// Use this for initialization void Start() { _sensor = KinectSensor.GetDefault(); // Create bodyDrawer and body from prefab GameObject body = (GameObject)Instantiate(Resources.Load("Prefabs/Body")); bodyDrawer = new BodyDrawer(body); if (_sensor != null) { _reader = _sensor.BodyFrameSource.OpenReader(); if (!_sensor.IsOpen) { _sensor.Open(); } } }
/// <summary> /// Initializes a new instance of the MainWindow class. /// </summary> public MainWindow() { // initialize the joint pairs (one steady and one moving per pair) JointPairMappings.Initialize(); // initialize the instruments used for each joint pair InstrumentMappings.Initialize(); // records of previous joint positions jointRecords = new JointRecords(); // initialize time signature timeSignature = new TimeSignature(); // one sensor is currently supported this.kinectSensor = KinectSensor.GetDefault(); drawer = new BodyDrawer(this.kinectSensor.CoordinateMapper, this.kinectSensor.DepthFrameSource.FrameDescription, new DrawingGroup()); // open the reader for the body frames this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader(); // set IsAvailableChanged event notifier this.kinectSensor.IsAvailableChanged += this.Sensor_IsAvailableChanged; // open the sensor this.kinectSensor.Open(); this.imageSource = new DrawingImage(drawer.drawingGroup); // set the status text this.StatusText = this.kinectSensor.IsAvailable ? Properties.Resources.RunningStatusText : Properties.Resources.NoSensorStatusText; // use the window object as the view model in this simple example this.DataContext = this; // initialize the components (controls) of the window this.InitializeComponent(); }