Пример #1
0
 private void KinectDevice_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
 {
     using (SkeletonFrame frame = e.OpenSkeletonFrame())
     {
         if (frame != null)
         {
             frame.CopySkeletonDataTo(this.frameSkeletons);
             long now = ((currentTime.Hour * 60 + currentTime.Minute) * 60 + currentTime.Second) * 1000 + currentTime.Millisecond;
             waveGesture.Update(this.frameSkeletons, now);
         }
     }
 }
Пример #2
0
        private void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.skeletonData == null) || (this.skeletonData.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.skeletonData);

                    foreach (Skeleton skeleton in this.skeletonData)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot);
                                player.SetBounds(this.playerBounds);

                                if (players.Count < 1)
                                {
                                    this.players.Add(skeletonSlot, player);
//                                    SendCommand(CmdSkeletonOkay);
                                }
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;

                                crossGesture.Update(skeleton);
                                raiseRightHandGesture.Update(skeleton);
                                raiseLeftHandGesture.Update(skeleton);
                                waveGesture.Update(skeleton);
                                moveBackGesture.Update(skeleton);
                                moveForwardGesture.Update(skeleton);
                                rightSwipeRight.Update(skeleton);
                                leftSwipeLeft.Update(skeleton);
                                rightSwipeLeft.Update(skeleton);
                                leftSwipeRight.Update(skeleton);

                                //player.DetectGesture(skeleton.Joints);
                                // Head, hands, feet (hit testing happens in order here)
                                player.UpdateJointPosition(skeleton.Joints, JointType.Head);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandRight);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootRight);

                                // Hands and arms
                                player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft);

                                // Head and Shoulders
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight);

                                // Legs
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight);

                                // Spine
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter);

                                ProcessSkeleton(skeleton);
                            }
                        }

                        skeletonSlot++;
                    }
                }
            }
        }