示例#1
0
        static void Main(string[] Args)
        {
            LoadConfig();

            int VoxelsX = (int)(Treadmill_X / VoxelSize);
            int VoxelsY = (int)(Treadmill_Y / VoxelSize);
            int VoxelsZ = (int)(Treadmill_Z / VoxelSize);

            WorldOrigin  = new Vector3(Treadmill_X, 0, 0);
            CameraHeight = new Vector3(0, PelvisHeight, 0);

            Console.Spawn(Args.Contains("--console") || SpawnConsole);

            OptotrakClient.Init(40023);
            LegClient.Init(40024);

            RenderWindow.Init(60, Treadmill_X, Treadmill_Z);
            Voxels.Init(VoxelsX, VoxelsY, VoxelsZ, VoxelSize);
            RealSenseClient.Init();

            while (RenderWindow.Tick())
            {
                // Additional logic which should execute per-frame goes here

                if (!UseThreading)
                {
                    RealSenseClient.Loop();
                }
            }
        }
示例#2
0
        static void Main(string[] Args)
        {
            LoadConfig();

            int VoxelsX = (int)(Treadmill_X / VoxelSize);
            int VoxelsY = (int)(Treadmill_Y / VoxelSize);
            int VoxelsZ = (int)(Treadmill_Z / VoxelSize);

            WorldOrigin  = new Vector3(Treadmill_X, 0, 0);            // Shifts the world origin to the left side (the actual render window 0,0,0 is in the right corner)
            CameraHeight = new Vector3(0, PelvisHeight, 0);           // the distance from the floor to the camera

            Console.Spawn(Args.Contains("--console") || SpawnConsole);

            OptotrakClient.Init(40023);        // initializes optotrack client and starts a thread for it. Starts also a thread for UDP (on port 40023)
            LegClient.Init(40024);             // The same as above but for MVN Analyze

            RenderWindow.Init(60, Treadmill_X, Treadmill_Z);
            Voxels.Init(VoxelsX, VoxelsY, VoxelsZ, VoxelSize);
            RealSenseClient.Init();

            while (RenderWindow.Tick())
            {
                // Additional logic which should execute per-frame goes here

                if (!UseThreading)
                {
                    RealSenseClient.Loop();
                }
            }
        }