private void InitGestures() { if (Utilities.IsDesignMode) { return; } // open the reader for the body frames // This may need to be opened on a more higher level this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader(); // set the BodyFramedArrived event notifier this.bodyFrameReader.FrameArrived += this.Reader_BodyFrameArrived; this.gestureDetectorList = new List <GestureDetector>(); // Setup Gestures for each potential skeleton int maxBodies = this.kinectSensor.BodyFrameSource.BodyCount; for (int i = 0; i < maxBodies; ++i) { GestureDetector detector = new IGVirtualReceptionist.Gestures.GestureDetector(this, this.kinectSensor); detector.GestureDetected += detector_GestureDetected; this.gestureDetectorList.Add(detector); } }
private void InitGestures() { if (Utilities.IsDesignMode) return; // open the reader for the body frames // This may need to be opened on a more higher level this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader(); // set the BodyFramedArrived event notifier this.bodyFrameReader.FrameArrived += this.Reader_BodyFrameArrived; this.gestureDetectorList = new List<GestureDetector>(); // Setup Gestures for each potential skeleton int maxBodies = this.kinectSensor.BodyFrameSource.BodyCount; for (int i = 0; i < maxBodies; ++i) { GestureDetector detector = new IGVirtualReceptionist.Gestures.GestureDetector(this, this.kinectSensor); detector.GestureDetected += detector_GestureDetected; this.gestureDetectorList.Add(detector); } }