private void OnPoseSync(object sender, PoseFrameMMapSyncer.OnSyncEventArgs e) { Vector2 temp; // Track the left wrist if (CurrentSwipeCooldown >= SwipeCooldown) { // don't track points on cooldown if (e.SyncData.GetConfidence(EJointName.LEFT_WRIST) > ConfidenceThreshold) { temp = e.SyncData.GetWorldPosition(EJointName.LEFT_WRIST); PrevLeftHandPositions.AddLast(new Vector3(temp.x, temp.y, Time.time)); } if (e.SyncData.GetConfidence(EJointName.RIGHT_WRIST) > ConfidenceThreshold) { temp = e.SyncData.GetWorldPosition(EJointName.RIGHT_WRIST); PrevRightHandPositions.AddLast(new Vector3(temp.x, temp.y, Time.time)); } } while (PrevLeftHandPositions.Count > 0 && Mathf.Abs(Time.time - PrevLeftHandPositions.First.Value.z) > RealTimePerSwipe) { // We do an abs in case there's overflow. Time otherwise doesn't flow backwards so // this is fine PrevLeftHandPositions.RemoveFirst(); } while (PrevRightHandPositions.Count > 0 && Mathf.Abs(Time.time - PrevRightHandPositions.First.Value.z) > RealTimePerSwipe) { // We do an abs in case there's overflow. Time otherwise doesn't flow backwards so // this is fine PrevRightHandPositions.RemoveFirst(); } TryRecognize(); }
private void Pose_OnSync(object sender, PoseFrameMMapSyncer.OnSyncEventArgs e) { }