public NetworkKinectSettings(string uniqueID, int kinectNumber)
{
uniqueKinectID = uniqueID;
kinectID = kinectNumber;
//Set any necessary default values here
mergeSkeletons = true; //this will always be true, as a networked kinects only job is to pull in skeletons to merge
kinectPosition = new Point3D(0.0, 0.0, 0.0);
kinectYaw = 0.0;
kinectRoll = 0.0;
kinectPitch = 0.0;
lhChannel = 1;
rhChannel = 0;
//Initialize the joint mappings
jointMappings = new ObservableCollection<JointMapping>();
for (int i = 0; i <= 26; i++)
{
JointType? tempJoint = mapChannelNumberToJoint(i);
if (tempJoint.HasValue)
{
JointMapping temp = new JointMapping(tempJoint.Value, i, 0.01);
jointMappings.Add(temp);
}
}
}