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Cchandrapunth's List: ImagineCup

  • May 23, 12

    int x;
    int null = 0;
    int m_eins = 1;
    HRESULT hr = S_OK;
    int nCount = 0;
       

    HANDLE        m_hNextDepthFrameEvent;
        HANDLE        m_hNextVideoFrameEvent;
        HANDLE        m_hNextSkeletonEvent;
        HANDLE        m_pDepthStreamHandle;
        HANDLE        m_pVideoStreamHandle;



    int connect()
    {
        hr = NuiInitialize( NUI_INITIALIZE_FLAG_USES_SKELETON);
      if( FAILED( hr ) )
      {
        printf ("nicht initialisiert!! KINECT verbunden? \n");
        system("pause");
      
      }
      else
      {
        // m_hNextSkeletonEvent = NULL;
      //m_hNextSkeletonEvent = CreateEvent( NULL, TRUE, FALSE, NULL );
     
        NUI_SKELETON_FRAME SkeletonFrame;
      NuiSkeletonTrackingEnable;

      //NuiSkeletonTrackingEnable( m_hNextSkeletonEvent, 0 );
      }
         
     
    return 0;
    }



    int main()
    {
        connect();
       
        NUI_SKELETON_FRAME SkeletonFrame;
    //hr = NuiSkeletonGetNextFrame( 0, &SkeletonFrame );
      while (true)
        {
            NuiSkeletonGetNextFrame( 0, &SkeletonFrame );
           

        bool bFoundSkeleton = true;
        for( int i = 0 ; i < NUI_SKELETON_COUNT ; i++ )//////////////////hier werden mehrere Skeletons abgefragt!!!!!!!!!!!!!!!
        {
           
            ////////////////////////hier wird nur ein skeleton abgefragt!!!!!!!
            if( SkeletonFrame.SkeletonData[i].eTrackingState == NUI_SKELETON_TRACKED )////////////////prüft ob skeletondaten verfügbar sind
            {
                //bFoundSkeleton = false;
               
            //printf(" Found skeleton");

       
        float hand_l_x=SkeletonFrame.SkeletonData[i].SkeletonPositions[NUI_SKELETON_POSITION_HAND_LEFT].x;
        float hand_l_y=SkeletonFrame.SkeletonData[i].SkeletonPositions[NUI_SKELETON_POSITION_HAND_LEFT].y;
        float hand_l_z=SkeletonFrame.SkeletonData[i].SkeletonPositions[NUI_SKELETON_POSITION_HAND_LEFT].z;   
               
       
            //right hand
        float hand_r_x=SkeletonFrame.SkeletonData[i].SkeletonPositions[NUI_SKELETON_POSITION_HAND_RIGHT].x;
        float hand_r_y=SkeletonFrame.SkeletonData[i].SkeletonPositions[NUI_SKELETON_POSITION_HAND_RIGHT].y;
        float hand_r_z=SkeletonFrame.SkeletonData[i].SkeletonPositions[NUI_SKELETON_POSITION_HAND_RIGHT].z;
        //if (hand_l_x!=0 && hand_l_y!=0)
        if (hand_l_x!=0 && hand_r_z!=0 )
        {
            //printf("HandLeft X=%4.2f    ",hand_l_x,"HandLeft Y=%4.2f    ",hand_l_y,"HandLeft Z=%4.2f    \r\n",hand_l_z);
            //printf("HandRight X=%4.2f    ",hand_r_x,"HandRight Y=%4.2f    ",hand_r_y,"HandRight Z=%4.2f    \r\n",hand_r_z);   
            printf("HandLeft X=%4.2f    ",hand_l_x,"HandLeft Y=%4.2f    ",hand_l_y,"HandLeft Z=%4.2f    \r",hand_l_z);
            printf("HandRight X=%4.2f    ",hand_r_x,"HandRight Y=%4.2f    ",hand_r_y,"HandRight Z=%4.2f    \r",hand_r_z);   

        }

        //////////////////////////////////////////////////////////////       
        else
                    {
                        
                NuiSkeletonGetNextFrame( 0, &SkeletonFrame );
                    }
           
            }       
        }

        // no skeletons!
        //
        if( bFoundSkeleton )
        {
           //    printf("NOT FOUND");
            //system("pause");
            //return 0;
        }

        // smooth out the skeleton data
        NuiTransformSmooth(&SkeletonFrame,NULL);
        // we found a skeleton, re-start the timer
       //NuiSkeletonTrackingEnable;

        }
     

                           

                         

    system ("pause");                       
    return 0;
    }

  • May 28, 12

    Sculpt Vertices
    Sculpt a sphere using the mouse.

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