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; }
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; }
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; }
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; }
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()