Wing 323 - Gamepad Version  V1.0
Public Member Functions
KinectControl Class Reference

Controls the player's camera based on the player's hand and hand orientation (i.e are they left or right handed), in relation to the "Kinect point" (note the Kinect point will change based on hand orientation to either the left or right side of the player respectively) which is a pre-defined point in 3D space (positioned just under the left or right shoulder, where the player generally finds it most comfortable to position their hand). More...

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Public Member Functions

void Start ()
 Initialises the KinectControl fields.
void Update ()
 The update loop for the KinectControl tracks the players hand, and updates the player's camera and rotation accordingly.
void positionKinectRig ()
 Positions the kinect rig in the optimum position (dependant on which hand orientation is being used).
void calculateHandDisplacement (Vector3 _handPoint)
 Calculates the hand displacement from the Kinect point and the hand point within screen space (for player rotations).
void calculateCamPitch (GameObject _playerCam)
 Calculates the camera pitch dependent on the y-axis position of the hand (the amount it is displaced from the Kinect point).
void calculatePlayerYaw (GameObject _player)
 Calculates the players yaw (it's y-rotation) dependant on the player's hand displacement from the Kinect Point in the x-axis. I.e. if the player's hand is right of the kinect point the entire player (i.e. camera, items, such as gun) will rotate clockwise.
void calculateCamRoll (GameObject _playerCam)
 Calculates the cameras roll (aka the player's lean left or right) dependant on the rotation of the player's head. I.e. if the player leans left (or even simply leans their head to the left the camera, will tilt/roll to the left).
void OnTriggerEnter (Collider _colObject)
 Checks if the players hand has entered the pickup space. The pickup space is a box collider in front of the player, once the player reaches (and collides) with the box the player can pick up an object or use (for instance open a door) an element within the game.
void OnTriggerExit (Collider _colObject)
 Checks if the players hand has left the pickup space, in which case they will not be able to pick up an item or use a door (as their hand is not far enough forward, i.e. it is outside the pick up space).
float getHandPointX ()
 Gets the player's hand in the x-axis.
float getHandPointY ()
 Gets the player's hand in the y-axis.
bool getIsInPickupSpace ()
 Gets if the player's hand is within the pickup space or not.

Detailed Description

Controls the player's camera based on the player's hand and hand orientation (i.e are they left or right handed), in relation to the "Kinect point" (note the Kinect point will change based on hand orientation to either the left or right side of the player respectively) which is a pre-defined point in 3D space (positioned just under the left or right shoulder, where the player generally finds it most comfortable to position their hand).

Author:
Alexander Poolton
Version:
6.0
Date:
21/7/2011

Member Function Documentation

void KinectControl::calculateCamPitch ( GameObject  _playerCam) [inline]

Calculates the camera pitch dependent on the y-axis position of the hand (the amount it is displaced from the Kinect point).

Parameters:
[in]_playerCamThe camera (the player's first-person viewpoint) to pitch up or down.
void KinectControl::calculateCamRoll ( GameObject  _playerCam) [inline]

Calculates the cameras roll (aka the player's lean left or right) dependant on the rotation of the player's head. I.e. if the player leans left (or even simply leans their head to the left the camera, will tilt/roll to the left).

Parameters:
[in]_playerCamThe player's camera to roll.
void KinectControl::calculateHandDisplacement ( Vector3  _handPoint) [inline]

Calculates the hand displacement from the Kinect point and the hand point within screen space (for player rotations).

Parameters:
[in]_handPointThe hand point to check displacement against.
void KinectControl::calculatePlayerYaw ( GameObject  _player) [inline]

Calculates the players yaw (it's y-rotation) dependant on the player's hand displacement from the Kinect Point in the x-axis. I.e. if the player's hand is right of the kinect point the entire player (i.e. camera, items, such as gun) will rotate clockwise.

Parameters:
[in]_playerThe player object to rotate.
float KinectControl::getHandPointX ( ) [inline]

Gets the player's hand in the x-axis.

Returns:
m_handPointX Returns the player's hand position in the x-axis.
float KinectControl::getHandPointY ( ) [inline]

Gets the player's hand in the y-axis.

Returns:
m_handPointY Returns the player's hand position in the y-axis.
bool KinectControl::getIsInPickupSpace ( ) [inline]

Gets if the player's hand is within the pickup space or not.

Returns:
m_isInPickupSpace Returns if the player's hand is within the pickup space or not.,
void KinectControl::OnTriggerEnter ( Collider  _colObject) [inline]

Checks if the players hand has entered the pickup space. The pickup space is a box collider in front of the player, once the player reaches (and collides) with the box the player can pick up an object or use (for instance open a door) an element within the game.

Parameters:
[in]_colObjectThe object colliding with the pickup space box collider.
void KinectControl::OnTriggerExit ( Collider  _colObject) [inline]

Checks if the players hand has left the pickup space, in which case they will not be able to pick up an item or use a door (as their hand is not far enough forward, i.e. it is outside the pick up space).

Parameters:
[in]_colObjectThe object colliding with the pickup space box collider.

The documentation for this class was generated from the following file:
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