- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
110 lines
4.3 KiB
C#
110 lines
4.3 KiB
C#
#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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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/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 struct MotionSensingDeviceState
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{
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private bool connected;
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private Texture2D pRGB;
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private Texture2D pDepth;
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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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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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public Texture2D RGB { get { return this.pRGB; } }
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public Texture2D Depth { get { return this.pDepth; } }
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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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public MotionSensingDeviceState(bool connected, 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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{
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this.connected = connected;
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pRGB = _RGB;
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pDepth = _Depth;
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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 |