public static float getElbowRoll_Left(Skeleton skeleton) { // Get fitting joints Joint shoulder_j = skeleton.Joints[JointType.ShoulderLeft]; Joint elbow_j = skeleton.Joints[JointType.ElbowLeft]; Joint hand_j = skeleton.Joints[JointType.HandLeft]; //Vector of Joints Vector3D shoulder = new Vector3D(shoulder_j.Position.X, shoulder_j.Position.Y, shoulder_j.Position.Z); Vector3D elbow = new Vector3D(elbow_j.Position.X, elbow_j.Position.Y, elbow_j.Position.Z); Vector3D hand = new Vector3D(hand_j.Position.X, hand_j.Position.Y, hand_j.Position.Z); // Vektorberechnung return(AngleCalculation.getAngle(shoulder, elbow, hand)); }
public static float getShoulderRoll_Left(Skeleton skeleton) { // Get fitting joints Joint hip_left_j = skeleton.Joints[JointType.HipLeft]; Joint hip_right_j = skeleton.Joints[JointType.HipRight]; Joint shoulder_j = skeleton.Joints[JointType.ShoulderLeft]; Joint elbow_j = skeleton.Joints[JointType.ElbowLeft]; //Vector of Joints Vector3D hip_left = new Vector3D(hip_left_j.Position.X, hip_left_j.Position.Y, hip_left_j.Position.Z); Vector3D hip_right = new Vector3D(hip_right_j.Position.X, hip_right_j.Position.Y, hip_right_j.Position.Z); Vector3D shoulder = new Vector3D(shoulder_j.Position.X, shoulder_j.Position.Y, shoulder_j.Position.Z); Vector3D elbow = new Vector3D(elbow_j.Position.X, elbow_j.Position.Y, elbow_j.Position.Z); // Vektorberechnung return(AngleCalculation.getAngle(hip_left, hip_right, shoulder, elbow)); }