示例#1
0
    public JointConstraint( KinectWrapper.Joints joint_a,
							KinectWrapper.Joints joint_b,
							Relations relation,
							Operators operation,
							Vector3 val )
    {
        this.joint_a = joint_a;
        this.joint_b = joint_b;
        this.relation = relation;
        this.operation = operation;
        this.val = val;
    }
示例#2
0
/********************************************************************************
*           USER METHODS -> Call these methods from your scripts
* ******************************************************************************/

    /// <summary>
    /// main joint position get function
    /// </summary>
    /// <param name="player">player number (1,2)</param>
    /// <param name="joint">KinectWrapper.Joints enum</param>
    /// <returns>position of given joint for given player</returns>
    public Vector3 GetJointPos(int player, KinectWrapper.Joints joint)
    {
        KinectWrapper.SkeletonTransform trans = new KinectWrapper.SkeletonTransform();
        if (NUIisReady)
        {
            KinectWrapper.GetSkeletonTransform(player, (int)joint, ref trans);
            return(new Vector3(trans.x * scaleFactor, trans.y * scaleFactor, trans.z * scaleFactor));
        }
        else
        {
            return(Vector3.zero);
        }
    }
示例#3
0
 public Vector3 GetJointPos(KinectWrapper.Joints joint)
 {
     KinectWrapper.SkeletonTransform trans = new KinectWrapper.SkeletonTransform();
     KinectWrapper.GetSkeletonTransform((int)joint, ref trans);
     return(new Vector3(trans.x * scaleFactor, trans.y * scaleFactor, trans.z * scaleFactor));
 }
示例#4
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 /// <summary>
 /// one-player overload of joint position get function
 /// </summary>
 /// <param name="joint">KinectWrapper.Joints enum</param>
 /// <returns>position of given joint</returns>
 public Vector3 GetJointPos(KinectWrapper.Joints joint)
 {
     return(GetJointPos(1, joint));
 }
示例#5
0
 public JointConstraint( KinectWrapper.Joints joint_a, KinectWrapper.Joints joint_b )
 {
     this.joint_a = joint_a;
     this.joint_b = joint_b;
 }