protected override void UserCalibrationEndFail(CalibrationProgressEventArgs e) { base.UserCalibrationEndFail(e); if (m_playerStatus != UserStatus.Failure) return; // not really a failure m_COMWhenFail = m_settingsManager.UserGenrator.GetUserCenterOfMass(m_openNIUserID); }
// キャリブレーション終了 void skelton_CalibrationComplete( object sender, CalibrationProgressEventArgs e ) { // キャリブレーション成功 if (e.Status == CalibrationStatus.OK) { message = "キャリブレーション成功:" + e.ID; user.SkeletonCapability.StartTracking(e.ID); } // キャリブレーション失敗 else { message = "キャリブレーション失敗:" + e.ID; } }
void skeletonCapbility_CalibrationComplete(object sender, CalibrationProgressEventArgs e) { if (e.Status == CalibrationStatus.OK) { this.skeletonCapbility.StartTracking(e.ID); this.joints.Add(e.ID, new Dictionary<SkeletonJoint, SkeletonJointPosition>()); } else if (e.Status != CalibrationStatus.ManualAbort) { if (this.skeletonCapbility.DoesNeedPoseForCalibration) { this.poseDetectionCapability.StartPoseDetection(calibPose, e.ID); } else { this.skeletonCapbility.RequestCalibration(e.ID, true); } } }
private void OnSkeletonCapbilityCalibrationComplete(object sender, CalibrationProgressEventArgs e) { if (e.Status == CalibrationStatus.OK) { this.skeletonCapbility.StartTracking(e.ID); this.joints.Add(e.ID, new Dictionary<SkeletonJoint, SkeletonJointPosition>()); } else if (e.Status != CalibrationStatus.ManualAbort) { this.skeletonCapbility.RequestCalibration(e.ID, true); } }
/// <summary> /// Function that is called whenever the calibration of a new user is complete. /// On a succesful calibration, the user will be tracked from now on. /// On a failure (not manual), the calibration for this user it retried. /// </summary> /// <param name="sender">The object that called this function</param> /// <param name="e">The events associated with this call; used to retrieve the users id</param> private void OnCalibrationComplete(object sender, CalibrationProgressEventArgs e) { if (e.Status == CalibrationStatus.OK) { Logger.Log("Calibration succeeded on user: "******"Calibration failed on user: "******"Retrying calibration on user: " + e.ID); SkeletonCapability.RequestCalibration(e.ID, false); } }
void skeletonCapbility_CalibrationComplete(object sender, CalibrationProgressEventArgs e) { if (e.Status == CalibrationStatus.OK) { this.skeletonCapbility.StartTracking(e.ID); this.joints.Add(e.ID, new Dictionary<SkeletonJoint, SkeletonJointPosition>()); } else { this.poseDetectionCapability.StartPoseDetection(calibPose, e.ID); } }
void _SkeletonCapability_CalibrationComplete(object sender, CalibrationProgressEventArgs e) { var user = _FindUser(e.ID); if (e.Status == CalibrationStatus.Pose) { _SkeletonCapability.StartTracking(e.ID); _SkeletonCapability.SaveCalibrationDataToFile(e.ID, this.CalibrationPath); if (user != null) { user.IsCalibrated = true; SkeletonReady.Raise(this, user); } } else { _PoseDetectionCapability.StartPoseDetection(_CalibrationPose, e.ID); } CalibrationEnded.Raise(this, user, e.Status == CalibrationStatus.Pose); }
void SkeletonCapability_CalibrationComplete(object sender, CalibrationProgressEventArgs e) { // キャリブレーション成功 if (e.Status == CalibrationStatus.OK) { Trace.WriteLine("Calibration Success:" + e.ID); user.SkeletonCapability.StartTracking(e.ID); } // キャリブレーション失敗 else { Trace.WriteLine("Calibration Failed:" + e.ID); } }
/// @brief callback for updating structures when calibration ends /// /// This callback is called when a calibration process ends. If the calibration succeeded /// then the user is in a calibrated state, otherwise it starts the calibration process from /// scratch. /// @param sender who called the callback /// @param e the arguments of the event. private void CalibrationEndCallback(object sender, CalibrationProgressEventArgs e) { if (e.ID != m_openNIUserID) return; // not us... m_settingsManager.Log("finished calibration for user="******" status=" + e.Status, NIEventLogger.Categories.Callbacks, NIEventLogger.Sources.Skeleton, NIEventLogger.VerboseLevel.Verbose); if (e.Status == CalibrationStatus.OK) { UserCalibrationEndSuccess(); } else { UserCalibrationEndFail(e); } }
/// @brief virtual function on calibration failure /// /// @param e the calibration error arguments from the calibration callback. /// This method retries the calibration if necessary. It is virtual to allow overriding protected virtual void UserCalibrationEndFail(CalibrationProgressEventArgs e) { if (e.Status == CalibrationStatus.ManualAbort) return; // it is a legal option... m_playerStatus = UserStatus.Failure; if(m_numRetries>0) { m_numRetries--; Skeleton.RequestCalibration(m_openNIUserID, true); } }