreated += _kinect_UserCreated; _kinect.UserRemoved += _kinect_UserRemoved; base.Initialize(); }
private void SetUpKinect() { _kinect = MyKinect.Instance; _kinect.CameraDataUpdated += KinectCameraDataUpdated; _kinect.PropertyChanged += KinectPropertyChanged; _kinect.UserCreated += KinectUserCreated; _kinect.UserRemoved += KinectUserRemoved; _kinect.StartKinect(); }
private void SetUpKinect() { _kinect.ChangeMaxSkeletonPositions(.6f, .6f); _kinect.ElevationAngleInitialPosition = Convert.ToInt32(ConfigurationManager.AppSettings["ElevationLevel"]); _kinect.CameraDataUpdated += KinectCameraDataUpdated; //_kinect.PropertyChanged += _kinect_PropertyChanged; _kinect.UserCreated += KinectUserCreated; _kinect.UserRemoved += KinectUserRemoved; _kinect.StartKinect(); }
private void InitKinect() { _kinectUsers = new List <User>(); _kinect = MyKinect.Instance; _kinect.ChangeMaxSkeletonPositions(.5f, .5f); _kinect.ElevationAngleInitialPosition = 0; _kinect.UserCreated += KinectUserCreated; _kinect.UserRemoved += _kinect_UserRemoved; //_kinect.KinectStarted += new EventHandler<KinectEventArgs>(_kinect_KinectStarted); _kinect.StartKinect(); }