Vector3 getJointVector3(uint user, SkeletonJoint joint)
 {
     SkeletonJointPosition pos = new SkeletonJointPosition ();
     skeletonCapability.GetSkeletonJointPosition (user, joint, ref pos);
     Vector3 v3pos = new Vector3 (-pos.position.X, pos.position.Y, pos.position.Z);
     return v3pos / scale + bias;
 }
示例#2
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 void MoveTransform( uint userId, SkeletonJoint joint, Transform dest)
 {
     SkeletonJointPosition pos = new SkeletonJointPosition();
     this.skeletonCapbility.GetSkeletonJointPosition(userId, joint, ref pos);
        	 	Vector3 v3pos = new Vector3(pos.position.X, pos.position.Y, pos.position.Z);
     dest.position = (v3pos / scale) + bias;
 }
示例#3
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 SkeletonJointPosition GetJointPosition(uint user, SkeletonJoint joint)
 {
     SkeletonJointPosition pos = new SkeletonJointPosition();
     this.skeletonCapbility.GetSkeletonJointPosition(user, joint, ref pos);
     if (pos.position.Z == 0)
     {
         pos.fConfidence = 0;
     }
     else
     {
         pos.position = this.depth.ConvertRealWorldToProjective(pos.position);
     }
     return pos;
 }
示例#4
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 private static SkeletonJointPosition Joint(SkeletonCapability skeletonCapability, DepthGenerator depthGenerator, uint user, SkeletonJoint joint)
 {
     var pos = new SkeletonJointPosition();
     skeletonCapability.GetSkeletonJointPosition(user, joint, ref pos);
     if (pos.position.Z == 0)
     {
         pos.fConfidence = 0;
     }
     else
     {
         pos.position = depthGenerator.ConvertRealWorldToProjective(pos.position);
     }
     return pos;
 }
示例#5
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 public static extern XnStatus xnGetSkeletonJointPosition(XnNodeHandle hInstance, XnUserID user, SkeletonJoint eJoint, ref SkeletonJointPosition pJoint);
 public bool NeedPoseForCalibration()
 {
     return OpenNIImporter.xnNeedPoseForSkeletonCalibration(this.InternalObject);
 }
 public string GetCalibrationPose()