Microsoft.Samples.Kinect.RecordAndPlaybackBasics.KinectBodyView.UpdateBodyFrame C# (CSharp) Method

UpdateBodyFrame() public method

Updates the body array with new information from the sensor Should be called whenever a new BodyFrameArrivedEvent occurs
public UpdateBodyFrame ( Body bodies ) : void
bodies Body Array of bodies to update
return void
        public void UpdateBodyFrame(Body[] bodies)
        {
            if (bodies != null)
            {
                using (DrawingContext dc = this.drawingGroup.Open())
                {
                    // Draw a transparent background to set the render size
                    dc.DrawRectangle(Brushes.Black, null, new Rect(0.0, 0.0, this.displayWidth, this.displayHeight));

                    int penIndex = 0;
                    foreach (Body body in bodies)
                    {
                        Pen drawPen = this.bodyColors[penIndex++];

                        if (body.IsTracked)
                        {
                            IReadOnlyDictionary<JointType, Joint> joints = body.Joints;

                            // convert the joint points to depth (display) space
                            Dictionary<JointType, Point> jointPoints = new Dictionary<JointType, Point>();

                            foreach (JointType jointType in joints.Keys)
                            {
                                // sometimes the depth(Z) of an inferred joint may show as negative
                                // clamp down to 0.1f to prevent coordinatemapper from returning (-Infinity, -Infinity)
                                CameraSpacePoint position = joints[jointType].Position;
                                if (position.Z < 0)
                                {
                                    position.Z = InferredZPositionClamp;
                                }

                                DepthSpacePoint depthSpacePoint = this.coordinateMapper.MapCameraPointToDepthSpace(position);
                                jointPoints[jointType] = new Point(depthSpacePoint.X, depthSpacePoint.Y);
                            }

                            this.DrawBody(joints, jointPoints, dc, drawPen);

                            this.DrawHand(body.HandLeftState, jointPoints[JointType.HandLeft], dc);
                            this.DrawHand(body.HandRightState, jointPoints[JointType.HandRight], dc);
                        }
                    }

                    // prevent drawing outside of our render area
                    this.drawingGroup.ClipGeometry = new RectangleGeometry(new Rect(0.0, 0.0, this.displayWidth, this.displayHeight));
                }
            }
        }