Kinect: refactored some small things and added experimental handling of Depth and RGB images
This commit is contained in:
parent
9e5d0858c5
commit
99a5923fa4
@ -276,8 +276,9 @@
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<Compile Include="Input\KeyboardState.cs" />
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<Compile Include="Input\KeyboardState.cs" />
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<Compile Include="Input\Keys.cs" />
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<Compile Include="Input\Keys.cs" />
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<Compile Include="Input\KeyState.cs" />
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<Compile Include="Input\KeyState.cs" />
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<Compile Include="Input\MotionSensingDevice.cs" />
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<Compile Include="Input\MotionSensing\MotionSensingDevice.cs" />
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<Compile Include="Input\MotionSensingDeviceState.cs" />
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<Compile Include="Input\MotionSensing\MotionSensingDeviceState.cs" />
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<Compile Include="Input\MotionSensing\MotionSensingDeviceType.cs" />
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<Compile Include="Input\Mouse.cs" />
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<Compile Include="Input\Mouse.cs" />
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<Compile Include="Input\MouseState.cs" />
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<Compile Include="Input\MouseState.cs" />
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<Compile Include="Input\Touch\GestureSample.cs" />
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<Compile Include="Input\Touch\GestureSample.cs" />
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@ -1,6 +1,7 @@
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#region Using Statements
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#region Using Statements
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using System;
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using System;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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#endregion // Using Statements
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#endregion // Using Statements
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@ -53,7 +54,7 @@ using ANX.Framework.NonXNA;
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#if XNAEXT
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#if XNAEXT
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namespace ANX.Framework.Input
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namespace ANX.Framework.Input.MotionSensing
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{
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{
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public class MotionSensingDevice
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public class MotionSensingDevice
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{
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{
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@ -64,12 +65,30 @@ namespace ANX.Framework.Input
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motionSensingDevice = AddInSystemFactory.Instance.GetCurrentCreator<IInputSystemCreator>().MotionSensingDevice;
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motionSensingDevice = AddInSystemFactory.Instance.GetCurrentCreator<IInputSystemCreator>().MotionSensingDevice;
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}
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}
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public GraphicsDevice GraphicsDevice
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{
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get
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{
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return motionSensingDevice.GraphicsDevice;
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}
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set
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{
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motionSensingDevice.GraphicsDevice = value;
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}
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}
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public static MotionSensingDeviceType DeviceType
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{
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get
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{
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return motionSensingDevice.DeviceType;
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}
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}
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public static MotionSensingDeviceState GetState()
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public static MotionSensingDeviceState GetState()
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{
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{
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return motionSensingDevice.GetState();
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return motionSensingDevice.GetState();
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}
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}
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}
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}
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}
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}
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@ -52,13 +52,12 @@ using ANX.Framework.Graphics;
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#endregion // License
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#endregion // License
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#if XNAEXT
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#if XNAEXT
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namespace ANX.Framework.Input
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namespace ANX.Framework.Input.MotionSensing
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{
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{
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public struct MotionSensingDeviceState
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public struct MotionSensingDeviceState
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{
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{
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private Texture2D pRGB;
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private Texture pRGB;
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private Texture2D pDepth;
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private Texture pDeepth;
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private Vector3 pHipCenter;
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private Vector3 pHipCenter;
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private Vector3 pSpine;
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private Vector3 pSpine;
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@ -83,8 +82,8 @@ namespace ANX.Framework.Input
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private Vector3 pCount;
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private Vector3 pCount;
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public Texture RGB { get { return this.pRGB; } }
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public Texture2D RGB { get { return this.pRGB; } }
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public Texture Derpth { get { return this.pDeepth; } }
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public Texture2D Derpth { get { return this.pDepth; } }
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public Vector3 HipCenter { get { return this.pHipCenter; } }
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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 Spine { get { return this.pSpine; } }
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@ -109,11 +108,11 @@ namespace ANX.Framework.Input
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public Vector3 Count { get { return this.pCount; } }
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public Vector3 Count { get { return this.pCount; } }
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public MotionSensingDeviceState(Texture _RGB, Texture _Deepth, Vector3 _HipCenter, Vector3 _Spine, Vector3 _ShoulderCenter, Vector3 _Head, Vector3 _ShoulderLeft,
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public MotionSensingDeviceState(Texture2D _RGB, Texture2D _Depth, Vector3 _HipCenter, Vector3 _Spine, Vector3 _ShoulderCenter, Vector3 _Head, Vector3 _ShoulderLeft,
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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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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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{
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pRGB = _RGB;
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pRGB = _RGB;
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pDeepth = _Deepth;
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pDepth = _Depth;
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pHipCenter = _HipCenter;
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pHipCenter = _HipCenter;
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pSpine = _Spine;
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pSpine = _Spine;
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61
ANX.Framework/Input/MotionSensing/MotionSensingDeviceType.cs
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61
ANX.Framework/Input/MotionSensing/MotionSensingDeviceType.cs
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@ -0,0 +1,61 @@
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#region Using Statements
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using System;
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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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namespace ANX.Framework.Input.MotionSensing
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{
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public enum MotionSensingDeviceType
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{
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Kinect,
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}
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}
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#endif
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@ -1,6 +1,8 @@
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#region Using Statements
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#region Using Statements
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using System;
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using System;
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using ANX.Framework.Input;
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using ANX.Framework.Input;
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using ANX.Framework.Input.MotionSensing;
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using ANX.Framework.Graphics;
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#endregion // Using Statements
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#endregion // Using Statements
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@ -54,8 +56,12 @@ using ANX.Framework.Input;
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#if XNAEXT
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#if XNAEXT
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namespace ANX.Framework.NonXNA
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namespace ANX.Framework.NonXNA
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{
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{
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public interface IMotionSensingDevice
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public interface IMotionSensingDevice
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{
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{
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GraphicsDevice GraphicsDevice { get; set; }
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MotionSensingDeviceType DeviceType { get; }
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MotionSensingDeviceState GetState();
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MotionSensingDeviceState GetState();
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}
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}
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}
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}
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@ -6,7 +6,7 @@
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<ProductVersion>8.0.30703</ProductVersion>
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<ProductVersion>8.0.30703</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{E5D69E75-D77C-493F-BBDA-6F9E73B82549}</ProjectGuid>
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<ProjectGuid>{E5D69E75-D77C-493F-BBDA-6F9E73B82549}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>ANX.InputSystem.Windows.Kinect</RootNamespace>
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<RootNamespace>ANX.InputSystem.Windows.Kinect</RootNamespace>
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<AssemblyName>ANX.InputSystem.Windows.Kinect</AssemblyName>
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<AssemblyName>ANX.InputSystem.Windows.Kinect</AssemblyName>
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@ -67,11 +67,6 @@ namespace ANX.InputSystem.Windows.Kinect
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factory.AddCreator(this);
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factory.AddCreator(this);
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}
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}
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public IMotionSensingDevice Kinect
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{
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get { return new Kinect(); }
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}
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#region IInputSystemCreator Member
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#region IInputSystemCreator Member
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public IGamePad GamePad
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public IGamePad GamePad
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@ -86,7 +81,7 @@ namespace ANX.InputSystem.Windows.Kinect
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public IMotionSensingDevice MotionSensingDevice
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public IMotionSensingDevice MotionSensingDevice
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{
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{
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get { return null; }
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get { return new Kinect(); }
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}
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}
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#endregion
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#endregion
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using System;
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using ANX.Framework.NonXNA;
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using Microsoft.Research.Kinect.Nui;
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using ANX.Framework;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using Microsoft.Research.Kinect.Nui;
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using ANX.Framework.Input.MotionSensing;
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#endregion // Using Statements
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#region License
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#region License
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@ -57,17 +61,21 @@ using ANX.Framework.Graphics;
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namespace ANX.InputSystem.Windows.Kinect
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namespace ANX.InputSystem.Windows.Kinect
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{
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{
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public class Kinect:IMotionSensingDevice
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public class Kinect : IMotionSensingDevice
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{
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{
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#region Private Members
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private Runtime pNui;
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private Runtime pNui;
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private Vector3[] cache;
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private Vector3[] cache;
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private Texture rgb;
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private GraphicsDevice graphicsDevice;
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private Texture deepth;
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private Texture2D rgb;
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private Texture2D depth;
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#endregion // Private Members
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public Kinect()
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public Kinect()
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{
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{
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pNui = new Runtime();
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pNui = new Runtime();
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pNui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex |
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pNui.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseColor);
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RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseColor);
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pNui.SkeletonEngine.TransformSmooth = true;
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pNui.SkeletonEngine.TransformSmooth = true;
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this.cache = new Vector3[21];
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this.cache = new Vector3[21];
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pNui.SkeletonEngine.SmoothParameters = parameters;
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pNui.SkeletonEngine.SmoothParameters = parameters;
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pNui.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(pNui_SkeletonFrameReady);
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pNui.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(pNui_SkeletonFrameReady);
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// pNui.DepthFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_DepthFrameReady);
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pNui.DepthFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_DepthFrameReady);
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// pNui.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_VideoFrameReady);
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pNui.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(pNui_VideoFrameReady);
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}
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}
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void pNui_VideoFrameReady(object sender, ImageFrameReadyEventArgs e)
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void pNui_VideoFrameReady(object sender, ImageFrameReadyEventArgs e)
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{
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{
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throw new NotImplementedException();
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if (this.graphicsDevice != null)
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{
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if (this.rgb == null)
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{
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this.rgb = new Texture2D(this.graphicsDevice, e.ImageFrame.Image.Width, e.ImageFrame.Image.Height);
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}
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//TODO: this works only if the image is in RGBA32 Format. Other formats does need a conversion first.
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this.rgb.SetData<byte>(e.ImageFrame.Image.Bits);
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}
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}
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}
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void pNui_DepthFrameReady(object sender, ImageFrameReadyEventArgs e)
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void pNui_DepthFrameReady(object sender, ImageFrameReadyEventArgs e)
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{
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{
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throw new NotImplementedException();
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if (this.graphicsDevice != null)
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{
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if (this.depth == null)
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{
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this.depth = new Texture2D(this.graphicsDevice, e.ImageFrame.Image.Width, e.ImageFrame.Image.Height);
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}
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//TODO: this works only if the image is in RGBA32 Format. Other formats does need a conversion first.
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this.rgb.SetData<byte>(e.ImageFrame.Image.Bits);
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}
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}
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}
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private void pNui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
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private void pNui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
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return new Vector3(vector.X, vector.Y, vector.Z);
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return new Vector3(vector.X, vector.Y, vector.Z);
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}
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}
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public ANX.Framework.Input.MotionSensingDeviceState GetState()
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public MotionSensingDeviceState GetState()
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{
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{
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return new Framework.Input.MotionSensingDeviceState(rgb, deepth, cache[0], cache[1], cache[2], cache[3], cache[4], cache[5], cache[6], cache[7], cache[8], cache[9], cache[10],cache[11], cache[12], cache[13], cache[14], cache[15], cache[16], cache[17], cache[18], cache[19], cache[20]);
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return new MotionSensingDeviceState(rgb, depth, cache[0], cache[1], cache[2], cache[3], cache[4], cache[5], cache[6], cache[7], cache[8], cache[9], cache[10],cache[11], cache[12], cache[13], cache[14], cache[15], cache[16], cache[17], cache[18], cache[19], cache[20]);
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}
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}
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public GraphicsDevice GraphicsDevice
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{
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get
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{
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return graphicsDevice;
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}
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set
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{
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graphicsDevice = value;
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}
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}
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public MotionSensingDeviceType DeviceType
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{
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get { return MotionSensingDeviceType.Kinect; }
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}
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}
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}
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}
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}
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