/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screenCapture.Init( GraphicsDevice ); primitive.Initialize( GraphicsDevice ); for( int i = 0; i < 2; ++i ) { capturedTextures[ i ] = new Texture2D( GraphicsDevice, 640, 480 ); } //Font font = Content.Load<SpriteFont>("myfont"); // TODO: use this.Content to load your game content here arm.model = Content.Load<Model>("arm"); uArm.model = Content.Load<Model>("uArm"); hand.model = Content.Load<Model>("hand"); head.model = Content.Load<Model>("head"); body.model = Content.Load<Model>( "body" );//("body"); uArmR.model = Content.Load<Model>( "Ruarm" ); uArmL.model = Content.Load<Model>( "Luarm" ); armR.model = Content.Load<Model>( "Rarm" ); armL.model = Content.Load<Model>( "Larm" ); legL.model = Content.Load<Model>("Lleg"); legR.model = Content.Load<Model>("Rleg"); thighL.model = Content.Load<Model>("Lthigh"); thighR.model = Content.Load<Model>("Rthigh"); footL.model = Content.Load<Model>( "footL" ); footR.model = Content.Load<Model>( "footR" ); handL.model = Content.Load<Model>( "handL" ); handR.model = Content.Load<Model>( "handR" ); underTrunk.model = Content.Load<Model>( "underTrunk" ); xAxis = Content.Load<Model>("x"); yAxis = Content.Load<Model>("y"); zAxis = Content.Load<Model>("z"); Vector3 cameraPosition = new Vector3(0f, 0, 15f); //******************************************* loadedImage = this.Content.Load<Texture2D>( "sampleImage" ); tmpScreenCaptured = new Texture2D( GraphicsDevice, 640, 480 ); Color[] pixels = new Color[ loadedImage.Width * loadedImage.Height ]; loadedImage.GetData( pixels ); texture2DBackColor = pixels[ 0 ]; ReplaceColor( ref loadedImage, texture2DBackColor, xnaBackColor ); //******************************************* InitializeAxises( cameraPosition : cameraPosition ); //���X�g�̏����� bodyParts.Clear(); for( int i = 0; i < ( int )BodyPartsName.Size; ++i ) { bodyParts.Add( null ); } //******************************************* body.Init( GraphicsDevice ); //uArmL.Init( GraphicsDevice ); //uArmL.position.Y = 1.1f; //uArmL.parent = body; //bodyParts.Add( body ); //bodyParts.Add( uArmL ); InitializeBodyParts(); for( int i = 0; i < cameraPositions.Length; ++i ) teacherTexture[ i ] = new Texture2D( GraphicsDevice, 640, 480 ); foreach( var parts in bodyParts ) { parts.ChangeCameraPosition( cameraPositions[ 0 ].X, cameraPositions[ 0 ].Y, cameraPositions[ 0 ].Z ); parts.Update(); } Kinect.KinectManager manager = new Kinect.KinectManager(); byte [] d = new byte[ 10 ]; manager.TransformDepthTo3D( d ); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screenCapture.Init(GraphicsDevice); primitive.Initialize(GraphicsDevice); for (int i = 0; i < 2; ++i) { capturedTextures[i] = new Texture2D(GraphicsDevice, 640, 480); } //Font font = Content.Load <SpriteFont>("myfont"); // TODO: use this.Content to load your game content here arm.model = Content.Load <Model>("arm"); uArm.model = Content.Load <Model>("uArm"); hand.model = Content.Load <Model>("hand"); head.model = Content.Load <Model>("head"); body.model = Content.Load <Model>("body"); //("body"); uArmR.model = Content.Load <Model>("Ruarm"); uArmL.model = Content.Load <Model>("Luarm"); armR.model = Content.Load <Model>("Rarm"); armL.model = Content.Load <Model>("Larm"); legL.model = Content.Load <Model>("Lleg"); legR.model = Content.Load <Model>("Rleg"); thighL.model = Content.Load <Model>("Lthigh"); thighR.model = Content.Load <Model>("Rthigh"); footL.model = Content.Load <Model>("footL"); footR.model = Content.Load <Model>("footR"); handL.model = Content.Load <Model>("handL"); handR.model = Content.Load <Model>("handR"); underTrunk.model = Content.Load <Model>("underTrunk"); xAxis = Content.Load <Model>("x"); yAxis = Content.Load <Model>("y"); zAxis = Content.Load <Model>("z"); Vector3 cameraPosition = new Vector3(0f, 0, 15f); //******************************************* loadedImage = this.Content.Load <Texture2D>("sampleImage"); tmpScreenCaptured = new Texture2D(GraphicsDevice, 640, 480); Color[] pixels = new Color[loadedImage.Width * loadedImage.Height]; loadedImage.GetData(pixels); texture2DBackColor = pixels[0]; ReplaceColor(ref loadedImage, texture2DBackColor, xnaBackColor); //******************************************* InitializeAxises(cameraPosition: cameraPosition); //リストの初期化 bodyParts.Clear(); for (int i = 0; i < ( int )BodyPartsName.Size; ++i) { bodyParts.Add(null); } //******************************************* body.Init(GraphicsDevice); //uArmL.Init( GraphicsDevice ); //uArmL.position.Y = 1.1f; //uArmL.parent = body; //bodyParts.Add( body ); //bodyParts.Add( uArmL ); InitializeBodyParts(); for (int i = 0; i < cameraPositions.Length; ++i) { teacherTexture[i] = new Texture2D(GraphicsDevice, 640, 480); } foreach (var parts in bodyParts) { parts.ChangeCameraPosition(cameraPositions[0].X, cameraPositions[0].Y, cameraPositions[0].Z); parts.Update(); } Kinect.KinectManager manager = new Kinect.KinectManager(); byte [] d = new byte[10]; manager.TransformDepthTo3D(d); }