some work on Kinect InputSystem (Dispose, fetching of RGB image) changed handling of native textures (providing data for Texture2D at the moment) implemented SetData methods for Texture2D basic Dispose handling of Texture and Texture2D implemented RenderSystemDX10: moved FormatSize method to FormatConverter to avoid duplicated code RenderSystemGL3 is BROKEN in this version. New texture handling needs to be adapted.
143 lines
6.9 KiB
C#
143 lines
6.9 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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#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 struct MotionSensingDeviceState
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{
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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 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(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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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 |