2011-11-08 20:52:48 +00:00
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#region Using Statements
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using System;
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using ANX.Framework.Graphics;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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#if XNAEXT
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2011-11-09 08:56:37 +00:00
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namespace ANX.Framework.Input.MotionSensing
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2011-11-08 20:52:48 +00:00
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{
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public struct MotionSensingDeviceState
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{
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2012-01-17 05:55:36 +00:00
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private bool connected;
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2011-11-09 08:56:37 +00:00
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private Texture2D pRGB;
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private Texture2D pDepth;
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2011-11-08 20:52:48 +00:00
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private Vector3 pHipCenter;
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private Vector3 pSpine;
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private Vector3 pShoulderCenter;
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private Vector3 pHead;
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private Vector3 pShoulderLeft;
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private Vector3 pElbowLeft;
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private Vector3 pWristLeft;
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private Vector3 pHandLeft;
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private Vector3 pShoulderRight;
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private Vector3 pElbowRight;
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private Vector3 pWristRight;
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private Vector3 pHandRight;
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private Vector3 pHipLeft;
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private Vector3 pKneeLeft;
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private Vector3 pAnkleLeft;
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private Vector3 pFootLeft;
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private Vector3 pHipRight;
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private Vector3 pKneeRight;
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private Vector3 pAnkleRight;
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private Vector3 pFootRight;
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private Vector3 pCount;
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2012-01-17 05:55:36 +00:00
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public bool Connected
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{
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get
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{
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return this.connected;
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}
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}
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2011-11-08 20:52:48 +00:00
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2011-11-09 08:56:37 +00:00
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public Texture2D RGB { get { return this.pRGB; } }
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2011-11-11 07:29:49 +00:00
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public Texture2D Depth { get { return this.pDepth; } }
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2011-11-08 20:52:48 +00:00
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public Vector3 HipCenter { get { return this.pHipCenter; } }
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public Vector3 Spine { get { return this.pSpine; } }
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public Vector3 ShoulderCenter { get { return this.pShoulderCenter; } }
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public Vector3 Head { get { return this.pHead; } }
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public Vector3 ShoulderLeft { get { return this.pShoulderLeft; } }
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public Vector3 ElbowLeft { get { return this.pElbowLeft; } }
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public Vector3 WristLeft { get { return this.pWristLeft; } }
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public Vector3 HandLeft { get { return this.pHandLeft; } }
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public Vector3 ShoulderRight { get { return this.pShoulderRight; } }
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public Vector3 ElbowRight { get { return this.pElbowRight; } }
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public Vector3 WristRight { get { return this.pWristRight; } }
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public Vector3 HandRight { get { return this.pHandRight; } }
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public Vector3 HipLeft { get { return this.pHipLeft; } }
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public Vector3 KneeLeft { get { return this.pKneeLeft; } }
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public Vector3 AnkleLeft { get { return this.pAnkleLeft; } }
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public Vector3 FootLeft { get { return this.pFootLeft; } }
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public Vector3 HipRight { get { return this.pHipRight; } }
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public Vector3 KneeRight { get { return this.pKneeRight; } }
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public Vector3 AnkleRight { get { return this.pAnkleRight; } }
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public Vector3 FootRight { get { return this.pFootRight; } }
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public Vector3 Count { get { return this.pCount; } }
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2012-01-17 05:55:36 +00:00
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public MotionSensingDeviceState(bool connected, Texture2D _RGB, Texture2D _Depth, Vector3 _HipCenter, Vector3 _Spine, Vector3 _ShoulderCenter, Vector3 _Head, Vector3 _ShoulderLeft,
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2011-11-08 20:52:48 +00:00
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Vector3 _ElbowLeft, Vector3 _WristLeft, Vector3 _HandLeft, Vector3 _ShoulderRight, Vector3 _ElbowRight, Vector3 _WristRight, Vector3 _HandRight, Vector3 _HipLeft, Vector3 _KneeLeft, Vector3 _AnkleLeft, Vector3 _FootLeft, Vector3 _HipRight, Vector3 _KneeRight, Vector3 _AnkleRight, Vector3 _FootRight, Vector3 _Count)
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{
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2012-01-17 05:55:36 +00:00
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this.connected = connected;
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2011-11-08 20:52:48 +00:00
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pRGB = _RGB;
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2011-11-09 08:56:37 +00:00
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pDepth = _Depth;
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2011-11-08 20:52:48 +00:00
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pHipCenter = _HipCenter;
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pSpine = _Spine;
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pShoulderCenter = _ShoulderCenter;
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pHead = _Head;
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pShoulderLeft = _ShoulderLeft;
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pElbowLeft=_ElbowLeft;
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pWristLeft=_WristLeft;
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pHandLeft=_HandLeft;
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pShoulderRight=_ShoulderRight;
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pElbowRight=_ElbowRight;
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pWristRight=_WristRight;
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pHandRight=_HandRight;
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pHipLeft=_HipLeft;
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pKneeLeft=_KneeLeft;
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pAnkleLeft=_AnkleLeft;
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pFootLeft=_FootLeft;
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pHipRight=_HipRight;
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pKneeRight=_KneeRight;
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pAnkleRight=_AnkleRight;
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pFootRight=_FootRight;
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pCount=_Count;
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}
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}
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}
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#endif
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