KinectManager.UpdateUserMap C# (CSharp) Method

UpdateUserMap() public method

public UpdateUserMap ( ) : void
return void
    void UpdateUserMap()
    {
        // copy over the maps
        Marshal.Copy(KinectWrapper.GetUsersLabelMap(), usersLabelMap, 0, usersMapSize);
        Marshal.Copy(KinectWrapper.GetUsersDepthMap(), usersDepthMap, 0, usersMapSize);

        // Flip the texture as we convert label map to color array
        int flipIndex, i;
        int numOfPoints = 0;
        Array.Clear(usersHistogramMap, 0, usersHistogramMap.Length);

        // Calculate cumulative histogram for depth
        for (i = 0; i < usersMapSize; i++)
        {
            // Only calculate for depth that contains users
            if (usersLabelMap[i] != 0)
            {
                usersHistogramMap[usersDepthMap[i]]++;
                numOfPoints++;
            }
        }

        if (numOfPoints > 0)
        {
            for (i = 1; i < usersHistogramMap.Length; i++)
            {
                usersHistogramMap[i] += usersHistogramMap[i-1];
            }
            for (i = 0; i < usersHistogramMap.Length; i++)
            {
                usersHistogramMap[i] = 1.0f - (usersHistogramMap[i] / numOfPoints);
            }
        }

        // Create the actual users texture based on label map and depth histogram
        for (i = 0; i < usersMapSize; i++)
        {
            flipIndex = usersMapSize - i - 1;

            if (usersLabelMap[i] == 0)
            {
                usersMapColors[flipIndex] = Color.clear;
            }
            else
            {
                // Create a blending color based on the depth histogram
                Color c = new Color(usersHistogramMap[usersDepthMap[i]], usersHistogramMap[usersDepthMap[i]], usersHistogramMap[usersDepthMap[i]], 0.9f);
                switch (usersLabelMap[i] % 4)
                {
                    case 0:
                        usersMapColors[flipIndex] = Color.red * c;
                        break;
                    case 1:
                        usersMapColors[flipIndex] = Color.green * c;
                        break;
                    case 2:
                        usersMapColors[flipIndex] = Color.blue * c;
                        break;
                    case 3:
                        usersMapColors[flipIndex] = Color.magenta * c;
                        break;
                }
            }
        }

        // Draw it!
        usersLblTex.SetPixels(usersMapColors);
        usersLblTex.Apply();
    }