public GetUserPosition ( uint UserId ) : Vector3 | ||
UserId | uint | |
return | Vector3 |
public Vector3 GetUserPosition(uint UserId)
{
KinectWrapper.GetJointTransformation(UserId, (int)KinectWrapper.SkeletonJoint.HIPS, ref jointTransform);
KinectWrapper.SkeletonJointPosition pos = jointTransform.pos;
return new Vector3(pos.x * 0.001f, pos.y * 0.001f, pos.z * 0.001f);
}
public void playerSideAdjuster() { var p1id = _KinectManager.GetUserIdByIndex(0); var p2id = _KinectManager.GetUserIdByIndex(1); //player1.isRight = false;//temporary for testing if (p1id != 0 && p2id != 0) { var p1pos = _KinectManager.GetUserPosition(p1id); var p2pos = _KinectManager.GetUserPosition(p2id); //Debug.Log("p1pos="+p1pos); //Debug.Log("p2pos="+p2pos); if (p1pos.x <= p2pos.x) { player1.isRight = false; player2.isRight = true; player1.gripHandTexture = leftMostHand[0]; player1.releaseHandTexture = leftMostHand[1]; player1.normalHandTexture = leftMostHand[2]; player2.gripHandTexture = RightMostHand[0]; player2.releaseHandTexture = RightMostHand[1]; player2.normalHandTexture = RightMostHand[2]; //player1.playerIndex=0; //player2.playerIndex=1; } else { player1.isRight = true; player2.isRight = false; player2.gripHandTexture = leftMostHand[0]; player2.releaseHandTexture = leftMostHand[1]; player2.normalHandTexture = leftMostHand[2]; player1.gripHandTexture = RightMostHand[0]; player1.releaseHandTexture = RightMostHand[1]; player1.normalHandTexture = RightMostHand[2]; //player1.playerIndex=1; //player2.playerIndex=0; } } }