/// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //initialize Kinect SDK
            nui = new Runtime();

            nui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking);

            nui.SkeletonEngine.TransformSmooth = true;

            TransformSmoothParameters param = new TransformSmoothParameters();

            param.Smoothing          = 0.2f;
            param.Correction         = 0.0f;
            param.Prediction         = 0.0f;
            param.JitterRadius       = 0.2f;
            param.MaxDeviationRadius = 0.3f;

            nui.SkeletonEngine.SmoothParameters = param;

            nui.SkeletonFrameReady += new EventHandler <SkeletonFrameReadyEventArgs>(nui_SkeletonFrameReady);

            handPos[0] = new Vector3(0.0f, 0.0f, 0.0f);
            handPos[1] = new Vector3(0.0f, 0.0f, 0.0f);

            //set up angles
            shiftAngleRemote1 = shiftAngleLocal + 115.3733f;
            shiftAngleRemote2 = shiftAngleLocal - 93.9733f;

            //for sphere
            distortion = new Distortion(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1);

            //for cylinder
            //distortion = new Distortion(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1, distortionShift, 4);

            View = Matrix.CreateLookAt(new Vector3(0, 0, 2), Vector3.Zero,
                                       Vector3.Up);
            Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.PiOver4, 16.0f / 9.0f, 1, 500);

            //setupOSC();

            base.Initialize();
        }
Пример #2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //initialize Kinect SDK

            nui = Runtime.Kinects[0];

            nui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking);

            nui.SkeletonEngine.TransformSmooth = true;

            TransformSmoothParameters param = new TransformSmoothParameters();

            param.Smoothing = 0.2f;
            param.Correction = 0.0f;
            param.Prediction = 0.0f;
            param.JitterRadius = 0.2f;
            param.MaxDeviationRadius = 0.3f;

            nui.SkeletonEngine.SmoothParameters = param;

            nui.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(nui_SkeletonFrameReady);

            //setup audio

            RecognizerInfo ri = GetKinectRecognizer();

            if (ri == null)
            {
                Console.WriteLine("Could not find Kinect speech recognizer. Please refer to the sample requirements.");
                return;
            }

            Console.WriteLine("Using: {0}", ri.Name);

            sre = new SpeechRecognitionEngine();

            var models = new Choices();
            models.Add("lander");
            models.Add("flowers");
            models.Add("car");

            var gb = new GrammarBuilder();
            //Specify the culture to match the recognizer in case we are running in a different culture.
            gb.Culture = ri.Culture;
            gb.Append(models);

            // Create the actual Grammar instance, and then load it into the speech recognizer.
            var g = new Grammar(gb);

            sre.LoadGrammar(g);
            sre.SpeechRecognized += SreSpeechRecognized;
            sre.SpeechHypothesized += SreSpeechHypothesized;
            sre.SpeechRecognitionRejected += SreSpeechRecognitionRejected;

            source = new KinectAudioSource();

            source.FeatureMode = true;
            source.AutomaticGainControl = false;
            source.SystemMode = SystemMode.OptibeamArrayOnly;

            Stream s = source.Start();

            sre.SetInputToAudioStream(s, new SpeechAudioFormatInfo(EncodingFormat.Pcm, 16000, 16, 1, 32000, 2, null));

            Console.WriteLine("Recognizing. Say: 'red', 'green' or 'blue'. Press ENTER to stop");

            sre.RecognizeAsync(RecognizeMode.Multiple);

            handPos[0] = new Vector3(0.0f, 0.0f, 0.0f);
            handPos[1] = new Vector3(0.0f, 0.0f, 0.0f);

            //set up angles
            shiftAngleRemote1 = shiftAngleLocal + 115.3733f;
            shiftAngleRemote2 = shiftAngleLocal - 93.9733f;

            //initialize hand angles
            prevHandYAngle = 0.0f;
            prevHandXAngle = 0.0f;

            //for sphere
            distortion = new Distortion(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1);

            //for cylinder
            //distortion = new Distortion(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1, distortionShift, 4);

            View = Matrix.CreateLookAt(new Vector3(0, 0, 2), Vector3.Zero,
                Vector3.Up);
            Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.PiOver4, 16.0f / 9.0f, 1, 500);

            //setupOSC();

            base.Initialize();
        }
Пример #3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //initialize Kinect SDK

            nui = Runtime.Kinects[0];

            nui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking);

            nui.SkeletonEngine.TransformSmooth = true;

            TransformSmoothParameters param = new TransformSmoothParameters();

            param.Smoothing          = 0.2f;
            param.Correction         = 0.0f;
            param.Prediction         = 0.0f;
            param.JitterRadius       = 0.2f;
            param.MaxDeviationRadius = 0.3f;

            nui.SkeletonEngine.SmoothParameters = param;

            nui.SkeletonFrameReady += new EventHandler <SkeletonFrameReadyEventArgs>(nui_SkeletonFrameReady);

            //setup audio


            RecognizerInfo ri = GetKinectRecognizer();

            if (ri == null)
            {
                Console.WriteLine("Could not find Kinect speech recognizer. Please refer to the sample requirements.");
                return;
            }

            Console.WriteLine("Using: {0}", ri.Name);

            sre = new SpeechRecognitionEngine();

            var models = new Choices();

            models.Add("lander");
            models.Add("flowers");
            models.Add("car");

            var gb = new GrammarBuilder();

            //Specify the culture to match the recognizer in case we are running in a different culture.
            gb.Culture = ri.Culture;
            gb.Append(models);


            // Create the actual Grammar instance, and then load it into the speech recognizer.
            var g = new Grammar(gb);

            sre.LoadGrammar(g);
            sre.SpeechRecognized          += SreSpeechRecognized;
            sre.SpeechHypothesized        += SreSpeechHypothesized;
            sre.SpeechRecognitionRejected += SreSpeechRecognitionRejected;

            source = new KinectAudioSource();

            source.FeatureMode          = true;
            source.AutomaticGainControl = false;
            source.SystemMode           = SystemMode.OptibeamArrayOnly;

            Stream s = source.Start();

            sre.SetInputToAudioStream(s, new SpeechAudioFormatInfo(EncodingFormat.Pcm, 16000, 16, 1, 32000, 2, null));


            Console.WriteLine("Recognizing. Say: 'red', 'green' or 'blue'. Press ENTER to stop");

            sre.RecognizeAsync(RecognizeMode.Multiple);


            handPos[0] = new Vector3(0.0f, 0.0f, 0.0f);
            handPos[1] = new Vector3(0.0f, 0.0f, 0.0f);

            //set up angles
            shiftAngleRemote1 = shiftAngleLocal + 115.3733f;
            shiftAngleRemote2 = shiftAngleLocal - 93.9733f;

            //initialize hand angles
            prevHandYAngle = 0.0f;
            prevHandXAngle = 0.0f;

            //for sphere
            distortion = new Distortion(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1);

            //for cylinder
            //distortion = new Distortion(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1, distortionShift, 4);

            View = Matrix.CreateLookAt(new Vector3(0, 0, 2), Vector3.Zero,
                                       Vector3.Up);
            Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.PiOver4, 16.0f / 9.0f, 1, 500);

            //setupOSC();

            base.Initialize();
        }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //initialize Kinect SDK
            nui = new Runtime();

            nui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking);

            nui.SkeletonEngine.TransformSmooth = true;

            TransformSmoothParameters param = new TransformSmoothParameters();

            param.Smoothing = 0.2f;
            param.Correction = 0.0f;
            param.Prediction = 0.0f;
            param.JitterRadius = 0.2f;
            param.MaxDeviationRadius = 0.3f;

            nui.SkeletonEngine.SmoothParameters = param;

            nui.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(nui_SkeletonFrameReady);

            handPos[0] = new Vector3(0.0f, 0.0f, 0.0f);
            handPos[1] = new Vector3(0.0f, 0.0f, 0.0f);

            //set up angles
            shiftAngleRemote1 = shiftAngleLocal + 115.3733f;
            shiftAngleRemote2 = shiftAngleLocal - 93.9733f;

            //for sphere
            distortion = new Distortion(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1);

            //for cylinder
            //distortion = new Distortion(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1, distortionShift, 4);

            View = Matrix.CreateLookAt(new Vector3(0, 0, 2), Vector3.Zero,
                Vector3.Up);
            Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.PiOver4, 16.0f / 9.0f, 1, 500);

            //setupOSC();

            base.Initialize();
        }