public MySkeleton(DateTime ts, Skeleton skel) { Timestamp = ts; //Joints = skel.Joints; Position = skel.Position; TrackingId = skel.TrackingId; TrackingState = skel.TrackingState; AngleHeadShoulderCenter = skel.GetAngleHeadShoulderCenter(); AngleHeadShoulderRight = skel.GetAngleHeadShoulderRight(); }
private void CalculateAngles(Skeleton skel) { double AngleHeadShoulderCenter = skel.GetAngleHeadShoulderCenter(); double AngleHeadShoulderRight = skel.GetAngleHeadShoulderRight(); double CriticalAngle = 65.0; statusBarText = "Head-ShoulderRight: " + AngleHeadShoulderRight.ToString() + "° \n" + "Head-ShoulderCenter: " + AngleHeadShoulderCenter.ToString() + "° "; if (AngleHeadShoulderRight < CriticalAngle && this.warningState == false) { this.warningState = true; this.Background = Brushes.Red; Console.WriteLine(this.warningState); if (false == pauseState) { player.Play(); } } else if (AngleHeadShoulderRight >= CriticalAngle && this.warningState == true) { this.warningState = false; this.Background = Brushes.Green; Console.WriteLine(this.warningState); player.Stop(); } }