/// <summary> /// Pause to click timer /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void Timer_Tick(object sender, EventArgs e) { if (!doClick || useGripGesture) { return; } if (!alreadyTrackedPos) { timeCount = 0; return; } Point curPos = MouseControl.GetCursorPosition(); if ((lastCurPos - curPos).Length < pauseThresold) { if ((timeCount += 0.1f) > timeRequired) { //MouseControl.MouseLeftDown(); //MouseControl.MouseLeftUp(); MouseControl.DoMouseClick(); timeCount = 0; } } else { timeCount = 0; } lastCurPos = curPos; }
/// <summary> /// Read body frames /// </summary> /// <param name="sender"></param> /// <param name="e"></param> void bodyFrameReader_FrameArrived(object sender, BodyFrameArrivedEventArgs e) { bool dataReceived = false; using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame()) { if (bodyFrame != null) { if (this.bodies == null) { this.bodies = new Body[bodyFrame.BodyCount]; } // The first time GetAndRefreshBodyData is called, Kinect will allocate each Body in the array. // As long as those body objects are not disposed and not set to null in the array, // those body objects will be re-used. bodyFrame.GetAndRefreshBodyData(this.bodies); dataReceived = true; } } if (!dataReceived) { alreadyTrackedPos = false; return; } foreach (Body body in this.bodies) { // get first tracked body only, notice there's a break below. if (body.IsTracked) { // get various skeletal positions CameraSpacePoint handLeft = body.Joints[JointType.HandLeft].Position; CameraSpacePoint handRight = body.Joints[JointType.HandRight].Position; CameraSpacePoint spineBase = body.Joints[JointType.SpineBase].Position; if (handRight.Z - spineBase.Z < -0.15f) // if right hand lift forward { /* hand x calculated by this. we don't use shoulder right as a reference cause the shoulder right * is usually behind the lift right hand, and the position would be inferred and unstable. * because the spine base is on the left of right hand, we plus 0.05f to make it closer to the right. */ float x = handRight.X - spineBase.X + 0.05f; /* hand y calculated by this. ss spine base is way lower than right hand, we plus 0.51f to make it * higer, the value 0.51f is worked out by testing for a several times, you can set it as another one you like. */ float y = spineBase.Y - handRight.Y + 0.51f; // get current cursor position Point curPos = MouseControl.GetCursorPosition(); // smoothing for using should be 0 - 0.95f. The way we smooth the cusor is: oldPos + (newPos - oldPos) * smoothValue float smoothing = 1 - cursorSmoothing; // set cursor position MouseControl.SetCursorPos((int)(curPos.X + (x * mouseSensitivity * screenWidth - curPos.X) * smoothing), (int)(curPos.Y + ((y + 0.25f) * mouseSensitivity * screenHeight - curPos.Y) * smoothing)); alreadyTrackedPos = true; // Grip gesture if (doClick && useGripGesture) { if (body.HandRightState == HandState.Closed) { if (!wasRightGrip) { MouseControl.MouseLeftDown(); wasRightGrip = true; } } else if (body.HandRightState == HandState.Open) { if (wasRightGrip) { MouseControl.MouseLeftUp(); wasRightGrip = false; } } } } else if (handLeft.Z - spineBase.Z < -0.15f) // if left hand lift forward { float x = handLeft.X - spineBase.X + 0.3f; float y = spineBase.Y - handLeft.Y + 0.51f; Point curPos = MouseControl.GetCursorPosition(); float smoothing = 1 - cursorSmoothing; MouseControl.SetCursorPos((int)(curPos.X + (x * mouseSensitivity * screenWidth - curPos.X) * smoothing), (int)(curPos.Y + ((y + 0.25f) * mouseSensitivity * screenHeight - curPos.Y) * smoothing)); alreadyTrackedPos = true; if (doClick && useGripGesture) { if (body.HandLeftState == HandState.Closed) { if (!wasLeftGrip) { MouseControl.MouseLeftDown(); wasLeftGrip = true; } } else if (body.HandLeftState == HandState.Open) { if (wasLeftGrip) { MouseControl.MouseLeftUp(); wasLeftGrip = false; } } } } else { wasLeftGrip = true; wasRightGrip = true; alreadyTrackedPos = false; } // get first tracked body only break; } } }