#region Using Statements using System; using ANX.Framework.Graphics; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License #if XNAEXT namespace ANX.Framework.Input.MotionSensing { public struct MotionSensingDeviceState { 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 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(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) { 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