private void CreateSmootherType(SmoothingTypes type, float factor, out PXCMDataSmoothing.Smoother1D smoother) { switch (type) { case SmoothingTypes.Quadratic: smoother = _dataSmoothing.Create1DQuadratic(factor); break; case SmoothingTypes.Stabilizer: smoother = _dataSmoothing.Create1DStabilizer(7, factor); break; case SmoothingTypes.Weighted: smoother = _dataSmoothing.Create1DWeighted((int)factor); break; case SmoothingTypes.Spring: default: smoother = _dataSmoothing.Create1DSpring(factor); break; } }
//Close any ongoing Session void OnDisable() { if (smoother3D != null) { for (int i=0;i<MaxHands;i++) { if (smoother3D[i] !=null) { for (int j=0;j<MaxJoints;j++) { smoother3D[i][j].Dispose(); smoother3D[i][j]=null; } } } smoother3D=null; } if (ds != null) { ds.Dispose(); ds=null; } if (sm != null) { sm.Close (); sm.Dispose (); sm = null; } }