#region Using Statements using System; using ANX.Framework.Graphics; #endregion // Using Statements // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license #if XNAEXT namespace ANX.Framework.Input.MotionSensing { public struct MotionSensingDeviceState { private bool connected; private Texture2D pRGB; private Texture2D pDepth; private Vector3 pHipCenter; private Vector3 pSpine; private Vector3 pShoulderCenter; private Vector3 pHead; private Vector3 pShoulderLeft; private Vector3 pElbowLeft; private Vector3 pWristLeft; private Vector3 pHandLeft; private Vector3 pShoulderRight; private Vector3 pElbowRight; private Vector3 pWristRight; private Vector3 pHandRight; private Vector3 pHipLeft; private Vector3 pKneeLeft; private Vector3 pAnkleLeft; private Vector3 pFootLeft; private Vector3 pHipRight; private Vector3 pKneeRight; private Vector3 pAnkleRight; private Vector3 pFootRight; private Vector3 pCount; public bool Connected { get { return this.connected; } } public Texture2D RGB { get { return this.pRGB; } } public Texture2D Depth { get { return this.pDepth; } } public Vector3 HipCenter { get { return this.pHipCenter; } } public Vector3 Spine { get { return this.pSpine; } } public Vector3 ShoulderCenter { get { return this.pShoulderCenter; } } public Vector3 Head { get { return this.pHead; } } public Vector3 ShoulderLeft { get { return this.pShoulderLeft; } } public Vector3 ElbowLeft { get { return this.pElbowLeft; } } public Vector3 WristLeft { get { return this.pWristLeft; } } public Vector3 HandLeft { get { return this.pHandLeft; } } public Vector3 ShoulderRight { get { return this.pShoulderRight; } } public Vector3 ElbowRight { get { return this.pElbowRight; } } public Vector3 WristRight { get { return this.pWristRight; } } public Vector3 HandRight { get { return this.pHandRight; } } public Vector3 HipLeft { get { return this.pHipLeft; } } public Vector3 KneeLeft { get { return this.pKneeLeft; } } public Vector3 AnkleLeft { get { return this.pAnkleLeft; } } public Vector3 FootLeft { get { return this.pFootLeft; } } public Vector3 HipRight { get { return this.pHipRight; } } public Vector3 KneeRight { get { return this.pKneeRight; } } public Vector3 AnkleRight { get { return this.pAnkleRight; } } public Vector3 FootRight { get { return this.pFootRight; } } public Vector3 Count { get { return this.pCount; } } public MotionSensingDeviceState(bool connected, Texture2D _RGB, Texture2D _Depth, Vector3 _HipCenter, Vector3 _Spine, Vector3 _ShoulderCenter, Vector3 _Head, Vector3 _ShoulderLeft, 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) { this.connected = connected; pRGB = _RGB; pDepth = _Depth; pHipCenter = _HipCenter; pSpine = _Spine; pShoulderCenter = _ShoulderCenter; pHead = _Head; pShoulderLeft = _ShoulderLeft; pElbowLeft=_ElbowLeft; pWristLeft=_WristLeft; pHandLeft=_HandLeft; pShoulderRight=_ShoulderRight; pElbowRight=_ElbowRight; pWristRight=_WristRight; pHandRight=_HandRight; pHipLeft=_HipLeft; pKneeLeft=_KneeLeft; pAnkleLeft=_AnkleLeft; pFootLeft=_FootLeft; pHipRight=_HipRight; pKneeRight=_KneeRight; pAnkleRight=_AnkleRight; pFootRight=_FootRight; pCount=_Count; } } } #endif