Kinect.KinectManager.DrawSkeleton C# (CSharp) Method

DrawSkeleton() private method

private DrawSkeleton ( Texture2D aTexture, KinectInterop &bodyData ) : void
aTexture UnityEngine.Texture2D
bodyData KinectInterop
return void
        private void DrawSkeleton(Texture2D aTexture, ref KinectInterop.BodyData bodyData)
        {
            int jointsCount = sensorData.jointCount;

            for (int i = 0; i < jointsCount; i++)
            {
                int parent = (int)sensorData.sensorInterface.GetParentJoint((KinectInterop.JointType)i);

                if (bodyData.joint[i].trackingState != KinectInterop.TrackingState.NotTracked &&
                   bodyData.joint[parent].trackingState != KinectInterop.TrackingState.NotTracked)
                {
                    Vector2 posParent = KinectInterop.MapSpacePointToDepthCoords(sensorData, bodyData.joint[parent].kinectPos);
                    Vector2 posJoint = KinectInterop.MapSpacePointToDepthCoords(sensorData, bodyData.joint[i].kinectPos);

                    if (posParent != Vector2.zero && posJoint != Vector2.zero)
                    {
                        //Color lineColor = playerJointsTracked[i] && playerJointsTracked[parent] ? Color.red : Color.yellow;
                        KinectInterop.DrawLine(aTexture, (int)posParent.x, (int)posParent.y, (int)posJoint.x, (int)posJoint.y, Color.yellow);
                    }
                }
            }

            //aTexture.Apply();
        }
KinectManager