void myBodyReader_FrameArrived(object sender, BodyFrameArrivedEventArgs e)
        {
            if (this.IsPaused)
            {
                return;
            }

            PreposeGesturesFrame retFrame = null;
            PreposeGesturesFrameArrivedEventArgs upArgs = new PreposeGesturesFrameArrivedEventArgs();

            using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame())
            {
                if (bodyFrame != null)
                {
                    // Perform the gesture matching on this frame
                    var z3body = new Z3Body();
                    bodyFrame.GetAndRefreshBodyData(this.bodies);

                    foreach (var body in this.bodies)
                    {
                        if (body.TrackingId == this.mySource.TrackingId)
                        {
                            // We are at the correct body - go ahead and feed it to the BodyMatcher
                            IReadOnlyDictionary <Microsoft.Kinect.JointType, Joint> joints = body.Joints;
                            z3body = Z3KinectConverter.CreateZ3Body(joints);
                            var result = this.PreposeGesturesFrameSource.myMatcher.TestBody(z3body);

                            // Fill in the gesture results for this frame
                            retFrame         = new PreposeGesturesFrame();
                            retFrame.results = result;
                            break;
                        }
                    }
                }
            }

            // TODO: revisit the way the PreposeGesturesFrameReference is implemented to avoid keeping around massive amounts of frames
            PreposeGesturesFrameReference retFrameReference = new PreposeGesturesFrameReference(retFrame);

            upArgs.FrameReference = retFrameReference;

            // Signal that we have a new PreposeGesturesFrame arrived
            FrameArrived(this, upArgs);
        }
 public PreposeGesturesFrameReference(PreposeGesturesFrame frame)
 {
     myFrame = frame;
 }
 public PreposeGesturesFrameReference(PreposeGesturesFrame frame)
 {
     myFrame = frame;
 }
        void myBodyReader_FrameArrived(object sender, BodyFrameArrivedEventArgs e)
        {
            if (this.IsPaused)
                return;

            PreposeGesturesFrame retFrame = null;
            PreposeGesturesFrameArrivedEventArgs upArgs = new PreposeGesturesFrameArrivedEventArgs();

            using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame())
            {
                if (bodyFrame != null)
                {
                    // Perform the gesture matching on this frame
                    var z3body = new Z3Body();
                    bodyFrame.GetAndRefreshBodyData(this.bodies);

                    foreach (var body in this.bodies)
                    {
                        if (body.TrackingId == this.mySource.TrackingId)
                        {
                            // We are at the correct body - go ahead and feed it to the BodyMatcher
                            IReadOnlyDictionary<Microsoft.Kinect.JointType, Joint> joints = body.Joints;
                            z3body = Z3KinectConverter.CreateZ3Body(joints);
                            var result = this.PreposeGesturesFrameSource.myMatcher.TestBody(z3body);

                            // Fill in the gesture results for this frame
                            retFrame = new PreposeGesturesFrame(result, this.mySource, body.TrackingId, bodyFrame.RelativeTime);
                            break;
                        }
                    }
                }
            }

            // TODO: revisit the way the PreposeGesturesFrameReference is implemented to avoid keeping around massive amounts of frames
            PreposeGesturesFrameReference retFrameReference = new PreposeGesturesFrameReference(retFrame);
            upArgs.FrameReference = retFrameReference;

            // Signal that we have a new PreposeGesturesFrame arrived
            FrameArrived(this, upArgs);
        }